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-dd7ba49d21373128ab8ecd1060d8fe28 -2006-02-09T00:07:34.157408Z -1 -spog -has-props - - - - - - - - - - - - - - - - - - - - -382 - diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/base_button.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/base_button.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/base_button.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/base_door.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/base_door.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/base_door.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/base_floor.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/base_floor.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/base_floor.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/base_light.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/base_light.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/base_light.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/base_object.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/base_object.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/base_object.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/base_support.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/base_support.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/base_support.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/base_trim.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/base_trim.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/base_trim.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/base_wall.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/base_wall.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/base_wall.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/common.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/common.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/common.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/ctf.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/ctf.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/ctf.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/gfx.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/gfx.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/gfx.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/gothic_block.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/gothic_block.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/gothic_block.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/gothic_button.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/gothic_button.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/gothic_button.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/gothic_door.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/gothic_door.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/gothic_door.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/gothic_floor.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/gothic_floor.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/gothic_floor.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/gothic_light.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/gothic_light.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/gothic_light.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/gothic_trim.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/gothic_trim.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/gothic_trim.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/gothic_wall.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/gothic_wall.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/gothic_wall.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/hell.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/hell.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/hell.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/liquids.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/liquids.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/liquids.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/models.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/models.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/models.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/museum.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/museum.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/museum.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/organics.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/organics.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/organics.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/sfx.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/sfx.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/sfx.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/skies.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/skies.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/skies.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/skin.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/skin.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/skin.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/terrademoQ3.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/terrademoQ3.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/terrademoQ3.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/test.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/test.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/prop-base/test.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/base_button.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/base_button.shader.svn-base deleted file mode 100644 index f9de754..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/base_button.shader.svn-base +++ /dev/null @@ -1,21 +0,0 @@ - -textures/base_button/shootme2 -{ - qer_editorimage textures/base_button/metal3_3_shootme.tga - q3map_lightimage textures/base_button/shootme_glow.tga - q3map_surfacelight 1000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_support/metal3_3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_button/shootme_glow.tga - rgbGen wave sin 0.5 1.0 0 .3 - blendFunc GL_ONE GL_ONE - } -} diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/base_door.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/base_door.shader.svn-base deleted file mode 100644 index e697701..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/base_door.shader.svn-base +++ /dev/null @@ -1,97 +0,0 @@ - -textures/base_door/shinymetaldoor -{ - - { - //map $lightmap - map textures/base_wall/chrome_env.tga - tcGen environment - tcmod scale .25 .25 - rgbGen identity - } - - - { - map textures/base_door/shinymetaldoor.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - - { - map textures/base_door/quake3sign.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - - - { - map $lightmap - rgbgen identity - blendFunc GL_DST_COLOR GL_ZERO - } - -} - -textures/base_door/shinymetaldoor_outside -{ - - { - map textures/base_wall/chrome_env.tga - tcGen environment - tcmod scale .25 .25 - rgbGen identity - } - - - { - map textures/base_door/shinymetaldoor_outside.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - - { - map textures/base_door/quake3sign_outside.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - - - { - map $lightmap - rgbgen identity - blendFunc GL_DST_COLOR GL_ZERO - } - -} - -textures/base_door/shinymetaldoor_outside3a2 -{ - - { - map textures/base_wall/chrome_env.tga - tcGen environment - tcmod scale .25 .25 - rgbGen identity - } - - - { - map textures/base_door/shinymetaldoor_outside3a2.tga - blendFunc blend - rgbGen identity - } - - - { - map $lightmap - rgbgen identity - blendFunc filter - } - - { - map textures/base_door/shinymetaldoor_outside3glow.tga - blendFunc add - rgbGen wave sin .9 .1 0 5 - } - -} diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/base_floor.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/base_floor.shader.svn-base deleted file mode 100644 index b6c754a..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/base_floor.shader.svn-base +++ /dev/null @@ -1,900 +0,0 @@ -textures/base_floor/clang_floor3blava -{ - surfaceparm nolightmap - { - map textures/liquids/protolava2.tga - tcmod scale .2 .2 - tcmod scroll .04 .03 - tcMod turb 0 .1 0 .01 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_floor/clang_floor3blava.tga - blendfunc blend - - } - -} - -textures/base_floor/clangdark -{ - surfaceparm metalsteps - - // metal that makes metalsteps sound - { - map $lightmap - rgbGen identity - } - { - map textures/base_floor/clangdark.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - -} - -textures/base_floor/clangdark_ow -{ - surfaceparm metalsteps - - // metal that makes metalsteps sound - { - map $lightmap - rgbGen identity - } - { - map textures/base_floor/clangdark_ow.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - -} - -textures/base_floor/clangdark_ow3 -{ - surfaceparm metalsteps - - { - map textures/sfx/proto_zzztblu2.tga - tcMod turb 0 .5 0 9.6 - tcmod scale 2 2 - tcmod scroll 9 5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_floor/clangdark_ow3.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_floor/clangdarkspot -{ - surfaceparm metalsteps - //{ - // map textures/base_floor/clangdarkspot.tga - // rgbGen identity - //} - - { - map textures/liquids/proto_grueldark.tga - //tcGen environment - blendFunc GL_ONE GL_ZERO - tcmod scale 2 2 - tcMod scroll .01 .03 - - tcMod turb 0 0.05 0 .05 - //rgbGen identity - } - - { - map textures/effects/tinfx3.tga - //tcGen environment - blendFunc GL_ONE GL_ONE - tcGen environment - //tcMod turb 0 0.01 0 9 - //rgbGen identity - } - - { - map textures/base_floor/clangdarkspot.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_floor/clangfloor_noisy -{ - qer_editorimage textures/base_floor/clang_floor.tga - surfaceparm metalsteps - { - map $lightmap - rgbGen identity - } - - { - map textures/base_floor/clang_floor.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbgen identity - - } - -} - -textures/base_floor/clangspot2 -{ - surfaceparm metalsteps - - { - map textures/liquids/proto_grueldark.tga - //tcGen environment - blendFunc GL_ONE GL_ZERO - tcmod scale 2 2 - tcMod scroll .01 .03 - - tcMod turb 0 0.05 0 .05 - //rgbGen identity - } - - { - map textures/effects/tinfx3.tga - //tcGen environment - blendFunc GL_ONE GL_ONE - tcGen environment - //tcMod turb 0 0.01 0 9 - //rgbGen identity - } - - { - map textures/base_floor/clangspot2.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_floor/concretefloor1 -{ - - { - map textures/base_wall/chrome_env.tga - tcgen environment - rgbgen wave sin .25 0 0 0 - } - - - { - map textures/base_floor/concretefloor1.tga - blendFunc GL_ZERO GL_SRC_ALPHA - tcmod scale .1 .1 - rgbgen identity - } - - { - map textures/base_floor/concretefloor1.tga - blendFunc GL_ONE GL_SRC_ALPHA - rgbgen identity - } - - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbgen identity - } - - - - -} - -textures/base_floor/cybergrate2 -{ - cull disable - surfaceparm alphashadow - surfaceparm metalsteps - surfaceparm nomarks - { - map textures/base_floor/cybergrate2.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - { - map $lightmap - rgbGen identity - blendFunc filter - depthFunc equal - } - - -} - -textures/base_floor/cybergrate3 -{ - cull disable - surfaceparm alphashadow - surfaceparm metalsteps - surfaceparm nomarks - { - map textures/sfx/hologirl.tga - blendFunc add - tcmod scale 1.2 .5 - tcmod scroll 3.1 1.1 - - } - { - map textures/base_floor/cybergrate3.tga - alphaFunc GE128 - depthWrite - } - { - map $lightmap - rgbGen identity - blendFunc filter - depthFunc equal - } - - -} - -textures/base_floor/diamond2c_ow -{ - surfaceparm metalsteps - - { - map textures/sfx/proto_zzztblu2.tga - tcMod turb 0 .5 0 9.6 - tcmod scale 2 2 - tcmod scroll 9 5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_floor/diamond2c_ow.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_floor/diamond2cspot -{ - surfaceparm metalsteps - - { - map textures/liquids/proto_grueldark2.tga - blendFunc GL_ONE GL_ZERO - tcmod scale 2 2 - tcMod scroll .01 .03 - tcMod turb 0 0.05 0 .05 - } - - { - map textures/effects/tinfx3.tga - blendFunc GL_ONE GL_ONE - tcGen environment - } - - { - map textures/base_floor/diamond2cspot.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_floor/diamond_noisy -{ - qer_editorimage textures/base_floor/diamond2.tga - surfaceparm metalsteps - - // metal that makes metalsteps sound - { - map $lightmap - rgbGen identity - } - { - map textures/base_floor/diamond2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/base_floor/floor3_3dark_ow -{ - - { - map textures/effects/envmapblue.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 5.6 - tcmod scale 1.5 1.5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - - { - map textures/base_floor/floor3_3dark_ow.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc filter - rgbGen identity - } -} - -textures/base_floor/hfloor3 -{ - //deformVertexes wave 100 sin 3 2 .1 3 - { - rgbGen identity - map $lightmap - } - { - map textures/base_floor/hfloor3.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - { - map textures/effects/tinfx.tga - tcgen environment - blendFunc GL_ONE GL_ONE - rgbGen identity - } - - { - map textures/base_floor/hfloor3.tga - //blendFunc GL_ONE GL_ONE - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - -} - -textures/base_floor/metalbridge04dbroke -{ - surfaceparm metalsteps - - { - map textures/sfx/proto_zzztblu2.tga - tcMod turb 0 .5 0 9.6 - tcmod scale 2 2 - tcmod scroll 9 5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_floor/metalbridge04dbroke.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_floor/nomarkstone_1 -{ - qer_editorimage textures/base_floor/smallstone.tga - q3map_lightimage textures/base_floor/smallstone.tga - q3map_globaltexture - surfaceparm nomarks - surfaceparm noimpact - - // A stone that isn't marked by weapons. Used below red fog in pj_dm10 - { - map $lightmap - rgbGen identity - } - { - map textures/base_floor/smallstone.tga - tcMod scale 2 2 - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/base_floor/pjgrate1 -{ - surfaceparm metalsteps - cull none - - // A GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES - { - map textures/base_floor/pjgrate1.tga - tcMod scale 2 2 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_floor/pjgrate2 -{ - surfaceparm metalsteps - cull none - - // A RUSTED GRATE THAT CAN BE SEEN FROM BOTH SIDES - { - map textures/base_floor/pjgrate2.tga - tcMod scale 2.0 2.0 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - rgbGen identity - } -} - -textures/base_floor/pool_floor2 -{ - - - { - map textures/liquids/pool3d_5e.tga - tcmod scale -.25 -.25 - tcmod scroll .025 .025 - rgbgen wave sin .75 0 0 0 - - } - - { - map textures/liquids/pool3d_6e.tga - blendFunc GL_one GL_ONE - tcmod scale .25 .25 - tcmod scroll .025 .025 - rgbgen wave sin .75 0 0 0 - } - - { - map textures/base_floor/pool_floor2.tga - blendFunc GL_one GL_src_color - rgbgen identity - } - - - { - rgbGen identity - map $lightmap - blendfunc gl_dst_color gl_zero - } - - -} - -textures/base_floor/pool_floor3 -{ - qer_editorimage textures/base_wall/patch10rusty5.tga - - { - map textures/liquids/pool3d_5e.tga - tcmod scale -.25 -.25 - tcmod scroll .025 .025 - rgbgen wave sin .75 0 0 0 - - } - - { - map textures/liquids/pool3d_6e.tga - blendFunc GL_one GL_ONE - tcmod scale .25 .25 - tcmod scroll .025 .025 - rgbgen wave sin .75 0 0 0 - } - - { - map textures/base_wall/patch10rusty5.tga - blendFunc GL_one GL_src_color - rgbgen identity - } - - - { - rgbGen identity - map $lightmap - blendfunc gl_dst_color gl_zero - } - - -} - -textures/base_floor/pool_side2 -{ - - - { - map textures/liquids/pool3d_5e.tga - tcmod scale -.5 -.25 - tcmod scroll .025 .025 - rgbgen wave sin .75 0 0 0 - } - - { - map textures/liquids/pool3d_6e.tga - blendFunc GL_one GL_ONE - tcmod scale .5 .25 - tcmod scroll .025 .025 - rgbgen wave sin .75 0 0 0 - } - - { - map textures/base_floor/pool_side2.tga - blendFunc GL_one GL_src_color - tcmod scale .5 .5 - rgbgen identity - } - - - { - rgbGen identity - map $lightmap - blendfunc gl_dst_color gl_zero - } - - -} - -textures/base_floor/pool_side3 -{ - qer_editorimage textures/base_wall/patch10rusty5.tga - - { - map textures/liquids/pool3d_5e.tga - tcmod scale -.5 -.25 - tcmod scroll .025 .025 - rgbgen wave sin .75 0 0 0 - } - - { - map textures/liquids/pool3d_6e.tga - blendFunc GL_one GL_ONE - tcmod scale .5 .25 - tcmod scroll .025 .025 - rgbgen wave sin .75 0 0 0 - } - - { - map textures/base_wall/patch10rusty5.tga - blendFunc GL_one GL_src_color - tcmod scale .5 .5 - rgbgen identity - } - - - { - rgbGen identity - map $lightmap - blendfunc gl_dst_color gl_zero - } - - -} - -textures/base_floor/proto_grate -{ - surfaceparm metalsteps - surfaceparm trans - cull none - nopicmip - - // A GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES - { - map textures/base_floor/proto_grate.tga - //tcMod scale 2 2 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_floor/proto_grate3 -{ - surfaceparm metalsteps - surfaceparm trans - cull none - nopicmip - // A GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES - { - map textures/base_floor/proto_grate3.tga - //tcMod scale 2 2 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_floor/proto_grate4 -{ - surfaceparm metalsteps - surfaceparm trans - surfaceparm nonsolid //Tim's fuckage - cull none - nopicmip - - // A GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES - { - map textures/base_floor/proto_grate4.tga - //tcMod scale 2 2 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_floor/proto_rustygrate -{ - surfaceparm metalsteps - surfaceparm trans - surfaceparm alphashadow - cull none - nopicmip - // A RUSTY GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES - { - map textures/base_floor/proto_rustygrate.tga - // tcMod scale 2 2 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_floor/proto_rustygrate2 -{ - surfaceparm metalsteps - surfaceparm trans - surfaceparm alphashadow - cull none - nopicmip - // A RUSTY GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES - { - map textures/base_floor/proto_rustygrate2.tga - // tcMod scale 2 2 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_floor/rusty_pentagrate -{ - surfaceparm metalsteps - surfaceparm trans - surfaceparm alphashadow - - cull none - nopicmip - // A RUSTY and Eeevil grate THAT CAN BE SEEN FROM BOTH SIDES - { - map textures/base_floor/rusty_pentagrate.tga - // tcMod scale 2 2 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_floor/skylight1 -{ - q3map_lightimage textures/base_floor/skylight1_lm.tga - q3map_surfacelight 100 - - { - map $lightmap - rgbGen identity - } - { - map textures/base_floor/skylight1.tga - blendfunc gl_dst_color gl_zero - rgbGen identity - } - { - map textures/base_floor/skylight1_lm.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle .2 2 0 7.7 - } - { - map textures/base_floor/skylight1_lm.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle .2 5 1 5.1 - } - -} - -textures/base_floor/skylight_spec -{ - { - rgbGen identity - map $lightmap - } - { - map textures/base_floor/skylight_spec.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/base_floor/techfloor -{ - surfaceparm metalsteps - - { - map textures/sfx/proto_zzztpink.tga - tcMod turb 0 .5 0 9.6 - tcmod scale 2 2 - tcmod scroll 9 5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - //clampmap textures/gothic_block/blocks18cgeomtrn2.tga - clampmap textures/base_floor/techfloor2.tga - blendFunc blend - tcmod rotate 170 - tcMod stretch sin .8 0.2 0 .4 - rgbGen identity - } - { - map textures/base_floor/techfloor.tga - blendFunc blend - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_floor/techfloor2 -{ - cull disable - //surfaceparm trans - surfaceparm nomarks - //nomipmaps - - { - clampmap textures/base_floor/techfloor2.tga - alphaFunc GE128 - tcmod rotate 70 - tcMod stretch sin .8 0.2 0 .3 - rgbGen identity - } - { - clampmap textures/base_floor/techfloor2.tga - alphaFunc GE128 - tcmod rotate -50 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - clampmap textures/base_floor/techfloor2.tga - alphaFunc GE128 - tcmod rotate 30 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } - -} - -textures/base_floor/tilefloor7_ow -{ - q3map_lightimage textures/base_floor/tilefloor7_owfx.tga - q3map_surfacelight 100 - - { - map $lightmap - rgbGen identity - } - { - map textures/base_floor/tilefloor7_ow.tga - blendfunc gl_dst_color gl_zero - rgbGen identity - } - { - map textures/base_floor/tilefloor7_owfx.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle 1 2 0 7 - } - { - map textures/base_floor/tilefloor7_owfx.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle 1 5 1 3 - } - -} - diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/base_light.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/base_light.shader.svn-base deleted file mode 100644 index 07ade96..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/base_light.shader.svn-base +++ /dev/null @@ -1,1683 +0,0 @@ -textures/base_light/baslt4_1_2k -{ - qer_editorimage textures/base_light/baslt4_1.tga - surfaceparm nomarks - q3map_surfacelight 2000 - //light 1 - - // New Fluorescent light - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/baslt4_1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/baslt4_1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/baslt4_1_4k -{ - qer_editorimage textures/base_light/baslt4_1.tga - surfaceparm nomarks - q3map_surfacelight 4000 - //light 1 - - // New Fluorescent light - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/baslt4_1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/baslt4_1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/border11light -{ - q3map_surfacelight 500 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/border11light.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/border11light.blend.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/border11light_300 -{ - qer_editorimage textures/base_light/border11light.tga - q3map_lightimage textures/base_light/border11light.blend.tga - - q3map_surfacelight 235 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/border11light.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/border11light.blend.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/border7_ceil50 -{ - qer_editorimage textures/base_light/border7_ceil50.tga - q3map_surfacelight 100 - // Square dirty white llight - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/border7_ceil50.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/border7_ceil50glow.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_22a -{ - surfaceparm nomarks - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_22a.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_22a.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_22a_8k -{ - surfaceparm nomarks - qer_editorimage textures/base_light/ceil1_22a.tga - q3map_surfacelight 8000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_22a.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_22a.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_22a_trans -{ - qer_editorimage textures/base_light/ceil1_22a.tga - surfaceparm nomarks - surfaceparm nonsolid - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_22a.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_22a.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_30 -{ - surfaceparm nomarks - q3map_surfacelight 10000 -// light 1 - // Square rich blue light - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_30.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_30.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_30_8k -{ - surfaceparm nomarks - qer_editorimage textures/base_light/ceil1_30.tga - q3map_surfacelight 8000 -// light 1 - // Square rich blue light (8k light wattage - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_30.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_30.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_30_trans -{ - qer_editorimage textures/base_light/ceil1_30.tga - surfaceparm nomarks - surfaceparm nonsolid - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_30.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_30.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_34 -{ - surfaceparm nomarks - q3map_surfacelight 10000 -// light 1 - // Square tourquoise light - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_34.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_34.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_34_10k -{ - qer_editorimage textures/base_light/ceil1_34.tga - surfaceparm nomarks - q3map_surfacelight 10000 -// light 1 - // Square tourquoise light - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_34.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_34.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_34_1k -{ - qer_editorimage textures/base_light/ceil1_34.tga - q3map_lightimage textures/base_light/ceil1_34.blend.tga - surfaceparm nomarks - q3map_surfacelight 1000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_34.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_34.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_34_2k -{ - qer_editorimage textures/base_light/ceil1_34.tga - q3map_lightimage textures/base_light/ceil1_34.blend.tga - surfaceparm nomarks - q3map_surfacelight 2000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_34.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_34.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_34_5k -{ - qer_editorimage textures/base_light/ceil1_34.tga - surfaceparm nomarks - q3map_surfacelight 5000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_34.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_34.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_37 -{ - surfaceparm nomarks - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_37.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_37.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_38 -{ - surfaceparm nomarks - q3map_surfacelight 2500 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_38_10k -{ - qer_editorimage textures/base_light/ceil1_38.tga - surfaceparm nomarks - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_38_20k -{ - qer_editorimage textures/base_light/ceil1_38.tga - surfaceparm nomarks - q3map_surfacelight 20000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_38_30k -{ - qer_editorimage textures/base_light/ceil1_38.tga - surfaceparm nomarks - q3map_surfacelight 30000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_38_40k -{ - qer_editorimage textures/base_light/ceil1_38.tga - surfaceparm nomarks - q3map_surfacelight 40000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_38_50k -{ - qer_editorimage textures/base_light/ceil1_38.tga - surfaceparm nomarks - q3map_surfacelight 50000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_38_70k -{ - qer_editorimage textures/base_light/ceil1_38.tga - surfaceparm nomarks - q3map_surfacelight 70000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_38_90k -{ - qer_editorimage textures/base_light/ceil1_38.tga - surfaceparm nomarks - q3map_surfacelight 90000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_39 -{ - surfaceparm nomarks - q3map_surfacelight 7500 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_4 -{ - surfaceparm nomarks - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_4.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_4.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil_white5k -{ - qer_editorimage textures/base_light/ceil1_38.tga - surfaceparm nomarks - q3map_surfacelight 5000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/cornerlight -{ - q3map_lightimage textures/base_light/cornerlight.glow.tga - surfaceparm nomarks - q3map_surfacelight 2500 - { - map textures/base_light/cornerlight.tga - rgbGen identity - } - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - - - { - map textures/base_light/cornerlight.glow.tga - blendfunc GL_one gl_one - rgbgen wave sawtooth .6 .1 0 7 - } -} - -textures/base_light/geolight -{ - q3map_lightimage textures/base_light/geolight_glow.tga - surfaceparm nomarks - q3map_surfacelight 4000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/geolight.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - { - map textures/base_light/geolight_glow.tga - blendFunc add - rgbgen wave sin .575 .025 0 10 - } - -} - -textures/base_light/jaildr03_1 -{ - surfaceparm nomarks - q3map_surfacelight 1000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/jaildr03_1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/jaildr03_1.tga - rgbGen wave sin 0.5 0.5 1 1 - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/jaildr03_2 -{ - surfaceparm nomarks - q3map_surfacelight 1000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/jaildr03_2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/jaildr03_2.blend.tga - rgbGen wave sin 0.5 0.5 1 1 - blendfunc GL_ONE GL_ONE - } - -} - -textures/base_light/jaildr1_3 -{ - surfaceparm nomarks - q3map_surfacelight 1000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/jaildr1_3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/jaildr1_3.blend.tga - rgbGen wave sin 0.5 0.5 1 1 - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light1_1500 -{ - qer_editorimage textures/base_light/light1.tga - surfaceparm nomarks - q3map_surfacelight 1500 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1.blend.tga - //rgbGen wave sin 0.5 0.5 0 3 - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/light1_3000 -{ - qer_editorimage textures/base_light/light1.tga - surfaceparm nomarks - q3map_surfacelight 1500 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1.blend.tga - //rgbGen wave sin 0.5 0.5 0 3 - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/light1_5000 -{ - qer_editorimage textures/base_light/light1.tga - q3map_lightimage textures/base_light/light1.blend.tga - surfaceparm nomarks - q3map_surfacelight 5000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light1blue_1500 -{ - qer_editorimage textures/base_light/light1blue.tga - q3map_lightimage textures/base_light/light1blue.blend.tga - surfaceparm nomarks - q3map_surfacelight 1500 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1blue.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1blue.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light1blue_2000 -{ - qer_editorimage textures/base_light/light1blue.tga - q3map_lightimage textures/base_light/light1blue.blend.tga - surfaceparm nomarks - q3map_surfacelight 2000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1blue.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1blue.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light1blue_5000 -{ - qer_editorimage textures/base_light/light1blue.tga - q3map_lightimage textures/base_light/light1blue.blend.tga - surfaceparm nomarks - q3map_surfacelight 5000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1blue.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1blue.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light1blue_800 -{ - qer_editorimage textures/base_light/light1blue.tga - q3map_lightimage textures/base_light/light1blue.blend.tga - surfaceparm nomarks - q3map_surfacelight 800 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1blue.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1blue.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light1dark -{ - qer_editorimage textures/base_light/light1.tga - q3map_lightimage textures/base_light/light1.blend.tga - surfaceparm nomarks - q3map_surfacelight 6000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light1red_2000 -{ - qer_editorimage textures/base_light/light1red.tga - q3map_lightimage textures/base_light/light1red.blend.tga - surfaceparm nomarks - q3map_surfacelight 2000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1red.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1red.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light1red_5000 -{ - qer_editorimage textures/base_light/light1red.tga - q3map_lightimage textures/base_light/light1red.blend.tga - surfaceparm nomarks - q3map_surfacelight 5000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1red.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1red.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light5_10k -{ - qer_editorimage textures/base_light/light5.tga - q3map_lightimage textures/base_light/xlight5.blend.tga -// light 1 - surfaceparm nomarks - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/xlight5.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/xlight5.blend.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/light5_15k -{ - qer_editorimage textures/base_light/light5.tga - q3map_lightimage textures/base_light/light5.blend.tga - surfaceparm nomarks - q3map_surfacelight 15000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light5.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light5.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/light5_3000 -{ - qer_editorimage textures/base_light/light5.tga -// light 1 - surfaceparm nomarks - q3map_surfacelight 3000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/xlight5.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/xlight5.blend.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/light5_5k -{ - qer_editorimage textures/base_light/light5.tga - //light 1 - surfaceparm nomarks - surfaceparm nolightmap - q3map_surfacelight 5000 - { - map textures/base_light/light5.tga - rgbGen identity - } -} - -textures/base_light/lt2_2000 -{ - qer_editorimage textures/base_light/light2.tga -// light 1 - surfaceparm nomarks - q3map_surfacelight 2000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light2.blend.tga - rgbGen wave sin 0.6 0.1 .1 .1 - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/lt2_4000 -{ - qer_editorimage textures/base_light/light2.tga - //light 1 - surfaceparm nomarks - q3map_surfacelight 4000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light2.blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/lt2_8000 -{ - qer_editorimage textures/base_light/light2.tga - surfaceparm nomarks - q3map_surfacelight 8000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light2.blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/patch10_pj_lite -{ - q3map_surfacelight 2500 - surfaceparm nomarks -// light 1 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/patch10_pj_lite.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/patch10_pj_lite.blend.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/patch10_pj_lite2 -{ - q3map_surfacelight 2000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/patch10_pj_lite2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/patch10_pj_lite2.blend.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/patch10_pj_lite2_1000 -{ - qer_editorimage textures/base_light/patch10_pj_lite2.tga - q3map_surfacelight 1000 - surfaceparm nomarks - //light 1 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/patch10_pj_lite2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/patch10_pj_lite2.blend.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/pjceil1_39_1K -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 1000 -// light 1 - // Square dirty white - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/pjceil1_39_1p5k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 1500 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/proto_light -{ - q3map_lightimage textures/base_light/proto_lightmap.tga - surfaceparm nomarks - q3map_surfacelight 1000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/proto_light.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/proto_lightmap.tga - blendfunc GL_ONE GL_ONE - rgbGen wave sin .5 0.5 1 .1 - } - { - map textures/base_light/proto_light2.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle 1 5 1 3 - } - { - map textures/base_light/proto_light2.tga - blendfunc GL_ONE GL_ONE - tcmod scale -1 -1 - rgbgen wave triangle 1 2 0 7 - } -} - -textures/base_light/proto_light_2k -{ - qer_editorimage textures/base_light/proto_light.tga - q3map_lightimage textures/base_light/proto_lightmap.tga - surfaceparm nomarks - q3map_surfacelight 2000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/proto_light.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/proto_lightmap.tga - blendfunc GL_ONE GL_ONE - rgbGen wave sin .5 0.5 1 .1 - } - { - map textures/base_light/proto_light2.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle 1 5 1 3 - } - { - map textures/base_light/proto_light2.tga - blendfunc GL_ONE GL_ONE - tcmod scale -1 -1 - rgbgen wave triangle 1 2 0 7 - } -} - -textures/base_light/proto_lightred -{ - q3map_lightimage textures/base_light/proto_lightred.tga - surfaceparm nomarks - q3map_surfacelight 300 -// light 1 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/proto_lightred.tga - blendFunc filter - rgbGen identity - } - { - map textures/base_light/proto_lightred.tga - blendFunc add - } - -} - -textures/base_light/proto_lightred2 -{ - q3map_lightimage textures/base_light/proto_lightred.tga - qer_editorimage textures/base_light/proto_lightred.tga - surfaceparm nomarks - q3map_surfacelight 1000 -// light 1 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/proto_lightred.tga - blendFunc filter - rgbGen identity - } - { - map textures/base_light/proto_lightred.tga - blendFunc add - rgbGen wave square .5 .5 0 1 - } - -} - -textures/base_light/runway -{ - q3map_lightimage textures/base_light/runway_glow.tga - surfaceparm nomarks - q3map_surfacelight 400 - { - map textures/base_light/runway_glow.tga - tcmod scale 1 .25 - rgbgen wave square -1 2 .5 8 - tcmod scroll 0 .5 - } - - { - map textures/base_light/runway.tga - blendFunc blend - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc filter - } - - { - map textures/base_light/runwayb.tga - blendFunc add - rgbGen identity - } - - -} - -textures/base_light/s_proto_light -{ - q3map_lightimage textures/base_light/s_proto_lightmap.tga - qer_editorimage textures/base_light/proto_light.tga - surfaceparm nomarks - q3map_surfacelight 100 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/proto_light.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/proto_lightmap.tga - blendfunc GL_ONE GL_ONE - rgbGen wave sin .5 0.5 1 .1 - } - { - map textures/base_light/proto_light2.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle 1 5 1 3 - } - { - map textures/base_light/proto_light2.tga - blendfunc GL_ONE GL_ONE - tcmod scale -1 -1 - rgbgen wave triangle 1 2 0 7 - } -} - -textures/base_light/scrolllight -{ - q3map_lightimage textures/sfx/scrolllight2.tga - q3map_surfacelight 100 - - { - map $lightmap - rgbGen identity - } - { - Map textures/base_light/scrolllight.tga - blendfunc gl_dst_color gl_zero - rgbGen identity - } - { - Map textures/base_light/scrolllight2.tga - blendFunc GL_ONE GL_ONE - tcmod scroll -1 0 - } - { - Map textures/base_light/scrolllight2.tga - blendFunc GL_ONE GL_ONE - tcmod scroll -2 0 - } - - -} - -textures/base_light/trianglelight -{ - q3map_lightimage textures/base_light/trianglelight.blend.tga - surfaceparm nomarks - q3map_surfacelight 2500 - { - map textures/base_light/trianglelight.tga - rgbGen identity - } - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - - - { - map textures/base_light/trianglelight.blend.tga - blendfunc GL_one gl_one - rgbgen wave sawtooth .6 .1 0 7 - } - - -} - -textures/base_light/wsupprt1_12 -{ - surfaceparm nomarks - q3map_surfacelight 1000 - //light1 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/wsupprt1_12.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/wsupprt1_12.blend.tga - rgbGen wave sin 0.5 0.5 1 1 - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39 -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 20000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_1 -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_10k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_110k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 110000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_15k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 15000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_20k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 20000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_2k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 2000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_30k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 30000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_500k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 500000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_50k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 50000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_5k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 5000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_70k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 70000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_90k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 90000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_a -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 30000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_b -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 40000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/base_object.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/base_object.shader.svn-base deleted file mode 100644 index 964e334..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/base_object.shader.svn-base +++ /dev/null @@ -1,30 +0,0 @@ - -textures/base_object/boxQ3_3 -{ - // A red box side with a specular map on it - { - map $lightmap - rgbGen identity - } - { - map textures/base_object/boxQ3_3.tga - rgbGen identity - alphaGen lightingSpecular - blendFunc GL_DST_COLOR GL_SRC_ALPHA - } -} - -textures/base_object/boxq3_4 -{ - // A golden yellow box with a specular map on it - { - map $lightmap - rgbGen identity - } - { - map textures/base_object/boxq3_4.tga - rgbGen identity - alphaGen lightingSpecular - blendFunc GL_DST_COLOR GL_SRC_ALPHA - } -} diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/base_support.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/base_support.shader.svn-base deleted file mode 100644 index 03647ee..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/base_support.shader.svn-base +++ /dev/null @@ -1,211 +0,0 @@ - -textures/base_support/cable_trans -{ - - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/base_support/cable_trans.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/base_support/grate1_3 -{ - - { - map $lightmap - rgbgen identity - } - - { - map textures/base_support/grate1_3.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - alphaGen lightingSpecular - rgbGen identity - } - -} - -textures/base_support/pj_metal14_1 -//Paul Jaquays uses this on the tops of metal frameworks -{ - qer_editorimage textures/base_support/metal14_1.tga - surfaceparm metalsteps - - // metal that makes metalsteps sound - { - map $lightmap - rgbGen identity - } - { - map textures/base_support/metal14_1.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } -} - -textures/base_support/support1rust -{ - //deformVertexes wave 100 sin 3 2 .1 3 - { - rgbGen identity - map $lightmap - } - { - map textures/base_support/support1rust.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - { - map textures/base_trim/tinfx.tga - tcgen environment - blendFunc GL_ONE GL_ONE - rgbGen identity - } - - { - map textures/base_support/support1rust.tga - //blendFunc GL_ONE GL_ONE - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/base_support/support1shiny -{ - - { - map textures/effects/tinfx.tga - tcGen environment - rgbGen identity - } - { - map textures/base_support/support1shiny.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - - -textures/base_support/support2rust -{ - qer_editorimage textures/base_support/support1rust.tga - { - rgbGen identity - map $lightmap - } - { - map textures/base_support/support1rust.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/base_support/x_support -{ - surfaceparm metalsteps - surfaceparm trans - surfaceparm alphashadow - surfaceparm nomarks - cull none - nopicmip - { - map textures/base_support/x_support.tga - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_support/x_support2 -{ - surfaceparm metalsteps - surfaceparm trans - surfaceparm alphashadow - surfaceparm playerclip - surfaceparm nonsolid - surfaceparm nomarks - cull none - nopicmip - { - map textures/base_support/x_support2.tga - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_support/x_support3 -{ - surfaceparm metalsteps - surfaceparm trans - surfaceparm alphashadow - surfaceparm nomarks - cull none - nopicmip - { - map textures/base_support/x_support3.tga - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_support/z_support -{ - surfaceparm metalsteps - surfaceparm trans - surfaceparm alphashadow - surfaceparm nomarks - cull none - nopicmip - { - map textures/base_support/z_support.tga - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/base_trim.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/base_trim.shader.svn-base deleted file mode 100644 index c0582be..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/base_trim.shader.svn-base +++ /dev/null @@ -1,591 +0,0 @@ - -textures/base_trim/border11_250 -{ - qer_editorimage textures/base_trim/border11light.tga - q3map_surfacelight 250 - q3map_lightimage textures/base_trim/border11light.glow.tga - { - map $lightmap - rgbGen identity - } - { - map textures/base_trim/border11light.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } - { - map textures/base_trim/border11light.glow.tga - blendfunc GL_ONE GL_ONE - rgbgen wave sin .9 .1 0 10 - } -} - -textures/base_trim/border11light -{ - q3map_surfacelight 500 - Q3map_lightimage textures/base_trim/border11light.glow.tga - { - map $lightmap - rgbGen identity - } - { - map textures/base_trim/border11light.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } - { - map textures/base_trim/border11light.glow.tga - blendfunc GL_ONE GL_ONE - rgbgen wave sin .9 .1 0 10 - } -} - -textures/base_trim/border12b -{ - q3map_surfacelight 1000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_trim/border12b.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } - { - map textures/base_trim/border12bfx.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_trim/border12b_pj -{ - qer_editorimage textures/base_trim/border12b.tga - q3map_surfacelight 150 - q3map_lightimage textures/base_trim/border12bfx.tga - { - map $lightmap - rgbGen identity - } - { - map textures/base_trim/border12b.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } - { - map textures/base_trim/border12bfx.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_trim/dark_tin2 -{ - - { - map textures/effects/tinfx.tga - tcGen environment - rgbGen vertex - } - { - map textures/base_trim/dark_tin2.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - -} - -textures/base_trim/dark_tin2_trans -{ - qer_editorimage textures/base_trim/dark_tin2.tga - surfaceparm nonsolid - - { - map textures/effects/tinfx.tga - tcGen environment - rgbGen vertex - } - { - map textures/base_trim/dark_tin2.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - -} - -textures/base_trim/deeprust_trans -{ - qer_editorimage textures/base_trim/deeprust.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/base_trim/deeprust.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/base_trim/electricwall -{ - qer_editorimage textures/organics/wire02a_f.tga - q3map_surfacelight 400 - - { - map $lightmap - rgbGen identity - } - { - map textures/organics/wire02a_f.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } - { - map textures/organics/wire02a_f.tga - blendFunc GL_ONE GL_ONE - } - { - map textures/sfx/electric2.blend.tga - rgbGen wave sin 0.6 1 0 2 - tcMod scroll 0.53 0.43 - blendfunc GL_ONE GL_ONE - } -} - -textures/base_trim/panel_glo -{ - - { - map textures/sfx/firegorre2.tga - - tcMod turb 0 .6 0 0.06 - tcmod scale .53 .61 - tcmod scroll 0 4 - blendFunc GL_ONE GL_ZERO - rgbGen wave sin 1 1 0 .1 - } - { - map textures/base_trim/panel_glo.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_trim/panel_shiny -{ - - { - map textures/effects/tinfx.tga - tcGen environment - rgbGen identity - } - { - map textures/base_trim/panel_shiny.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_trim/panelbrn010w -{ - q3map_lightimage textures/base_trim/panelbrn010wfx.tga - - { - map textures/base_trim/panelbrn010w.tga - } - - { - map textures/sfx/hologirl2.tga - tcmod scale .4 .4 - tcmod scroll 6 2 - blendFunc GL_ONE GL_ONE - rgbGen identity - } - { - map textures/base_trim/panelbrn010w.tga - blendfunc blend - - } - { - map $lightmap - rgbGen identity - blendFunc filter - } - -} - -textures/base_trim/pewter_nonsolid -{ - qer_editorimage textures/base_trim/dirty_pewter.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/base_trim/dirty_pewter.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/base_trim/pewter_shiney -{ - - { - map textures/effects/tinfx.tga - tcGen environment - rgbGen identity - } - { - map textures/base_trim/pewter_shiney.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_trim/pewter_spec -{ - { - rgbGen identity - map $lightmap - } - { - map textures/base_trim/pewter_spec.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - -} - -textures/base_trim/proto_comp -{ - { - map textures/base_trim/proto_comp2.tga - tcmod scroll 0 -.2 - rgbGen wave sin .5 .5 0 3 - rgbGen identity - } - { - clampmap textures/sfx/console03.tga - tcmod rotate -33 - tcMod stretch sin .8 0 0 0 - blendfunc add - rgbGen wave sin .6 0 0 0 - } - { - clampmap textures/sfx/console02.tga - tcmod rotate -333 - tcMod stretch sin .8 0 0 0 - blendfunc add - rgbGen wave sin .3 0 0 0 - } - { - map textures/effects/tinfx2c.tga - tcGen environment - blendfunc add - rgbGen identity - } - { - map textures/base_trim/proto_comp.tga - blendfunc blend - } - { - map $lightmap - blendFunc filter - rgbGen identity - } -} - -textures/base_trim/proto_fence -{ - surfaceparm trans - cull none - nopicmip - - { - map textures/base_trim/proto_fence.tga - tcMod scale 3 3 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_trim/spiderbit -{ - q3map_lightimage textures/base_trim/spiderbit_fx.tga - q3map_surfacelight 100 - - { - map $lightmap - rgbGen identity - } - { - map textures/base_trim/spiderbit.tga - blendfunc gl_dst_color gl_zero - rgbGen identity - } - { - map textures/base_trim/spiderbit_fx.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle .1 .5 0 7 - } - -} - -textures/base_trim/spiderbite -{ - - { - map textures/sfx/proto_zzztblu2.tga - tcMod turb 0 .3 0 .2 - tcmod scroll 6 .7 - tcmod scale .4 1 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_trim/spiderbite.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - tcMod stretch sin .8 0.4 0 .2 - tcmod scroll .3 0 - rgbGen identity - } - { - map textures/base_trim/spiderbite.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - tcMod stretch sin .8 0.2 0 .1 - tcmod scroll -.5 0 - rgbGen identity - } - { - map textures/base_trim/spiderbite.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_trim/spidertrim3 -{ - - { - map textures/effects/tinfx.tga - tcGen environment - rgbGen identity - } - { - map textures/base_trim/spidertrim3.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_trim/spidertrim4 -{ - - { - map textures/effects/tinfx.tga - tcGen environment - rgbGen identity - } - { - map textures/base_trim/spidertrim4.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_trim/techborder -{ - q3map_surfacelight 300 - q3map_lightimage textures/base_trim/techborder_fx.tga - { - map $lightmap - rgbGen identity - } - { - map textures/base_trim/techborder.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } - { - map textures/base_trim/techborder_fx.tga - //tcmod scale .1 1 - tcmod scroll .1 0 - - blendfunc GL_ONE GL_ONE - } - { - map textures/base_trim/techborder_fx.tga - tcmod scale .1 1 - tcmod scroll .1 0 - - blendfunc GL_ONE GL_ONE - } -} - -textures/base_trim/tin -{ - { - rgbGen identity - map $lightmap - } - { - map textures/base_trim/tin.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - { - map textures/base_trim/tinfx.tga - tcgen environment - blendFunc GL_ONE GL_ONE - rgbGen identity - } - - { - map textures/base_trim/tin.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/base_trim/wires01 -{ - cull disable - surfaceparm alphashadow - deformVertexes autoSprite2 - surfaceparm trans - { - map textures/base_trim/wires01.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - { - map $lightmap - rgbGen identity - blendFunc filter - depthFunc equal - } - - -} - -textures/base_trim/wires01_ass -{ - cull disable - surfaceparm alphashadow - deformVertexes autoSprite2 - { - map textures/base_trim/wires01_ass.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - { - map $lightmap - rgbGen identity - blendFunc filter - depthFunc equal - } - - -} - -textures/base_trim/wires02 -{ - cull disable - surfaceparm alphashadow - surfaceparm trans - { - map textures/base_trim/wires02.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - { - map $lightmap - rgbGen identity - blendFunc filter - depthFunc equal - } - - -} - -textures/base_trim/xborder12b -{ - qer_editorimage textures/base_trim/border12b.tga - q3map_surfacelight 100 - q3map_lightimage textures/base_trim/border12bfx.tga - { - map $lightmap - rgbGen identity - } - { - map textures/base_trim/border12b.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } - { - map textures/base_trim/border12bfx.tga - blendfunc GL_ONE GL_ONE - } -} diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/base_wall.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/base_wall.shader.svn-base deleted file mode 100644 index 82730f6..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/base_wall.shader.svn-base +++ /dev/null @@ -1,1406 +0,0 @@ - -textures/base_wall/atech1_alpha -{ - - { - map textures/sfx/hologirl.tga - tcmod scale 2 .4 - tcmod scroll 6 .6 - //tcMod turb 0 .1 0 .01 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_wall/atech1_alpha.tga - blendfunc blend - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc filter - } - -} - -textures/base_wall/atechengine_ax -{ - q3map_lightimage textures/base_wall/atechengine_ax2.tga - q3map_surfacelight 300 - { - map textures/sfx/proto_zzztpink.tga - tcmod rotate 60 - tcMod turb 0 .5 0 9.6 - tcmod scale 2 2 - tcmod scroll 9 5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_wall/atechengine_ax.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_wall/basewall01_ow -{ - q3map_lightimage textures/base_wall/basewall01_owfx.tga - - { - map $lightmap - rgbGen identity - } - { - map textures/base_wall/basewall01_ow.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_wall/basewall01_owfx.tga - blendfunc GL_ONE GL_ONE - rgbGen wave sin .5 0.5 0 .5 - } - -} - -textures/base_wall/basewall01bit -{ - q3map_lightimage textures/base_wall/basewall01bitfx.tga - q3map_surfacelight 300 - { - map textures/base_wall/basewall01bit.tga - rgbGen identity - } - - { - map textures/base_wall/basewall01bitfx.tga - blendfunc GL_ONE GL_ONE - tcmod scroll 3.3 1 - rgbGen wave sin .5 0.5 0 5 - } - { - map textures/effects/envmap2.tga - tcGen environment - tcmod scale 4 4 - blendFunc GL_ONE GL_ONE - rgbGen identity - } - { - map textures/base_wall/basewall01bit.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - - -} - -textures/base_wall/bluemetal1b_chrome -{ - qer_editorimage textures/base_wall/bluemetal1b_shiny.tga - - { - map textures/base_wall/chrome_env2.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetal1b_shiny.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } -} - -textures/base_wall/bluemetal1b_shiny -{ - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/bluemetal1b_shiny.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/base_wall/bluemetal2_noisy -{ - qer_editorimage textures/base_wall/bluemetal2_shiny.tga - surfaceparm metalsteps - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/bluemetal2_shiny.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/base_wall/bluemetal2_shiny -{ - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/bluemetal2_shiny.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/base_wall/bluemetal2_shiny_trans -{ - qer_editorimage textures/base_wall/bluemetal2_shiny.tga - surfaceparm nonsolid - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/bluemetal2_shiny.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/base_wall/bluemetalsupport2 -{ - - - { - map textures/base_wall/chrome_env2.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } -} - -textures/base_wall/bluemetalsupport2b -{ - - q3map_surfacelight 100 - q3map_lightimage textures/base_wall/bluemetalsupport2bglow.tga - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2b.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - - - { - map textures/base_wall/bluemetalsupport2bglow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin 0.5 0.5 0 .2 - } -} - -textures/base_wall/bluemetalsupport2c -{ - - - { - map textures/base_wall/chrome_env2.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2c.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } -} - -textures/base_wall/bluemetalsupport2c_1 -{ - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2c_1.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } -} - -textures/base_wall/bluemetalsupport2c_1vent -{ - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2c_1vent.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } -} - -textures/base_wall/bluemetalsupport2clight -{ - surfaceparm nomarks - q3map_surfacelight 500 - - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2clight.tga - blendFunc blend - rgbGen identity - } - - { - map $lightmap - blendfunc filter - rgbGen identity - } - - - { - map textures/base_wall/bluemetalsupport2clight.glow.tga - blendFunc add - rgbgen wave sawtooth .6 .1 0 4 - } -} - -textures/base_wall/bluemetalsupport2d_1 -{ - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2d_1.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } -} - -textures/base_wall/bluemetalsupport2e -{ - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2e.tga - blendFunc blend - rgbGen identity - } - - { - map $lightmap - blendfunc filter - rgbGen identity - } -} - -textures/base_wall/bluemetalsupport2e2 -{ - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2e2.tga - blendFunc blend - rgbGen identity - } - - { - map $lightmap - blendfunc filter - rgbGen identity - } -} - -textures/base_wall/bluemetalsupport2eye -{ - - surfaceparm nomarks - q3map_surfacelight 300 - q3map_lightimage textures/base_wall/bluemetalsupport2eyel.tga - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2eye.tga - blendFunc blend - rgbGen identity - } - - { - map $lightmap - blendfunc filter - rgbGen identity - } - { - map textures/base_wall/bluemetalsupport2eyel.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle .5 .5 0 .5 - } -} - -textures/base_wall/bluemetalsupport2f -{ - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2f.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } -} - -textures/base_wall/bluemetalsupport2fline -{ - q3map_surfacelight 100 - q3map_lightimage textures/base_wall/bluemetalsupport2fline_glow.tga - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2fline.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } - - { - map textures/base_wall/bluemetalsupport2fline_glow.tga - blendFunc add - rgbGen wave sin .5 .5 0 1 - } - - -} - -textures/base_wall/bluemetalsupport2ftv -{ - q3map_surfacelight 100 - q3map_lightimage textures/base_wall/bluemetalsupport2ftv_glow.tga - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2ftv.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } - - { - map textures/base_wall/bluemetalsupport2ftv_glow.tga - blendFunc add - rgbGen wave sawtooth .4 .05 0 10 - } - - -} - -textures/base_wall/blumtlspt2b -{ - - q3map_surfacelight 100 - q3map_lightimage textures/base_wall/blumtlspt2bglow.tga - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/blumtlspt2b.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - - - { - map textures/base_wall/bluemetalsupport2bglow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin 0.5 0.5 0 .2 - } -} - -textures/base_wall/c_met5_2_trans -{ - qer_editorimage textures/base_wall/c_met5_2.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/base_wall/c_met5_2.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/base_wall/chrome_metal -{ - { - map textures/base_wall/chrome_env.tga - tcGen environment - tcmod scale .25 .25 - - } - - { - map textures/base_wall/chrome_metal.tga - blendFunc GL_ONE GL_ONE - detail - tcMod scale 0.0693 0.0712 - rgbGen identity - } - - - { - map $lightmap - rgbgen identity - blendFunc GL_DST_COLOR GL_ZERO - - } - - - -} - -textures/base_wall/comp3 -{ - q3map_lightimage textures/base_wall/comp3env.tga - qer_editorimage textures/base_wall/comp3_qer.tga - q3map_surfacelight 1000 - { - map textures/base_wall/comp3text.tga - rgbGen identity - tcmod scroll 3 1 - } - - { - map textures/base_wall/comp3env.tga - tcGen environment - blendFunc GL_ONE GL_ONE - rgbGen wave sin .98 .02 0 5 - } - - { - map $lightmap - tcGen environment - blendFunc GL_DST_COLOR GL_ONE - } - - - { - map textures/base_wall/comp3.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - -} - -textures/base_wall/comp3b -{ - q3map_lightimage textures/base_wall/comp3textb.tga - qer_editorimage textures/base_wall/comp3b_qer.tga - q3map_surfacelight 1000 - { - map textures/base_wall/comp3textb.tga - rgbGen identity - tcmod scroll 3 3 - } - - { - map textures/base_wall/comp3env.tga - tcGen environment - blendFunc GL_ONE GL_ONE - rgbGen wave sin .98 .02 0 5 - } - - { - map $lightmap - tcGen environment - blendFunc GL_DST_COLOR GL_ONE - } - - - { - map textures/base_wall/comp3b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - -} - -textures/base_wall/comp3b_dark -{ - q3map_lightimage textures/base_wall/comp3textb.tga - qer_editorimage textures/base_wall/comp3b_qer.tga - q3map_surfacelight 1 - { - map textures/base_wall/comp3textb.tga - rgbGen identity - tcmod scroll 3 3 - } - - { - map textures/base_wall/comp3env.tga - tcGen environment - blendFunc GL_ONE GL_ONE - rgbGen wave sin .98 .02 0 5 - } - - { - map $lightmap - tcGen environment - blendFunc GL_DST_COLOR GL_ONE - } - - - { - map textures/base_wall/comp3b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - -} - -textures/base_wall/comp3c -{ - qer_editorimage textures/base_wall/comp3c_qer.tga - - { - map textures/base_wall/comp3env.tga - rgbGen identity - tcGen environment - } - - { - map $lightmap - tcGen environment - blendFunc GL_ONE GL_ONE - } - - { - map textures/base_wall/comp3c.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - -} - -textures/base_wall/concrete_ow -{ - - { - map textures/sfx/proto_zzztblu2.tga - tcMod turb 0 .5 0 9.6 - tcmod scale 2 2 - tcmod scroll 9 5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_wall/concrete_ow.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_wall/dooreye -{ - surfaceparm nomarks - q3map_surfacelight 300 - q3map_lightimage textures/base_wall/dooreyelight.tga - - - { - map $lightmap - rgbGen identity - } - - { - map textures/base_wall/dooreye.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - { - map textures/base_wall/dooreyelight.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle .5 .5 0 .5 - } - - -} - -textures/base_wall/dooreye2 -{ - surfaceparm nomarks - q3map_surfacelight 300 - q3map_lightimage textures/base_wall/dooreyelight.tga - - - { - map $lightmap - rgbGen identity - } - - { - map textures/base_wall/dooreye2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - { - map textures/base_wall/dooreyelight.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle .5 .5 0 .5 - } - - -} - -textures/base_wall/dooreye3 -{ - surfaceparm nomarks - q3map_surfacelight 300 - q3map_lightimage textures/base_wall/dooreyelight.tga - - - { - map $lightmap - rgbGen identity - } - - { - map textures/base_wall/dooreye3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - { - map textures/base_wall/dooreyelight.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle .5 .5 0 .5 - } - - -} - -textures/base_wall/girders1i_yellofin -{ - qer_editorimage textures/base_wall/girders1i_yellodark_fin.tga - surfaceparm metalsteps - surfaceparm trans - surfaceparm alphashadow - surfaceparm playerclip - surfaceparm nonsolid - surfaceparm nomarks - cull none - nopicmip - { - map textures/base_wall/girders1i_yellodark_fin.tga - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_wall/glass01 -{ - qer_editorimage textures/base_wall/shiny3.tga - surfaceparm trans - cull none - qer_trans 0.5 - - { - map textures/effects/tinfx.tga - tcgen environment - blendFunc GL_ONE GL_ONE - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc filter - } - -} - -textures/base_wall/glass_frame -{ - cull none - surfaceparm alphashadow - - { - map textures/effects/tinfx2.tga - blendFunc GL_ONE GL_ONE - tcgen environment - rgbGen identity - } - { - map textures/base_wall/glass_frame.tga - alphaFunc GE128 - depthWrite - //rgbGen vertex - //blendfunc blend - } - { - map $lightmap - rgbGen identity - blendFunc filter - } - -} - -textures/base_wall/grill -{ - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/grill.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } -} - -textures/base_wall/main_q3abanner -{ - q3map_lightimage textures/base_wall/main_q3abanner.tga - q3map_surfacelight 100 - - - { - map textures/base_wall/main_q3abanner.tga - rgbGen wave square 0 1 0 .5 - } - - { - map textures/base_wall/comp3text.tga - blendfunc add - rgbGen identity - tcmod scroll 3 3 - } - - { - map textures/base_wall/comp3textb.tga - blendfunc add - rgbGen identity - tcmod scroll 3 3 - } - - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map $lightmap - tcgen environment - tcmod scale .5 .5 - rgbGen wave sin .25 0 0 0 - blendfunc add - } -} - -textures/base_wall/medal_impressive -{ - qer_editorimage textures/base_wall/medal_impressive.tga - q3map_surfacelight 100 - - - { - animMap .25 textures/base_wall/medal_impressive.tga textures/base_wall/medal_gauntlet.tga textures/base_wall/medal_excellent.tga textures/base_wall/medal_accuracy.tga textures/base_wall/medal_victory.tga textures/base_wall/medal_frags.tga - rgbGen wave sawtooth 0 1 0 .25 - - } - - { - map textures/base_wall/comp3textd.tga - blendfunc add - tcmod scroll 5 .25 - rgbGen wave inversesawtooth 0 1 0 .25 - } - - { - map textures/base_wall/chrome_env.tga - tcgen environment - tcmod scale .5 .5 - blendfunc add - rgbgen wave triangle .5 .05 0 10 - } - - { - map textures/base_wall/comp3frame.tga - blendfunc blend - rgbgen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - -} - -textures/base_wall/metalfloor_wall_14_specular -{ - qer_editorimage textures/base_wall/metalfloor_wall_14_specular.tga - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/metalfloor_wall_14_specular.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/base_wall/metalfloor_wall_15ow -{ - { - map textures/base_wall/metalfloor_wall_15ow.tga - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - - { - map textures/sfx/hologirl.tga - tcmod scale 2 .4 - tcmod scroll 6 .6 - //tcMod turb 0 .1 0 .01 - blendFunc GL_ONE GL_ONE - rgbGen identity - - } - { - map textures/base_wall/metalfloor_wall_15ow.tga - blendfunc blend - rgbGen identity - } - { - map $lightmap - blendFunc filter - //blendfunc dst_color gl_zero - } - -} - -textures/base_wall/metaltechgeomtrn -{ - - - { - map textures/sfx/fire_ctfblue.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 2 2 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_wall/metaltechgeomtrn.tga - blendFunc blend - tcmod rotate 30 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - map textures/base_wall/metaltechgeomtrn2.tga - blendFunc blend - tcmod rotate 20 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - map textures/base_wall/metaltechgeomtrn.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_wall/patch10shiny -{ - qer_editorimage textures/base_wall/patch10_beatup4_alpha.tga - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/patch10_beatup4_alpha.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/base_wall/patch10shiny_trans -{ - qer_editorimage textures/base_wall/patch10_beatup4_alpha.tga - surfaceparm nonsolid - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/patch10_beatup4_alpha.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/base_wall/protobanner -{ - cull disable - surfaceparm alphashadow - surfaceparm trans - surfaceparm nomarks - tessSize 64 - deformVertexes wave 30 sin 0 3 0 .2 - deformVertexes wave 100 sin 0 3 0 .7 - - { - map textures/base_wall/protobanner.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - { - map $lightmap - rgbGen identity - blendFunc filter - depthFunc equal - } - - -} - -textures/base_wall/protobanner_ow -{ - cull disable - surfaceparm alphashadow - surfaceparm trans - surfaceparm nomarks - deformVertexes wave 100 sin 0 1 0 .1 - deformVertexes wave 100 sin 0 1 0 .2 - - { - map textures/base_wall/protobanner_ow.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - { - map $lightmap - rgbGen identity - blendFunc filter - depthFunc equal - } - - -} - -textures/base_wall/protobanner_still -{ - qer_editorimage textures/base_wall/protobanner.tga - cull disable - surfaceparm alphashadow - surfaceparm trans - surfaceparm nomarks - tessSize 64 - //deformVertexes wave 30 sin 0 3 0 .2 - //deformVertexes wave 100 sin 0 3 0 .7 - - { - map textures/base_wall/protobanner.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - { - map $lightmap - rgbGen identity - blendFunc filter - depthFunc equal - } - - -} - -textures/base_wall/q3tourneyscreen -{ - qer_editorimage textures/base_wall/q3tourney1.tga - q3map_surfacelight 100 - - - - { - animMap .25 textures/base_wall/q3tourney1.tga textures/base_wall/q3tourney2.tga textures/base_wall/q3tourney3.tga textures/base_wall/q3tourney4.tga textures/base_wall/q3tourney5.tga - rgbGen wave sawtooth 0 1 0 .25 - - } - - { - map textures/base_wall/comp3textd.tga - blendfunc add - rgbGen wave inversesawtooth 0 1 0 .25 - tcmod scroll 5 .25 - } - - { - map textures/base_wall/chrome_env.tga - tcgen environment - tcmod scale .5 .5 - blendfunc add - rgbgen wave triangle .5 .05 0 10 - } - - { - map textures/base_wall/comp3frame.tga - blendfunc blend - rgbgen identity - } - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbgen identity - } - -} - -textures/base_wall/shinybluemetal1 -{ - - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/shinybluemetal1.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/base_wall/shinygrate1_4 -{ - - { - map $lightmap - tcgen environment - tcmod scale .25 .25 - rgbgen identity - } - - - { - map textures/base_wall/shinygrate1_4.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - - - { - map $lightmap - rgbgen identity - blendFunc GL_DST_COLOR GL_ZERO - } - - -} - -textures/base_wall/steed1gf -{ - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/steed1gf.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/base_wall/symbol_bluelt1 -{ - q3map_lightimage textures/base_wall/symbol_bluelt1_mask.tga - q3map_surfacelight 100 -// light 1 - - { - map $lightmap - rgbGen identity - } - - - { - map textures/base_wall/symbol_bluelt1.tga - blendfunc filter - rgbgen identity - } - - { - map textures/base_wall/symbol_bluelt1_mask.tga - blendfunc add - rgbgen wave sawtooth .2 .05 0 7 - } -} - -textures/base_wall/train1 -{ - - { - map textures/base_wall/chrome_env.tga - tcGen environment - tcmod scale .25 .1 - rgbGen identity - } - - - { - map textures/base_wall/train1.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - - { - map $lightmap - rgbgen identity - blendFunc GL_DST_COLOR GL_ZERO - } - -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/common.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/common.shader.svn-base deleted file mode 100644 index 1cd1fe4..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/common.shader.svn-base +++ /dev/null @@ -1,321 +0,0 @@ - -textures/common/areaportal -{ - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm structural - surfaceparm trans - surfaceparm nomarks - surfaceparm areaportal -} - -textures/common/caulk -{ - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nomarks -} - -textures/common/clip -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip -} - -textures/common/clusterportal -{ - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm clusterportal -} - -textures/common/cushion -{ - qer_nocarve - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm nodamage -} - -textures/common/donotenter -{ - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm donotenter -} - - -// never used -// -//textures/common/energypad -//{ -// qer_editorimage textures/sfx/bluegoal.tga -// surfaceparm nolightmap -// cull twosided -// { -// map textures//bluegoal.tga -// blendFunc GL_ONE GL_SRC_ALPHA -// tcGen environment -// tcMod turb 0 0.25 0 0.05 -// } -//} - -textures/common/full_clip // silly shader, use weapclip instead -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm playerclip -} - -textures/common/hint // should NOT use surfaceparm hint.. strange but true -{ - qer_nocarve - qer_trans 0.30 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm structural - surfaceparm trans - surfaceparm noimpact - surfaceparm hint // ydnar: yes it should. -} - -textures/common/invisible // solid, transparent polygons, casts shadows -{ - surfaceparm nolightmap - { - map textures/common/invisible.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } -} - -textures/common/mirror1 -{ - qer_editorimage textures/common/mirror1.tga - surfaceparm nolightmap - portal - - { - map textures/common/mirror1.tga - blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA - depthWrite - } - - - -} - -textures/common/mirror2 -{ - qer_editorimage textures/common/qer_mirror.tga - surfaceparm nolightmap - portal - { - map textures/common/mirror1.tga - blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA - depthWrite - } - { - map textures/sfx/mirror.tga - blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR - } - -} - -textures/common/missileclip -{ - qer_trans 0.40 - surfaceparm nodamage - surfaceparm nomarks - surfaceparm nodraw - //surfaceparm nonsolid - surfaceparm playerclip - surfaceparm trans -} - -textures/common/nodraw -{ - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks -} - -textures/common/nodrawnonsolid -{ - surfaceparm nonsolid - surfaceparm nolightmap - surfaceparm nodraw -} - -textures/common/nodrop -{ - qer_nocarve - qer_trans 0.5 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm nodrop -} - - -textures/common/noimpact -{ - qer_editorimage textures/common/nolightmap.tga - surfaceparm noimpact -} - -textures/common/nolightmap -{ - surfaceparm nolightmap -} - -textures/common/origin -{ - qer_nocarve - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm origin -} - -textures/common/portal -{ - qer_editorimage textures/common/qer_portal.tga - surfaceparm nolightmap - portal - { - map textures/common/mirror1.tga - tcMod turb 0 0.25 0 0.05 - blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA - depthWrite - - } -} - -textures/common/slick -{ - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nomarks - surfaceparm trans - surfaceparm slick -} - -textures/common/terrain -{ - q3map_terrain - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nomarks -} - -textures/common/terrain2 -{ - q3map_terrain - qer_editorimage textures/common/terrain.tga - surfaceparm dust - surfaceparm nodraw - surfaceparm nomarks - surfaceparm nolightmap -} - -textures/common/timportal -{ - qer_editorimage textures/common/qer_portal.tga - portal - surfaceparm nolightmap - { - map textures/common/portal.tga - tcMod turb 0 0.25 0 0.05 - blendFunc GL_ONE GL_SRC_ALPHA - depthWrite - } -} - -textures/common/trigger -{ - qer_trans 0.50 - qer_nocarve - surfaceparm nodraw -} - -textures/common/weapclip -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks -} - -textures/common/metalclip -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm metalsteps -} - -textures/common/botclip -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm botclip -} - -// -// ydnar q3map lightgrid bounds -// -// the min/max bounds of brushes with this shader in a map -// will define the bounds of the map's lightgrid (model lighting) -// note: make it as small as possible around player space -// to minimize bsp size and compile time -// - -textures/common/lightgrid -{ - qer_trans 0.5 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm detail - surfaceparm nomarks - surfaceparm trans - surfaceparm lightgrid -} - diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/ctf.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/ctf.shader.svn-base deleted file mode 100644 index 6a28038..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/ctf.shader.svn-base +++ /dev/null @@ -1,577 +0,0 @@ - -textures/ctf/blue_telep -{ - cull disable - surfaceparm nomarks - surfaceparm trans - sort additive - - { - - clampmap textures/ctf/blue_telep.tga - blendFunc add - //depthWrite - //tcMod stretch sin .9 0.1 0 .5 - tcmod rotate 327 - rgbGen identity - } - { - clampmap textures/ctf/blue_telep2.tga - blendFunc add - //depthWrite - //tcMod stretch sin .9 0.1 0 .1 - tcmod rotate -211 - rgbGen identity - } - { - clampmap textures/ctf/telep.tga - alphaFunc GE128 - depthWrite - tcmod rotate 20 - rgbGen identity - } - { - clampmap textures/ctf/telep.tga - alphaFunc GE128 - depthWrite - tcMod stretch sin .7 0 0 0 - tcmod rotate -20 - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } - - - -} - -textures/ctf/ctf_arch_b_shiny -{ - qer_editorimage textures/ctf/ctf_arch_b.tga - { - map textures/ctf/ctf_arch_b.tga - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/sfx/specular.tga - blendFunc GL_ONE GL_ONE - tcGen environment - tcmod scale 10 10 - rgbGen identity - } - { - map textures/ctf/ctf_arch_b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - -} - -textures/ctf/ctf_arch_r_shiny -{ - qer_editorimage textures/ctf/ctf_arch_r.tga - { - map textures/ctf/ctf_arch_r.tga - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/sfx/specular.tga - blendFunc GL_ONE GL_ONE - tcGen environment - tcmod scale 10 10 - rgbGen identity - } - { - map textures/ctf/ctf_arch_r.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - -} - -textures/ctf/ctf_blueflag -{ - tessSize 64 - deformVertexes wave 194 sin 0 3 0 .4 - deformVertexes normal .5 .1 - surfaceparm nomarks - cull none - - { - map textures/ctf/ctf_blueflag.tga - rgbGen identity - } - { - map textures/effects/redflagmap.tga - tcGen environment - tcmod scale 9 3 - tcmod scroll .1 .7 - - blendFunc GL_ONE GL_ONE - rgbGen identity - } - { - map textures/ctf/ctf_blueflag.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - { - map textures/sfx/shadow.tga - tcGen environment - //blendFunc GL_ONE GL_ONE - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/ctf/ctf_redflag -{ - tessSize 64 - deformVertexes wave 194 sin 0 3 0 .4 - deformVertexes normal .3 .2 - surfaceparm nomarks - cull none - - { - map textures/ctf/ctf_redflag.tga - rgbGen identity - } - { - map textures/effects/blueflagmap.tga - tcGen environment - tcmod scale 9 3 - tcmod scroll .1 .7 - - blendFunc GL_ONE GL_ONE - rgbGen identity - } - { - map textures/ctf/ctf_redflag.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - { - - map textures/sfx/shadow.tga - tcGen environment - //blendFunc GL_ONE GL_ONE - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/ctf/ctf_tower_bluefin_shiny -{ -qer_editorimage textures/ctf/ctf_tower_bluefin.tga - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/ctf_tower_bluefin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/ctf_tower_redfin_shiny -{ -qer_editorimage textures/ctf/ctf_tower_redfin.tga - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/ctf_tower_redfin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/killblockctf_b -{ - qer_editorimage textures/gothic_block/killblockgeomtrn.tga - - { - map textures/sfx/fire_ctfblue.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 2 2 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/gothic_block/blocks18cgeomtrn2.tga - //blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - blendFunc blend - tcmod rotate 30 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - map textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 20 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - map textures/gothic_block/killblockgeomtrn.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/ctf/killblockctf_r -{ - qer_editorimage textures/gothic_block/blocks15cgeomtrn.tga - - { - map textures/sfx/fire_ctfred.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 2 2 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/gothic_block/blocks18cgeomtrn2.tga - //blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - blendFunc blend - tcmod rotate 30 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - map textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 20 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - map textures/gothic_block/blocks15cgeomtrn.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/ctf/metalbase09_bluekillblock_shiny -{ -qer_editorimage textures/ctf/metalbase09_bluekillblock.tga - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/metalbase09_bluekillblock.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/red_scary4_cfin -{ - - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/red_scary4_cfin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/red_scary4_csansfacefin -{ - - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/red_scary4_csansfacefin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/red_scary4_d3fin -{ - - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/red_scary4_d3fin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/red_telep -{ - cull disable - surfaceparm nomarks - surfaceparm trans - - { - - clampmap textures/ctf/red_telep.tga - blendFunc add - //tcMod stretch sin .9 0.1 0 .5 - tcmod rotate 327 - rgbGen identity - } - { - clampmap textures/ctf/red_telep2.tga - blendFunc add - //tcMod stretch sin .9 0.1 0 .1 - tcmod rotate -211 - rgbGen identity - } - { - clampmap textures/ctf/telep.tga - alphaFunc GE128 - tcmod rotate 20 - rgbGen identity - } - { - clampmap textures/ctf/telep.tga - alphaFunc GE128 - tcMod stretch sin .7 0 0 0 - tcmod rotate -20 - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } - - - -} - -textures/ctf/tallblue_1L_fin_shiny -{ -qer_editorimage textures/ctf/tallblue_1L_fin.tga - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/tallblue_1L_fin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/tallblue_1R_fin_shiny -{ -qer_editorimage textures/ctf/tallblue_1R_fin.tga - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/tallblue_1R_fin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/tallblue_2_fin -{ - - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/tallblue_2_fin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/tallblue_2b_fin -{ - - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/tallblue_2b_fin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/tallblue_4bsmall_fin -{ - - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/tallblue_4bsmall_fin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/tallblue_4c_fin_shiny -{ -qer_editorimage textures/ctf/tallblue_4c_fin.tga - - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/tallblue_4c_fin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/tallblue_5esmallb_fin -{ - - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/tallblue_5esmallb_fin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/test2_r_trans -{ - qer_editorimage textures/ctf/test2_r.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/ctf/test2_r.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } -} - -textures/ctf/test2_trans -{ - qer_editorimage textures/ctf/test2.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - } - { - map textures/ctf/test2.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } - -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/default_project.proj.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/default_project.proj.svn-base deleted file mode 100644 index 42ccdb4..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/default_project.proj.svn-base +++ /dev/null @@ -1,62 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/default_shaderlist.txt.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/default_shaderlist.txt.svn-base deleted file mode 100644 index 04ad521..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/default_shaderlist.txt.svn-base +++ /dev/null @@ -1,47 +0,0 @@ -//**********************************************************************// -// shaderlist.txt modified for Q3Radiant // -// by Eutectic - 13 May 2000 // -// // -// Rev history: // -// 08/11/2000 -// TTimo - changed liquid to liquids and sky to skies for better // -// consistency with the directories and actual shader names // -// // -// Added the names of the new shader files created as a result // -// of the cleanup of the old shader files so Q3Radiant will read // -// and display all the shaders in the texture window. // -// // -// SHADER FILE NAMES ADDED: // -// base_door // -// gothic_button // -// gothic_door // -//**********************************************************************// - -// this file lists all the separate shader files -base_button -base_door -base_floor -base_light -base_object -base_support -base_trim -base_wall -common -ctf -//eerie -//gfx -//hell -gothic_block -gothic_button -gothic_door -gothic_floor -gothic_light -gothic_trim -gothic_wall -liquids -//menu -//models -organics -sfx -skin -skies \ No newline at end of file diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/entities.def.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/entities.def.svn-base deleted file mode 100644 index ed7260c..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/entities.def.svn-base +++ /dev/null @@ -1,1747 +0,0 @@ -// Quake3 Arena entity definition file for Q3Radiant -// Based on draft by Suicide 20 7.30.99 and inolen 9-3-99 -// Upgraded by Eutectic: eutectic@ritualistic.com -// (visible models added by raYGunn - paths provided by Suicide 20) -// (terrain information added to func_group entity by Paul Jaquays) -// Q3Map2 entitys/keys added by ydnar -// Version: 1.6 -// Last updated: 2003-11-28 - -//============================================================================= - -// Q3Map2 entities - -//============================================================================= - -/*QUAKED _decal (0 1.0 0) ? --------- KEYS -------- -"target" : the name of the entity targetted at for projection --------- SPAWNFLAGS -------- -(none) --------- NOTES -------- -Compiler-only entity that specifies a decal to be projected. Should contain 1 or more patch meshes (curves) and target an info_null entity. The distance between the center of the _decal entity and the target is the axis and distance of projection. -*/ - -/*QUAKED _skybox (0.77 0.88 1.0) (-4 -4 -4) (4 4 4) --------- KEYS -------- -"angle" : rotation angle of the sky surfaces. -"angles" : Individual control of PITCH, YAW, and ROLL (default 0 0 0). -"_scale" : scaling factor (default 64), good values are between 50 and 300, depending on the map. --------- SPAWNFLAGS -------- -(none) --------- NOTES -------- -Compiler-only entity that specifies a the origin of a skybox (a wholly contained, seperate area of the map), similar to some games' portal skies. When compiled with Q3Map2, the skybox surfaces will be visible from any place where sky is normally visible. It will cast shadows on the normal parts of the map, and can be used with cloud layers and other effects. -*/ - - -//============================================================================= - -AMMO_* ENTITIES - -//============================================================================= - -/*QUAKED ammo_bfg (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -BFG ammo. Gives the player 15 by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when picked up (default 15). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/bfgam.md3"*/ - -//============================================================================= - -/*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Machine Gun ammo. Gives the player 50 by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when picked up (default 50). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/machinegunam.md3"*/ - -//============================================================================= - -/*QUAKED ammo_cells (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Plasma Gun ammo. Gives the player 30 by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when picked up (default 30). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/plasmaam.md3"*/ - -//============================================================================= - -/*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Grenade Launcher ammo. Gives the player 5 by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when picked up (default 5). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/grenadeam.md3"*/ - -//============================================================================= - -/*QUAKED ammo_lightning (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Lightning Gun ammo. Gives the player 60 by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when picked up (default 60). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/lightningam.md3"*/ - -//============================================================================= - -/*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Rocket Launcher ammo. Gives the player 5 by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when picked up (default 5). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/rocketam.md3"*/ - -//============================================================================= - -/*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Shotgun ammo. Gives the player 10 by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when picked up (default 10). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/shotgunam.md3"*/ - -//============================================================================= - -/*QUAKED ammo_slugs (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Railgun ammo. Gives the player 10 by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when picked up (default 10). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/railgunam.md3"*/ - -//============================================================================= - -FUNC_* ENTITIES - -//============================================================================= - -/*QUAKED func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS -Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the "noise" key is set. Will crush the player when blocked. --------- KEYS -------- -speed : amount of time in seconds for one complete oscillation cycle (default 4). -height : sets the amount of travel of the oscillation movement (default 32). -phase : sets the start offset of the oscillation cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0). -noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes). -model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3). -origin : alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes). -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- SPAWNFLAGS -------- -X_AXIS : entity will bob along the X axis. -Y_AXIS : entity will bob along the Y axis. --------- NOTES -------- -In order for the sound to be emitted from the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. - -Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/ - -//============================================================================= - -/*QUAKED func_button (0 .5 .8) ? -When a button is touched by a player, it moves in the direction set by the "angle" key, triggers all its targets, stays pressed by an amount of time set by the "wait" key, then returns to it's original position where it can be operated again. --------- KEYS -------- -angle : determines the direction in which the button will move (up = -1, down = -2). -target : all entities with a matching targetname will be triggered. -speed : speed of button's displacement (default 40). -wait : number of seconds button stays pressed (default 1, -1 = return immediately). -lip : lip remaining at end of move (default 4 units). -health : (default 0) if set to any non-zero value, the button must take damage (any amount) to activate. -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). -origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. - -Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/ - -//============================================================================= - -/*QUAKED func_door (0 .5 .8) ? START_OPEN - CRUSHER -Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it. --------- KEYS -------- -angle : determines the opening direction of door (up = -1, down = -2). -speed : determines how fast the door moves (default 100). -wait : number of seconds before door returns (default 2, -1 = return immediately) -lip : lip remaining at end of move (default 8) -targetname : if set, a func_button or trigger is required to activate the door. -health : (default 0) if set to any non-zero value, the button must take damage (any amount) to activate. -dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set. -team: assign the same team name to multiple doors that should operate together (see Notes). -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). -origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- SPAWNFLAGS -------- -START_OPEN : the door will spawn in the open state and operate in reverse. -CRUSHER : door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way. --------- NOTES -------- -Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. - -Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/ - -//============================================================================= - -/*QUAKED func_group (0 .5 .8) ? -This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this. --------- OLD TERRAIN KEYS (note: obsolete with Q3Map2) -------- -alphamap : this is the path/name for the art file used to guide the mapping of textures on the terrain surface. -layers : this integer value is the number unique root shaders that will be use on the terrain. -shader : this is the path to the metashader used to assign textures to the terrain entity. -terrain : this is an on/off flag. When set to 1, the entity becomes a terrain entity. Note: unecessary when compiling with Q3Map2. See Q3Map2 keys. --------- Q3MAP2 KEYS -------- -_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation.*/ - -//============================================================================= - -/*QUAKED func_pendulum (0 .5 .8) ? -Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. Pendulum frequency is a physical constant based on the length of the beam and gravity. Blocking the pendulum instantly kills a player. --------- KEYS -------- -angle : angle offset of axis of rotation from default X axis (default 0). -speed : angle of swing arc in either direction from initial position (default 30). -phase : sets the start offset of the swinging cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0). -noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav). -model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3). -origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default "0 0 0" - See Notes). -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Very crude operation: pendulum cannot rotate along Z axis, the speed of swing (frequency) is not adjustable. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. - -Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/ - -//============================================================================= - -/*QUAKED func_plat (0 .5 .8) ? -Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position. The plat will stay in the raised position until the player steps off. There are no proper sounds for this entity, only beep noises. It will spawn in the game and work properly but it sounds silly (see Notes). --------- KEYS -------- -speed : determines how fast the plat moves (default 150). -lip : lip remaining at end of move (default 16). Has no effect if "height" is set. -height : if set, this will determine the total amount of vertical travel of the plat. -dmg : damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked. -targetname : if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it. -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). -origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip value. But if the "height" key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat and regardless of the value of the "lip" key. Using the "height" key is the best method for any kind of platforms and the only possible one for thin plats which need to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. - -There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if you're up to it. Thanks to Fragzilla for the tip. - -Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/ - -//============================================================================= - -/*QUAKED func_rotating (0 .5 .8) ? - - X_AXIS Y_AXIS -Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable. --------- KEYS -------- -speed : determines how fast entity rotates (default 100). -noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav). -model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3). -origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default "0 0 0" - See Notes). -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- SPAWNFLAGS -------- -X_AXIS : entity will rotate along the X axis. -Y_AXIS : entity will rotate along the Y axis. --------- NOTES -------- -You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. - -Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/ - -//============================================================================= - -/*QUAKED func_static (0 .5 .8) ? -Static non-solid bspmodel. Can be used for conditional walls and models. --------- KEYS -------- -model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3). -origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes). -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -targetname : NOT SUPPORTED BY RENDERER - if set, a func_button or trigger can make entity disappear from the game (See Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. If a model is included with a targeted func_static, the brush(es) of the entity will be removed from the game but the .md3 model won't: it will automatically be moved to the (0 0 0) world origin so you should NOT include an .md3 model to a targeted func_static. - -Because the map has only a single bot navigation file, func_static's cannot be used to make significant changes in game play flow between differing game types. - -Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/ - -//============================================================================= - -/*QUAKED func_timer (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON -Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off. --------- KEYS -------- -wait : delay in seconds between each triggering of its targets (default 1). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -target : this points to the entities to trigger. -targetname : a func_button or trigger that points to this will toggle the timer on/off when activated. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -START_ON : timer will start on in the game and continuously fire its targets. --------- NOTES -------- -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).*/ - -//============================================================================= - -/*QUAKED func_train (0 .5 .8) ? -Trains are moving solids that follow a string of path_corner entities. Trains in Q3A are very basic, they also require an origin brush (see Notes). --------- KEYS -------- -speed : speed of displacement of train (default 100 or overridden by speed value of path). -target : this points to the first path_corner of the path which is also the spawn location of the train's origin. -model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). -origin : alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes). -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -1. Trains always start on in the game. -2. Trains do not damage the played when blocked. -3. Trains cannot emit sound. -4. Trains are not triggerable or toggle-able. -5. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it. - -Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. - -Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/ - -//============================================================================= - -HOLDABLE_* ENTITIES - -//============================================================================= - -/*QUAKED holdable_medkit (.7 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Medkit that can be picked up and used later. Brings the player's health back to 100 when used. Player can only carry one holdable item at a time. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 60, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/holdable/medkit.md3"*/ - -//============================================================================= - -/*QUAKED holdable_teleporter (.7 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Teleporter item that can be picked up and used later. Teleports the player to a random player spawn point when used. Player can only carry one holdable item at a time. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 60, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/holdable/teleporter.md3"*/ - -//============================================================================= - -INFO_* ENTITIES - -//============================================================================= - -/*QUAKED info_camp (0 .5 0) (-8 -8 -8) (8 8 8) -This atttracts bots which have a camping preference in their AI characteristics. It should be placed at least 32 units away from any brush surface. --------- KEYS -------- -range : number of units that the bot can move away from camp entity while camping on it. -weight : number that is compared against the weight assigned to all the other camp spots in the map to determine if a bot chooses to camp there. The value is normalized against all other weight values. --------- NOTES -------- -Examples of bots which have a high camping preference are: Razor, Tank Jr., Grunt, Patriot and Doom. Examples of bots which have a low camping preference are: Klesk, Mynx, Sarge, Keel and Xaero.*/ - -//============================================================================= - -/*QUAKED info_notnull (0 .5 0) (-8 -8 -8) (8 8 8) -Used as a positional target for entities that can use directional pointing. A target_position can be used instead of this but was kept in Q3A for legacy purposes. --------- KEYS -------- -targetname : must match the target key of entity that uses this for pointing. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -/*QUAKED info_null (0 .5 0) (-8 -8 -8) (8 8 8) -Used as a positional target for light entities to create a spotlight effect. A target_position can be used instead of this but was kept in Q3A for legacy purposes. --------- KEYS -------- -targetname : must match the target key of entity that uses this for pointing. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) INITIAL -Normal player spawning location for Q3A levels. --------- KEYS -------- -angle : direction in which player will look when spawning in the game. Does not apply to bots. -target : this can point at a target_give entity for respawn freebies. -nobots : when set to 1, bots will never use this spawn point to respawn in the game. -nohumans : when set to 1, human players will never use this spawn point to respawn in the game. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -INITIAL : makes the spawnpoint the initial place for the player to spawn at the beginning of the game.*/ - -//============================================================================= - -/*QUAKED info_player_intermission (1 0 1) (-16 -16 -16) (16 16 16) -Camera for intermission screen between matches. This also automatically generates the podium for bot arena matches (see Notes). Can be aimed by setting the "angles" key or targeting an pointing to an aiming entity. Use only one per level. --------- KEYS -------- -angles: alternate "pitch, yaw, roll" angles method of aiming intermission camera (default 0 0 0). -target : point this to an info_notnull or target_position entity to set the camera's pointing angles. --------- NOTES -------- -In genuine bot arena matches, the podium for the 1st, 2nd and 3rd place players at the end of the match is generated by this entity. The podium's origin will automatically be located 128 units in the direction of the camera's view and 84 units down from the y height of the view line at that point. It will also always be generated on a level plane regardless of the pointing angle of the camera so if that angle is too steep, part of the podium model might not be visible. Make sure you leave at least 106 units of free space in front of where the camera points to otherwise the podium model won't be visible at all.*/ - -//============================================================================= - -/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32) -Player spawn location. It works in Quake III Arena, but it is not used in the Id maps. Use info_player_deathmatch instead. --------- KEYS -------- -angle : direction in which player will look when spawning in the game. -target : this can point at a target_give entity for respawn freebies.*/ - -//============================================================================= - -//QUAKED info_spectator_start (1 0 0) (-16 -16 -24) (16 16 32) -//Spectator spawn location. Doesn't appear to work in game. Commented out. -//-------- KEYS -------- -//notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -//notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -//notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). - -//============================================================================= - -ITEM_* ENTITIES - -//============================================================================= - -/*QUAKED item_armor_body (.6 0 0) (-16 -16 -16) (16 16 16) SUSPENDED -Red Armor - 100 points. All armor can be cumulated up to a maximum of 200 points and slowly wears out to 100 points. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 25, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/armor/armor_red.md3"*/ - -//============================================================================= - -/*QUAKED item_armor_combat (1 .75 .3) (-16 -16 -16) (16 16 16) SUSPENDED -Yellow Armor - 50 points. All armor can be cumulated up to a maximum of 200 points and slowly wears out to 100 points. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 25, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/armor/armor_yel.md3"*/ - -//============================================================================= - -/*QUAKED item_armor_shard (0 .7 0) (-16 -16 -16) (16 16 16) SUSPENDED -Green Armor Shard - 5 points. All armor can be cumulated up to a maximum of 200 points and slowly wears out to 100 points. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 25, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/armor/shard.md3"*/ - -//============================================================================= - -/*QUAKED item_botroam (1 0.5 0) (-8 -8 -8) (8 8 8) SUSPENDED -Game Function: An invisible entity which attracts a bot to it. Use to move bots to parts of a map that might otherwise not be used (NEW ENTITY). --------- KEYS -------- -weight: non-zero floating point value, most often in the range 0 to 400. (Higher values are allowed but keep in mind that the bot should also be attracted to normal items. Don't make the weight value too high. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The item_botroam entity can be used when a bot does not roam the whole level or prefers to go to only specific areas. This (invisible) item can be placed in a map just like regular items. Nobody can actually pick up the item it's only used to attract bots to certain places of the map. The value is the weight of the roam_item is relative to the weight assigned other items in the map (each bot has its own weights). The bot character specific item weights are stored with the bot characters AI files ("botname"_i.c for items and "botname"_w.c for weapons) in the botfiles/bots/ sub-folder in the .pk3 file.*/ - -//============================================================================= - -/*QUAKED item_enviro (.5 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Battle Suit power-up - Gives protection against slime, lava and weapon splash damage. Lasts 30 seconds. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 120, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count : time in seconds power-up will last when picked up (default 30). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/instant/enviro.md3"*/ - -//============================================================================= - -/*QUAKED item_flight (.5 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Flight power-up. Lasts 60 seconds. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 120, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count : time in seconds power-up will last when picked up (default 60). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/instant/flight.md3"*/ - -//============================================================================= - -/*QUAKED item_haste (.5 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Speed power-up. Makes player run at double speed for 30 seconds. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 120, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count : time in seconds power-up will last when picked up (default 30). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/instant/haste.md3"*/ - -//============================================================================= - -/*QUAKED item_health (.8 .8 0) (-16 -16 -16) (16 16 16) SUSPENDED -Yellow cross bubble - 25 Health. Cannot be picked up over 100 health. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 35, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of health points given to the player when item is picked up (default 25). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/health/medium_cross.md3"*/ - -//============================================================================= - -/*QUAKED item_health_large (1 0 0) (-16 -16 -16) (16 16 16) SUSPENDED -Gold cross bubble - 50 Health. Cannot be picked up over 100 health. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 35, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of health points given to the player when item is picked up (default 50). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/health/large_cross.md3"*/ - -//============================================================================= - -/*QUAKED item_health_mega (0 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Blue M bubble - 100 Health. Adds 100 health points to current health up to a maximum of 200. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of health points given to the player when item is picked up (default 100). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/health/mega_cross.md3"*/ - -//============================================================================= - -/*QUAKED item_health_small (0 1 0) (-16 -16 -16) (16 16 16) SUSPENDED -Green cross bubble - 5 Health. Can be picked up over 100 health but slowly wears out to 100 afterwards. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 35, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of health points given to the player when item is picked up (default 5). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/health/small_cross.md3"*/ - -//============================================================================= - -/*QUAKED item_invis (.5 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Invisibility power-up. Lasts 30 seconds. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 120, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count : time in seconds power-up will last when picked up (default 30). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/instant/invis.md3"*/ - -//============================================================================= - -/*QUAKED item_quad (.4 .6 1) (-16 -16 -16) (16 16 16) SUSPENDED -Quad Damage power-up. Lasts 30 seconds. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 120, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count : time in seconds power-up will last when picked up (default 30). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). -model="models/powerups/instant/quad.md3"*/ - -//============================================================================= - -/*QUAKED item_regen (.5 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Health Regeneration power-up. This will boost your current health by 5 points every second for a period of up to 30 seconds or up to 200 points whichever comes first. Afterwards, any health points over 100 slowly wears out to 100. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 120, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count : time in seconds power-up will last when picked up (default 30). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/instant/regen.md3"*/ - -//============================================================================= - -LIGHT ENTITY - -//============================================================================= - - -/*QUAKED light (.65 .65 1) (-8 -8 -8) (8 8 8) LINEAR NOANGLE UNUSED1 UNUSED2 NOGRIDLIGHT -Non-displayed point light source. The -pointscale and -scale arguments to Q3Map2 affect the brightness of these lights. The -skyscale argument affects brightness of entity sun lights. --------- KEYS -------- -_light OR light: overrides the default 300 intensity. -_color : weighted RGB value of light color (default white - 1.0 1.0 1.0). -target : Lights pointed at a target will be spotlights. -radius: overrides the default 64 unit radius of a spotlight at the target point. --------- Q3MAP2 KEYS -------- -_sun : Set this key to 1 on a spotlight to make an infinite sun light. -fade : Fades light attenuation. Only affects linear lights. -scale : Scales light attentation, from SOF2/JK2. Scales the "light" value. --------- SPAWNFLAGS -------- -LINEAR : Use a linear falloff. Default is inverse distance squared (more realistic). -NOANGLE : Ignore angle attenuation. -NOGRIDLIGHT : Do not affect the lightgrid (dynamic entity lighting).*/ - -/*QUAKED lightJunior (0 0.7 0.3) (-6 -6 -6) (6 6 6) LINEAR NOANGLE UNUSED1 UNUSED2 NOGRIDLIGHT -Non-displayed point light source THAT ONLY AFFECTS ENTITIES (lightgrid). The -pointscale and -scale arguments to Q3Map2 affect the brightness of these lights. The -skyscale argument affects brightness of entity sun lights. --------- KEYS -------- -_light OR light: overrides the default 300 intensity. -_color : weighted RGB value of light color (default white - 1.0 1.0 1.0). -target : Lights pointed at a target will be spotlights. -radius: overrides the default 64 unit radius of a spotlight at the target point. --------- Q3MAP2 KEYS -------- -_sun : Set this key to 1 on a spotlight to make an infinite sun light. -fade : Fades light attenuation. Only affects linear lights. -scale : Scales light attentation, from SOF2/JK2. Scales the "light" value. --------- SPAWNFLAGS -------- -LINEAR : Use a linear falloff. Default is inverse distance squared (more realistic). -NOANGLE : Ignore angle attenuation. -NOGRIDLIGHT : Do not affect the lightgrid (dynamic entity lighting). Setting this spawnflag will disable this light entirely.*/ - -//============================================================================= - -MISC_* ENTITIES - -//============================================================================= - -/*QUAKED misc_model (1 .5 .25) (-16 -16 -16) (16 16 16) -Generic placeholder for inserting MD3 models in game. Requires compilation of map geometry to be added to level. If the map is compiled with Q3Map2, then ASE, 3DS, OBJ and other model formats are supported. --------- KEYS -------- -angle: direction in which model will be oriented. -model : path/name of model to use (eg: models/mapobjects/teleporter/teleporter.md3). --------- Q3MAP2 KEYS -------- -angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0). -modelscale : Floating-point value used to scale a model up or down (default 1.0). -modelscale_vec : Floating-point vector used to scale a model's axes individually (default 1.0 1.0 1.0). -_remap : Used to remap textures/shaders in the model. To remap all shaders to a given shader, use "*;models/mymodel/mytexture". To remap a specific shader, use "models/mymodel/old;models/mymodel/new". -target : Used to attach the misc_model to a brush entity, where its "targetname" key is the same value. -_lightmapscale : Floating point value scaling the resolution of lightmaps on this model (if model is using lightmapped shaders) (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. -*/ - -//============================================================================= - -/*QUAKED misc_portal_camera (1 .5 .25) (-8 -8 -8) (8 8 8) SLOWROTATE FASTROTATE -Portal camera. This camera is used to project its view onto a portal surface in the level through the intermediary of a misc_portal_surface entity. Use the "angles" key or target a target_position or info_notnull entity to set the camera's pointing direction. --------- KEYS -------- -angles: this sets the pitch and yaw aiming angles of the portal camera (default 0 0). Use "roll" key to set roll angle. -target : point this to a target_position entity to set the camera's pointing direction. -targetname : a misc_portal_surface portal surface indicator must point to this. -roll: roll angle of camera. A value of 0 is upside down and 180 is the same as the player's view. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -SLOWROTATE : makes the portal camera rotate slowly along the roll axis. -FASTROTATE : makes the portal camera rotate faster along the roll axis. --------- NOTES -------- -Both the setting "angles" key or "targeting a target_position" methods can be used to aim the camera. However, the target_position method is simpler. In both cases, the "roll" key must be used to set the roll angle. If either the SLOWROTATE or FASTROTATE spawnflag is set, then the "roll" value is irrelevant.*/ - -//============================================================================= - -/*QUAKED misc_portal_surface (1 .5 .25) (-8 -8 -8) (8 8 8) -Portal surface indicator. This will "lock on" the brush face closest to it and identify as a portal. The view displayed on the portal surface is the view of the misc_portal_camera that this entity targets. Also used for mirrors (see Notes). --------- KEYS -------- -target : point this to a misc_portal_camera that "sees" the view you want to display on the portal. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -The entity must be no farther than 64 units away from the portal surface to lock onto it. To make a mirror, apply the common/mirror shader to the surface, place this entity near it but don't target a misc_portal_camera.*/ - -//============================================================================= - -/*QUAKED misc_teleporter_dest (1 .5 .25) (-32 -32 -24) (32 32 -16) -Teleport destination location point for trigger_teleporter entities. --------- KEYS -------- -angle : direction in which player will look when teleported. -targetname : make the trigger_teleporter point to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -PATH_* ENTITIES - -//============================================================================= - -/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8) -Path corner entity that func_trains can be made to follow. --------- KEYS -------- -target : point to next path_corner in the path. -targetname : the train following the path or the previous path_corner in the path points to this. -speed : speed of func_train while moving to the next path corner. This will override the speed value of the train. -wait : number of seconds func_train will pause on path corner before moving to next path corner (default 0 - see Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -Setting the wait key to -1 will not make the train stop on the path corner, it will simply default to 0.*/ - -//============================================================================= - -SHOOTER_* ENTITIES - -//============================================================================= - -/*QUAKED shooter_grenade (1 0 .5) (-8 -8 -8) (8 8 8) -This will shoot a grenade each time it's triggered. Aiming is done by setting the "angles" key or by targeting an info_notnull or target_position entity. --------- KEYS -------- -angles: this sets the pitch and yaw aiming angles of shooter (default 0 0). The roll angle does not apply. -targetname : activating trigger points to this. -target : this points to a target_position entity for aiming the grenades. -random : random aiming variance in degrees from the straight line to the targeted entity (default 0 - see Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -When the random key is set, its value is used to calculate a maximum angle deviation from the normal trajectory formed by a straight line between the shooter and the aiming entity it targets. The final trajectory will be a random value anywhere between no deviation at all (0) to maximum deviation (value of the random key). - -Both the setting "angles" key or "targeting a target_position" methods can be used to aim the shooter. However, the target_position method is simpler.*/ - -//============================================================================= - -/*QUAKED shooter_plasma (1 0 .5) (-8 -8 -8) (8 8 8) -This will shoot a plasma ball each time it's triggered. Aiming is done by setting the "angles" key or by targeting an info_notnull or target_position entity. --------- KEYS -------- -angles: this sets the pitch and yaw aiming angles of shooter (default 0 0). The roll angle does not apply. -targetname : activating trigger points to this. -target : this points to a target_position entity for aiming the plasma balls. -random : random aiming variance in degrees from the straight line to the targeted entity (default 0 - see Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -When the random key is set, its value is used to calculate a maximum angle deviation from the normal trajectory formed by a straight line between the shooter and the aiming entity it targets. The final trajectory will be a random value anywhere between no deviation at all (0) to maximum deviation (value of the random key). - -Both the setting "angles" key or "targeting a target_position" methods can be used to aim the shooter. However, the target_position method is simpler.*/ - -//============================================================================= - -/*QUAKED shooter_rocket (1 0 .5) (-8 -8 -8) (8 8 8) -This will shoot a rocket each time it's triggered. Aiming is done by setting the "angles" key or by targeting an info_notnull or target_position entity. --------- KEYS -------- -angles: this sets the pitch and yaw aiming angles of shooter (default 0 0). The roll angle does not apply. -targetname : activating trigger points to this. -target : this points to a target_position entity for aiming the rockets. -random : random aiming variance in degrees from the straight line to the targeted entity (default 0 - see Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -When the random key is set, its value is used to calculate a maximum angle deviation from the normal trajectory formed by a straight line between the shooter and the aiming entity it targets. The final trajectory will be a random value anywhere between no deviation at all (0) to maximum deviation (value of the random key). - -Both the setting "angles" key or "targeting a target_position" methods can be used to aim the shooter. However, the target_position method is simpler.*/ - -//============================================================================= - -TARGET_* ENTITIES - -//============================================================================= - -/*QUAKED target_delay (0 .7 .7) (-8 -8 -8) (8 8 8) -Time delay trigger intermediary. Like a target_relay, this can only be fired by other triggers which will cause it in turn to fire its own targets. --------- KEYS -------- -targetname : activating trigger points to this. -target : this points to entities to activate when this entity is triggered. -wait : delay in seconds from when this gets triggered to when it fires its own targets (default approx. 1). -delay : same as wait? replaces it? WTF?...I'm confused now. -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).*/ - -//============================================================================= - -/*QUAKED target_give (0 .5 0) (-8 -8 -8) (8 8 8) -This is used to give ammo, weapons, health or items to the player who activates it. --------- KEYS -------- -target : this points to the item(s) to give when activated. -targetname : activating trigger or spawn entity points to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -There are 2 ways to use this entity. -a) automatically give items to players when they spawn in the game: make a spawn location entity like info_player_deathmatch or CTF respawn points target this entity, then make it target the item(s) to give to the player upon respawn. -b) give items to players during the game: make a trigger_multiple target this entity, then make it target the item(s) to give to the player when the trigger is touched.*/ - -//============================================================================= - -/*QUAKED target_kill (0 .5 0) (-8 -8 -8) (8 8 8) -This will kill the player who activates the trigger that fires this target. --------- KEYS -------- -targetname : the activating trigger points to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -//QUAKED target_laser (0 .5 0) (-8 -8 -8) (8 8 8) START_ON -//Generates a red laser beam. I think this can somehow spawn in the game, I saw it once but it's too inconsistent to be usable. Commented out. -//-------- KEYS -------- -//angles: alternate "pitch, yaw, roll" angles method of aiming laser (default 0 0 0). -//target : point this to a target_position entity to set the laser's aiming direction. -//targetname : the activating trigger points to this. -//notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -//notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -//notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -//-------- SPAWNFLAGS -------- -//START_ON : when set, the laser will start on in the game. - -//============================================================================= - -/*QUAKED target_location (0 .5 0) (-8 -8 -8) (8 8 8) -Location marker used by bots and players for team orders and team chat in the course of Teamplay games. The closest target_location in sight is used for the location. If none is in sight, the closest in distance is used. --------- KEYS -------- -message : name of the location (text string). Displayed in parentheses in front of all team chat and order messages. -count : color of the location text displayed in parentheses during team chat. Set to 0-7 for color. - 0 : white (default) - 1 : red - 2 : green - 3 : yellow - 4 : blue - 5 : cyan - 6 : magenta - 7 : white -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -/*QUAKED target_position (0 .5 0) (-8 -8 -8) (8 8 8) -Aiming target for entities like light, misc_portal_camera and trigger_push (jump pads) in particular. --------- KEYS -------- -targetname : the entity that requires an aiming direction points to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -To make a jump pad, place this entity at the highest point of the jump and target it with a trigger_push entity.*/ - -//============================================================================= - -/*QUAKED target_print (0 .5 0) (-8 -8 -8) (8 8 8) REDTEAM BLUETEAM PRIVATE -This will print a message on the center of the screen when triggered. By default, all the clients will see the message. --------- KEYS -------- -message : text string to print on screen. -targetname : the activating trigger points to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -REDTEAM : only the red team players will see the message. -BLUETEAM : only the blue team players will see the message. -PRIVATE : only the player that activates the target will see the message.*/ - -//============================================================================= - -/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) BOUNCEPAD -This can be used to create jump pads and launch ramps. The direction of push can be set by the "angles" key or pointing to a target_position or info_notnull entity. Unlike trigger_push, this is NOT client side predicted and must be activated by a trigger. --------- KEYS -------- -angles: this sets the pitch and yaw aiming angles of push entity (default 0 0). The roll angle does not apply. -speed : speed of push (default 1000). Has no effect if entity targets an aiming entity. -targetname : the activating trigger points to this. Push originates from the location of the trigger. -target : this points to the aiming entity to which the player will jump. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -BOUNCEPAD : if set, trigger will play bounce noise instead of beep noise when activated (recommended). --------- NOTES -------- -To make a jump pad or launch ramp, create a trigger_multiple where the jump must originate. Place the target_push directly above the trigger_multiple and place the target_position entity at the highest point of the jump. Target the trigger_multiple to the target_push and target the target_push to the target_position/info_notnull (or set the target_push's "angles" key). Note that the "angle" key also works.*/ - -//============================================================================= - -/*QUAKED target_relay (0 .7 .7) (-8 -8 -8) (8 8 8) RED_ONLY BLUE_ONLY RANDOM -This can only be activated by other triggers which will cause it in turn to activate its own targets. --------- KEYS -------- -targetname : activating trigger points to this. -target : this points to entities to activate when this entity is triggered. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -RED_ONLY : only red team players can activate trigger. -BLUE_ONLY : only red team players can activate trigger. -RANDOM : one one of the targeted entities will be triggered at random.*/ - -//============================================================================= - -/*QUAKED target_remove_powerups (0 .7 .7) (-8 -8 -8) (8 8 8) -This takes away any and all item_* type powerups from player except health and armor (holdable_* items are not taken away either). Must be activated by a button or trigger_multiple entity. The player that activates the trigger will lose any powerup(s) currently in his possession. --------- KEYS -------- -targetname : activating trigger points to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -/*QUAKED target_score (0 .5 0) (-8 -8 -8) (8 8 8) -This is used to automatically give frag points to the player who activates this. A spawn location entity like info_player_* or CTF respawn points can target this entity to give points to the player when he spawns in the game. Or a trigger can also be used to activate this. The activator of the trigger will get the points. --------- KEYS -------- -targetname : ativating entity points to this. -count: number of frag points to give to player (default 1). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -/*QUAKED target_speaker (0 .7 .7) (-8 -8 -8) (8 8 8) LOOPED_ON LOOPED_OFF GLOBAL ACTIVATOR -Sound generating entity that plays .wav files. Normal non-looping sounds play each time the target_speaker is triggered. Looping sounds can be set to play by themselves (no activating trigger) or be toggled on/off by a trigger. --------- KEYS -------- -noise : path/name of .wav file to play (eg. sound/world/growl1.wav - see Notes). -wait : delay in seconds between each time the sound is played ("random" key must be set - see Notes). -random : random time variance in seconds added or subtracted from "wait" delay ("wait" key must be set - see Notes). -targetname : the activating button or trigger points to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -LOOPED_ON : sound will loop and initially start on in level (will toggle on/off when triggered). -LOOPED_OFF : sound will loop and initially start off in level (will toggle on/off when triggered). -GLOBAL : sound will play full volume throughout the level. -ACTIVATOR : sound will play only for the player that activated the target. --------- NOTES -------- -The path portion value of the "noise" key can be replaced by the implicit folder character "*" for triggered sounds that belong to a particular player model. For example, if you want to create a "bottomless pit" in which the player screams and dies when he falls into, you would place a trigger_multiple over the floor of the pit and target a target_speaker with it. Then, you would set the "noise" key to "*falling1.wav". The * character means the current player model's sound folder. So if your current player model is Visor, * = sound/player/visor, if your current player model is Sarge, * = sound/player/sarge, etc. This cool feature provides an excellent way to create "player-specific" triggered sounds in your levels. - -The combination of the "wait" and "random" keys can be used to play non-looping sounds without requiring an activating trigger but both keys must be used together. The value of the "random" key is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).*/ - -//============================================================================= - -/*QUAKED target_teleporter (0 .5 0) (-8 -8 -8) (8 8 8) -Activating this will teleport players to the location of the targeted misc_teleporter_dest entity. Unlike trigger_teleport, this entity must be activated by a trigger and does NOT allow client prediction of events. --------- KEYS -------- -targetname : activating trigger points to this. -target : this must point to a misc_teleporter_dest entity. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -TEAM_* ENTITIES - -//============================================================================= - -/*QUAKED team_CTF_blueflag (0 .2 1) (-16 -16 -16) (16 16 16) -Blue team flag for CTF games. --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/flags/b_flag.md3"*/ - -//============================================================================= - -/*QUAKED team_CTF_blueplayer (0 .2 1) (-16 -16 -24) (16 16 32) -Initial Blue team spawning position for CTF games. This is where players spawn when they join the Blue team. --------- KEYS -------- -target : this can point at a target_give entity for respawn freebies.*/ - -//============================================================================= - -/*QUAKED team_CTF_bluespawn (0 .2 1) (-16 -16 -24) (16 16 32) -Blue team respawning position for CTF games. This is where Blue team players respawn after they get fragged. --------- KEYS -------- -target : this can point at a target_give entity for respawn freebies.*/ - -//============================================================================= - -/*QUAKED team_CTF_redflag (1 .2 0) (-16 -16 -16) (16 16 16) -Red team flag for CTF games. --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/flags/r_flag.md3"*/ - -//============================================================================= - -/*QUAKED team_CTF_redplayer (1 .2 0) (-16 -16 -24) (16 16 32) -Initial Red team spawning position for CTF games. This is where players spawn when they join the Red team. --------- KEYS -------- -target : this can point at a target_give entity for respawn freebies.*/ - -//============================================================================= - -/*QUAKED team_CTF_redspawn (0 .2 1) (-16 -16 -24) (16 16 32) -Red team respawning position for CTF games. This is where Red team players respawn after they get fragged. --------- KEYS -------- -target : this can point at a target_give entity for respawn freebies.*/ - -//============================================================================= - -TRIGGER_* ENTITIES - -//============================================================================= - -/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8) -Automatic trigger. It will fire the entities it targets as soon as it spawns in the game. --------- KEYS -------- -target : this points to the entity to activate. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF - SILENT NO_PROTECTION SLOW -Any player that touches this will be hurt by "dmg" points of damage once per server frame (very fast). A sizzling sound is also played while the player is being hurt. --------- KEYS -------- -dmg : number of points of damage inflicted to player per server frame (default 5 - integer values only). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -START_OFF needs to be triggered (toggle) for damage -SILENT : supresses the sizzling sound while player is being hurt. -NO_PROTECTION : player will be hurt regardless of protection (see Notes). -SLOW : changes the damage rate to once per second. --------- NOTES -------- -The invulnerability power-up (item_enviro) does not protect the player from damage caused by this entity regardless of whether the NO_PROTECTION spawnflag is set or not. Triggering a trigger_hurt will have no effect if the START_OFF spawnflag is not set. A trigger_hurt always starts on in the game.*/ - -//============================================================================= - -/*QUAKED trigger_multiple (.5 .5 .5) ? -Variable size repeatable trigger. It will fire the entities it targets when touched by player. Can be made to operate like a trigger_once entity by setting the "wait" key to -1. It can also be activated by another trigger that targets it. --------- KEYS -------- -target : this points to the entity to activate. -targetname : activating trigger points to this. -wait : time in seconds until trigger becomes re-triggerable after it's been touched (default 0.2, -1 = trigger once). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).*/ - -//============================================================================= - -/*QUAKED trigger_push (.5 .5 .5) ? -This is used to create jump pads and launch ramps. It MUST point to a target_position or info_notnull entity to work. Unlike target_push, this is client side predicted. --------- KEYS -------- -target : this points to the target_position to which the player will jump. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -To make a jump pad or launch ramp, place the target_position/info_notnull entity at the highest point of the jump and target it with this entity.*/ - -//============================================================================= - -/*QUAKED trigger_teleport (.5 .5 .5) ? -Touching this will teleport players to the location of the targeted misc_teleporter_dest entity. This entity allows client prediction of events. --------- KEYS -------- -target : this must point to a misc_teleporter_dest entity. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -WEAPON_* ENTITIES - -//============================================================================= - -/*QUAKED weapon_bfg (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Big Freaking Gun. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when weapon is picked up (default 20). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/bfg/bfg.md3"*/ - -//============================================================================= - -/*QUAKED weapon_gauntlet (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Gauntlet. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/gauntlet/gauntlet.md3"*/ - -//============================================================================= - -/*QUAKED weapon_grapplinghook (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Grappling Hook. Spawns in the game and works but is unskinned. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/grapple/grapple.md3"*/ - -//============================================================================= - -/*QUAKED weapon_grenadelauncher (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Grenade Launcher. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when weapon is picked up (default 10). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/grenadel/grenadel.md3"*/ - -//============================================================================= - -/*QUAKED weapon_lightning (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Lightning Gun. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when weapon is picked up (default 100). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models\weapons2\lightning\lightning.md3"*/ - -//============================================================================= - -/*QUAKED weapon_machinegun (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Machine Gun. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when weapon is picked up (default 100). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models\weapons2\machinegun\machinegun.md3"*/ - -//============================================================================= - -/*QUAKED weapon_plasmagun (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Plasma gun. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when weapon is picked up (default 50). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/plasma/plasma.md3"*/ - -//============================================================================= - -/*QUAKED weapon_railgun (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Railgun. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when weapon is picked up (default 10). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/railgun/railgun.md3"*/ - -//============================================================================= - -/*QUAKED weapon_rocketlauncher (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Rocket Launcher. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when weapon is picked up (default 10). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/rocketl/rocketl.md3"*/ - -//============================================================================= - -/*QUAKED weapon_shotgun (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Shotgun. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when weapon is picked up (default 10). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/shotgun/shotgun.md3"*/ - -//============================================================================= - -WORLDSPAWN ENTITY - -//============================================================================= - -/*QUAKED worldspawn (0 0 0) ? -Only used for the world. --------- KEYS -------- -message : text to print at user logon. Used for name of level. -music : path/name of looping .wav file used for level's music (eg. music/sonic5.wav). -_ambient OR ambient : Adds a constant value to overall lighting. Use is not recommended. Ambient light will have a tendency to flatten out variations in light and shade. -_color : RGB value for ambient light color (default is 0 0 0). -gravity : gravity of level (default is normal gravity: 800). -gridsize : granularity of the lightgrid created by q3map. Value is three integers separated by spaces, representing number of units between grid points in X Y Z. Default gridsize value is 128 128 256. Use larger powers of 2 to reduce BSP size and compile time on very large maps. -_blocksize : q3map always splits the BSP tree along the planes X=_blocksize*n and Y=_blocksize*n. Default _blocksize value is 1024. Increase the blocksize using larger powers of 2 to reduce compile times on very large maps with a low structural brush density. --------- Q3MAP2 KEYS -------- -_minlight : Minimum light value, levelwide. Uses the _color key to set color. Does not add unlike ambient. -_minvertexlight : Minimum vertex lighting, levelwide. -_mingridlight : Minimum lightgrid (dynamic entity lighting) levelwide. -_keeplights : Keep light entities in the BSP. Normally stripped out by the BSP process and read from the .map file by the lighting phase. -_noshadersun : Ignore q3map_sun/sun directives in sky shaders and ONLY use entity sun lights. -_farplanedist : Limit on how many units the vis phase of compilation can see. Used in combination with level-wide fog, it can help reduce r_speeds on large, open maps. -_foghull : Shader to use for "fog hull." Foghull shader should be a sky shader. Omit the "textures/" prefix. -_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in the world. Can be overridden in func_group (or other entities) (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. Overridable in entities. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.*/ diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/gfx.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/gfx.shader.svn-base deleted file mode 100644 index e95ff57..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/gfx.shader.svn-base +++ /dev/null @@ -1,1474 +0,0 @@ -//**********************************************************************// -// gfx.shader updated // -// by Eutectic - 23 Jan 2000 // -// This file is irrelevant for Q3Radiant // -// It was updated for sake of completeness: // -// shaders that belong here were moved from other shader files // -// // -// SHADERS THAT DIDN'T BELONG HERE AND MOVED TO PROPER FILE: 0 // -// SHADERS THAT BELONGED HERE BUT WERE IN ANOTHER FILE: 6 // -// powerups/blueflag // -// powerups/redflag // -// sprites/foe // -// sprites/friend // -// sprites/plasma1 // -// sprites/plasma2 // -//**********************************************************************// - -// GFX.SHADER -// -// this file contains shaders that are used by the programmers to -// generate special effects not attached to specific geometry. This -// also has 2D shaders such as fonts, etc. -// - -// the REGION shader is generated by the map editor on temporary -// brushes around a selected area for testing parts of maps - -textures/REGION -{ - surfaceparm nolightmap -} - -// the background for the netgraph -lagometer -{ - nopicmip - { - map gfx/2d/lag.tga - } -} - -// blinked on top of lagometer when connection is interrupted -disconnected -{ - nopicmip - { - map gfx/2d/net.tga - } -} - -white -{ - { - map *white - blendfunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbgen vertex - } -} - -console -{ - nopicmip - nomipmaps - - { - map gfx/misc/console01.tga - blendFunc GL_ONE GL_ZERO - tcMod scroll .02 0 - tcmod scale 2 1 - } - { - map gfx/misc/console02.tga - //map textures/sfx/firegorre3.tga - blendFunc add - tcMod turb 0 .1 0 .1 - tcMod scale 2 1 - tcmod scroll 0.2 .1 - } - -} - -menuback -{ - nopicmip - nomipmaps - //{ - // map textures/sfx/logo512.tga - //} - - //{ - // map textures/sfx/specular.tga - // //blendfunc add - // tcMod turb 0 .8 0 .2 - // tcmod scroll -.1 -.2 - //} - { - map textures/sfx/logo512.tga - // blendFunc blend - rgbgen identity - } - //{ - // map textures/sfx/proto_zzzdrk.tga - // blendFunc add - // tcMod turb 0 .1 0 .9 - // tcmod scale .2 .2 - // tcMod scroll .02 0.7 - // rgbgen identity - //} - -} -menubacknologo -{ - nopicmip - nomipmaps - - { - map gfx/colors/black.tga - //map textures/sfx/proto_zzzdrk.tga - // tcMod turb 0 .1 0 .9 - // tcmod scale .2 .2 - // tcMod scroll .02 0.7 - } - -} - -menubackRagePro // blends turn to shit on rage pro, so skip it -{ - nopicmip - nomipmaps - { - map textures/sfx/logo512.tga - } - -} - - -levelShotDetail -// used to break up the blur on levelshots -{ - nopicmip - { - map textures/sfx/detail.tga - blendFunc GL_DST_COLOR GL_SRC_COLOR - rgbgen identity - } -} - -// -// special effects as seen on players -// - -powerups/battleSuit -{ - deformVertexes wave 100 sin 1 0 0 0 - { - map textures/effects/envmapgold2.tga - //map textures/sfx/specular.tga - tcGen environment - tcMod turb 0 0.15 0 0.3 - tcmod rotate 333 - tcmod scroll .3 .3 - blendfunc GL_ONE GL_ONE - } -} - -powerups/battleWeapon -{ - deformVertexes wave 100 sin 0.5 0 0 0 - { - map textures/effects/envmapgold2.tga - //map textures/sfx/specular.tga - tcGen environment - tcMod turb 0 0.15 0 0.3 - tcmod rotate 333 - tcmod scroll .3 .3 - blendfunc GL_ONE GL_ONE - } -} - -powerups/invisibility -{ - { - map textures/effects/invismap.tga - //map textures/sfx/specular.tga - blendfunc GL_ONE GL_ONE - tcMod turb 0 0.15 0 0.25 - tcGen environment - } -} - -powerups/quad -{ - deformVertexes wave 100 sin 3 0 0 0 - { - map textures/effects/quadmap2.tga - blendfunc GL_ONE GL_ONE - tcGen environment - tcmod rotate 30 - //tcMod turb 0 0.2 0 .2 - tcmod scroll 1 .1 - } -} - -powerups/quadWeapon -{ - deformVertexes wave 100 sin 0.5 0 0 0 - { - map textures/effects/quadmap2.tga - blendfunc GL_ONE GL_ONE - tcGen environment - tcmod rotate 30 - //tcMod turb 0 0.2 0 .2 - tcmod scroll 1 .1 - } -} - -powerups/regen -{ - deformVertexes wave 100 sin 3 0 0 0 - { - map textures/effects/regenmap2.tga - blendfunc GL_ONE GL_ONE - tcGen environment - tcmod rotate 30 - //tcMod turb 0 0.2 0 .2 - tcmod scroll 1 .1 - } -} - -powerups/blueflag -{ - deformVertexes wave 100 sin 3 0 0 0 - { - map textures/effects/blueflagmap.tga - blendfunc GL_ONE GL_ONE - tcGen environment - tcMod turb 0 0.2 0 1 - } -} - -powerups/redflag -{ - deformVertexes wave 100 sin 3 0 0 0 - { - map textures/effects/redflagmap.tga - blendfunc GL_ONE GL_ONE - tcGen environment - tcMod turb 0 0.2 0 1 - } -} - - -//========================= - -// -// holdable item icons -// - -icons/medkit -{ - nopicmip - { - map icons/medkit.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/teleporter -{ - nopicmip - { - map icons/teleporter.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -// -// powerup icons -// - -icons/envirosuit -{ - nopicmip - { - map icons/envirosuit.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/flight -{ - nopicmip - { - map icons/flight.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/haste -{ - nopicmip - { - map icons/haste.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/invis -{ - nopicmip - { - map icons/invis.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/quad -{ - nopicmip - { - map icons/quad.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/regen -{ - nopicmip - { - map icons/regen.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - - -// reward medals used in the game floating over client's heads - -medal_excellent -{ - nopicmip - { - clampmap menu/medals/medal_excellent.tga - blendFunc blend - } -} - -medal_gauntlet -{ - nopicmip - { - clampmap menu/medals/medal_gauntlet.tga - blendFunc blend - } -} - -medal_impressive -{ - nopicmip - { - clampmap menu/medals/medal_impressive.tga - blendFunc blend - } -} - -// -// weapon icons -// - -icons/iconw_gauntlet -{ - nopicmip - { - map icons/iconw_gauntlet.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/iconw_machinegun -{ - nopicmip - { - map icons/iconw_machinegun.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/iconw_rocket -{ - nopicmip - { - map icons/iconw_rocket.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/iconw_shotgun -{ - nopicmip - { - map icons/iconw_shotgun.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbgen identitylighting - } -} - -icons/iconw_grenade -{ - nopicmip - { - map icons/iconw_grenade.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/iconw_lightning -{ - nopicmip - { - map icons/iconw_lightning.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/iconw_plasma -{ - nopicmip - { - map icons/iconw_plasma.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/iconw_railgun -{ - nopicmip - { - map icons/iconw_railgun.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/iconw_bfg -{ - nopicmip - { - map icons/iconw_bfg.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/iconw_grapple -{ - nopicmip - { - map icons/iconw_grapple.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -// -// ammo icons -// - -icons/icona_machinegun -{ - nopicmip - { - map icons/icona_machinegun.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/icona_rocket -{ - nopicmip - { - map icons/icona_rocket.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/icona_shotgun -{ - nopicmip - { - map icons/icona_shotgun.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbgen identitylighting - } -} - -icons/icona_grenade -{ - nopicmip - { - map icons/icona_grenade.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/icona_lightning -{ - nopicmip - { - map icons/icona_lightning.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/icona_plasma -{ - nopicmip - { - map icons/icona_plasma.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/icona_railgun -{ - nopicmip - { - map icons/icona_railgun.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/icona_bfg -{ - nopicmip - { - map icons/icona_bfg.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - - -// -// armor icons -// - -icons/iconr_shard -{ - nopicmip - { - map icons/iconr_shard.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/iconr_yellow -{ - nopicmip - { - map icons/iconr_yellow.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/iconr_red -{ - nopicmip - { - map icons/iconr_red.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -// -// health icons -// - -icons/iconh_green -{ - nopicmip - { - map icons/iconh_green.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/iconh_yellow -{ - nopicmip - { - map icons/iconh_yellow.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/iconh_red -{ - nopicmip - { - map icons/iconh_red.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - //{ - // clampmap icons/iconh_red2.tga - // blendFunc blend - // tcMod stretch sin .04 1 0 1 - //} -} - -icons/iconh_mega -{ - nopicmip - { - map icons/iconh_mega.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -// -// CTF icons -// - -icons/iconf_red -{ - nopicmip - { - map icons/iconf_red.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/iconf_blu -{ - nopicmip - { - map icons/iconf_blu.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - - -//=================================================== - -gfx/2d/menuinfo -{ - nopicmip - { - map gfx/2d/menuinfo.tga - } -} - -gfx/2d/menuinfo2 -{ - nopicmip - { - map gfx/2d/menuinfo2.tga - } -} - -gfx/2d/quit -{ - nopicmip - nomipmaps - { - map gfx/2d/quit.tga - } -} - -gfx/2d/cursor -{ - nopicmip - nomipmaps - { - map gfx/2d/cursor.tga - } -} - -//========================================================================== - -// chat icon floating over client's heads in the game - -sprites/balloon3 -{ - { - map sprites/balloon4.tga - blendfunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -// friend and foe icons floating over client's heads in teamplay games - -sprites/foe -{ - nomipmaps - nopicmip - { - map sprites/foe2.tga - blendfunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -sprites/friend -{ - nomipmaps - nopicmip - { - map sprites/friend1.tga - blendfunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -sprites/plasma1 -{ - cull disable - { - clampmap sprites/plasmaa.tga - blendfunc GL_ONE GL_ONE - tcMod rotate 931 - } -} - -sprites/plasma2 -{ - cull disable - { - map sprites/plasma2.tga - blendfunc GL_ONE GL_ONE - } -} - -// this is an example of a crossfaded animation cycle - -textures/animationTest -{ - qer_editorimage textures/liquids/bloodwater1.tga - { - animMap 0.5 textures/liquids/bloodwater1.tga textures/liquids/pool.tga textures/liquids/slime7.tga - } - { - animMap 0.5 textures/liquids/pool.tga textures/liquids/slime7.tga textures/liquids/bloodwater1.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - alphaGen wave sawtooth 0 1 0 0.5 - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - } -} - -teleportEffect -{ - cull none - { - map gfx/misc/teleportEffect2.tga - blendFunc GL_ONE GL_ONE - rgbGen entity - tcMod scale 1 4 - tcMod scroll 0 2 - } -} - -// markShadow is the very cheap blurry blob underneat the player - -markShadow -{ - polygonOffset - { - map gfx/damage/shadow.tga - blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR - rgbGen exactVertex - } -} - -// projectionShadow is used for cheap squashed model shadows - -projectionShadow -{ - polygonOffset - deformVertexes projectionShadow - { - map *white - blendFunc GL_ONE GL_ZERO - rgbGen wave square 0 0 0 0 // just solid black - } -} - - -// wake is the mark on water surfaces for paddling players - -wake -{ - { - clampmap sprites/splash.tga - blendFunc GL_ONE GL_ONE - rgbGen vertex - tcmod rotate 250 - tcMod stretch sin .9 0.1 0 0.7 - rgbGen wave sin .7 .3 .25 .5 - } - { - clampmap sprites/splash.tga - blendFunc GL_ONE GL_ONE - rgbGen vertex - tcmod rotate -230 - tcMod stretch sin .9 0.05 0 0.9 - rgbGen wave sin .7 .3 .25 .4 - } -} - - -// viewBloodBlend gives the blended directional cue when you get hit - -viewBloodBlend -{ - sort nearest - { - //map models/weaphits/blood201.tga - map gfx/damage/blood_screen.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identityLighting - alphaGen vertex - } -} - -waterBubble -{ - sort underwater - cull none - entityMergable // allow all the sprites to be merged together - { - map sprites/bubble.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen vertex - alphaGen vertex - } -} - -smokePuff -{ - cull none - entityMergable // allow all the sprites to be merged together - { - map gfx/misc/smokepuff3.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen vertex - alphaGen vertex - } -} - -hasteSmokePuff // drops behind player's feet when speeded -{ - cull none - entityMergable // allow all the sprites to be merged together - { - map gfx/misc/smokepuff3.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - //blendfunc GL_ONE GL_ONE - rgbGen vertex - alphaGen vertex - } -} - -smokePuffRagePro -{ - cull none - entityMergable // allow all the sprites to be merged together - { - map gfx/misc/smokepuffragepro.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -shotgunSmokePuff -{ - cull none - { - map gfx/misc/smokepuff2b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - alphaGen entity - rgbGen entity - } -} - -flareShader -{ - cull none - { - map gfx/misc/flare.tga - blendFunc GL_ONE GL_ONE - rgbGen vertex - } -} - -sun -{ - cull none - { - map gfx/misc/sun.tga - blendFunc GL_ONE GL_ONE - rgbGen vertex - } -} - -railDisc -{ - sort nearest - cull none - deformVertexes wave 100 sin 0 .5 0 2.4 - { - clampmap gfx/misc/raildisc_mono2.tga - blendFunc GL_ONE GL_ONE - rgbGen vertex - tcMod rotate -30 - } -} - -railCore -{ - sort nearest - cull none - { - map gfx/misc/railcorethin_mono.tga - blendFunc GL_ONE GL_ONE - rgbGen vertex - tcMod scroll -1 0 - } -} - -lightningBolt -{ - cull none - { - map gfx/misc/lightning3.tga - blendFunc GL_ONE GL_ONE -// rgbgen wave sin 1 5.1 0 7.1 - rgbgen wave sin 1 0.5 0 7.1 - tcmod scale 2 1 - tcMod scroll -5 0 - } - { - map gfx/misc/lightning3.tga - blendFunc GL_ONE GL_ONE -// rgbgen wave sin 1 8.3 0 8.1 - rgbgen wave sin 1 0.8 0 8.1 - tcmod scale -1.3 -1 - tcMod scroll -7.2 0 - } -} - -// shader used on the occasional machinegun bullet tracers - -gfx/misc/tracer -{ - cull none - { - map gfx/misc/tracer2.tga - blendFunc GL_ONE GL_ONE - } -} - -// -// wall marks -// use blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR so that -// their "contribution" can be damped down in fog volumes -// with distance - -bloodMark -{ - nopicmip // make sure a border remains - polygonOffset - { - clampmap gfx/damage/blood_stain.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identityLighting - alphaGen vertex - } -} - -bloodTrail -{ - - nopicmip // make sure a border remains - entityMergable // allow all the sprites to be merged together - { - //clampmap gfx/misc/blood.tga - clampmap gfx/damage/blood_spurt.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen vertex - alphaGen vertex - } -} - -gfx/damage/bullet_mrk -{ - polygonOffset - { - map gfx/damage/bullet_mrk.tga - blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR - rgbGen exactVertex - } -} - -gfx/damage/burn_med_mrk -{ - polygonOffset - { - map gfx/damage/burn_med_mrk.tga - blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR - rgbGen exactVertex - } -} - -gfx/damage/hole_lg_mrk -{ - polygonOffset - { - map gfx/damage/hole_lg_mrk.tga - blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR - rgbGen exactVertex - } -} - -gfx/damage/plasma_mrk -{ - polygonOffset - { - map gfx/damage/plasma_mrk.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen vertex - alphaGen vertex - } -} - - -//=============================================================== - -// scoreboard header tabs - -scoreboardName -{ - nopicmip - nomipmaps - { - clampmap menu/tab/name.tga - blendfunc blend - } -} - -scoreboardScore -{ - nopicmip - nomipmaps - { - clampmap menu/tab/score.tga - blendfunc blend - } -} - -scoreboardTime -{ - nopicmip - nomipmaps - { - clampmap menu/tab/time.tga - blendfunc blend - } -} - -scoreboardPing -{ - nopicmip - nomipmaps - { - clampmap menu/tab/ping.tga - blendfunc blend - } -} - -//=============================================================== - -gfx/2d/crosshair -{ - nopicmip - { - map gfx/2d/crosshair.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } -} - -gfx/2d/crosshairb -{ - nopicmip - { - map gfx/2d/crosshairb.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } -} - -gfx/2d/crosshairc -{ - nopicmip - { - map gfx/2d/crosshairc.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } -} - -gfx/2d/crosshaird -{ - nopicmip - { - map gfx/2d/crosshaird.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } -} - -gfx/2d/crosshaire -{ - nopicmip - { - map gfx/2d/crosshaire.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } -} - -gfx/2d/crosshairf -{ - nopicmip - { - map gfx/2d/crosshairf.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } -} - -gfx/2d/crosshairg -{ - nopicmip - { - map gfx/2d/crosshairg.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } -} - -gfx/2d/crosshairh -{ - nopicmip - { - map gfx/2d/crosshairh.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } -} - -gfx/2d/crosshairi -{ - nopicmip - { - map gfx/2d/crosshairi.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - -} - -gfx/2d/crosshairj -{ - nopicmip - { - map gfx/2d/crosshairj.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } -} - -gfx/2d/crosshairk -{ - nopicmip - { - map gfx/2d/crosshairk.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } -} - -gfx/2d/bigchars -{ - nopicmip - nomipmaps - { - map gfx/2d/bigchars.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbgen vertex - } -} - -gfx/2d/select -{ - nopicmip - { - map gfx/2d/select.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - rgbgen vertex - } -} - -gfx/2d/assault1d -{ - nopicmip - { - map gfx/2d/assault1d.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -gfx/2d/armor1h -{ - nopicmip - { - map gfx/2d/armor1h.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -gfx/2d/health -{ - nopicmip - { - map gfx/2d/health.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -gfx/2d/blank -{ - nopicmip - { - map gfx/2d/blank.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -gfx/2d/numbers/zero_32b -{ - nopicmip - { - map gfx/2d/numbers/zero_32b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbgen vertex - } -} - -gfx/2d/numbers/one_32b -{ - nopicmip - { - map gfx/2d/numbers/one_32b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbgen vertex - } -} - -gfx/2d/numbers/two_32b -{ - nopicmip - { - map gfx/2d/numbers/two_32b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbgen vertex - } -} - -gfx/2d/numbers/three_32b -{ - nopicmip - { - map gfx/2d/numbers/three_32b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbgen vertex - } -} - -gfx/2d/numbers/four_32b -{ - nopicmip - { - map gfx/2d/numbers/four_32b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbgen vertex - } -} - -gfx/2d/numbers/five_32b -{ - nopicmip - { - map gfx/2d/numbers/five_32b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbgen vertex - } -} - -gfx/2d/numbers/six_32b -{ - nopicmip - { - map gfx/2d/numbers/six_32b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbgen vertex - } -} - -gfx/2d/numbers/seven_32b -{ - nopicmip - { - map gfx/2d/numbers/seven_32b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbgen vertex - } -} - -gfx/2d/numbers/eight_32b -{ - nopicmip - { - map gfx/2d/numbers/eight_32b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbgen vertex - } -} - -gfx/2d/numbers/nine_32b -{ - nopicmip - { - map gfx/2d/numbers/nine_32b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbgen vertex - } -} - -gfx/2d/numbers/minus_32b -{ - nopicmip - { - map gfx/2d/numbers/minus_32b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbgen vertex - } -} - - -// -// weapon hits -// All of these will be put on entities with a shaderTime offset, so they -// can be expected to start at time 0 for each separate explosion -// -// Many of these are use smoothly morphed animating textures by pairing -// sawtooth and iverse sawtooth rgbGens - -plasmaExplosion -{ - cull disable - { - clampmap models/weaphits/plasmaboom.tga - blendfunc add - tcMod stretch triangle .6 0.1 0 8 - tcmod rotate 999 - rgbGen wave inversesawtooth 0 1 0 1.5 - } -} - -railExplosion -{ - cull disable - { - animmap 5 models/weaphits/ring02_1.tga models/weaphits/ring02_2.tga models/weaphits/ring02_3.tga models/weaphits/ring02_4.tga gfx/colors/black.tga - alphaGen wave inversesawtooth 0 1 0 5 - blendfunc blend - } - { - animmap 5 models/weaphits/ring02_2.tga models/weaphits/ring02_3.tga models/weaphits/ring02_4.tga gfx/colors/black.tga gfx/colors/black.tga - alphaGen wave sawtooth 0 1 0 5 - blendfunc blend - } -} - -lightningExplosion -{ - cull disable - { - animmap 5 models/weaphits/ring02_1.tga models/weaphits/ring02_3.tga models/weaphits/ring02_3.tga gfx/colors/black.tga - rgbGen wave inversesawtooth 0 1 0 5 - blendfunc add - } - { - animmap 5 models/weaphits/ring02_2.tga models/weaphits/ring02_3.tga gfx/colors/black.tga gfx/colors/black.tga - rgbGen wave sawtooth 0 1 0 5 - blendfunc add - } -} - -bulletExplosion -{ - cull disable - { - animmap 5 models/weaphits/bullet1.tga models/weaphits/bullet2.tga models/weaphits/bullet3.tga gfx/colors/black.tga - rgbGen wave inversesawtooth 0 1 0 5 - blendfunc add - } - { - animmap 5 models/weaphits/bullet2.tga models/weaphits/bullet3.tga gfx/colors/black.tga gfx/colors/black.tga - rgbGen wave sawtooth 0 1 0 5 - blendfunc add - } -} - -rocketExplosion -{ - cull disable - { - animmap 8 models/weaphits/rlboom/rlboom_1.tga models/weaphits/rlboom/rlboom_2.tga models/weaphits/rlboom/rlboom_3.tga models/weaphits/rlboom/rlboom_4.tga models/weaphits/rlboom/rlboom_5.tga models/weaphits/rlboom/rlboom_6.tga models/weaphits/rlboom/rlboom_7.tga models/weaphits/rlboom/rlboom_8.tga - rgbGen wave inversesawtooth 0 1 0 8 - blendfunc add - } - { - animmap 8 models/weaphits/rlboom/rlboom_2.tga models/weaphits/rlboom/rlboom_3.tga models/weaphits/rlboom/rlboom_4.tga models/weaphits/rlboom/rlboom_5.tga models/weaphits/rlboom/rlboom_6.tga models/weaphits/rlboom/rlboom_7.tga models/weaphits/rlboom/rlboom_8.tga gfx/colors/black.tga - rgbGen wave sawtooth 0 1 0 8 - blendfunc add - } -} - -grenadeExplosion -{ - cull disable - { - animmap 5 models/weaphits/glboom/glboom_1.tga models/weaphits/glboom/glboom_2.tga models/weaphits/glboom/glboom_3.tga - rgbGen wave inversesawtooth 0 1 0 5 - blendfunc add - } - { - animmap 5 models/weaphits/glboom/glboom_2.tga models/weaphits/glboom/glboom_3.tga gfx/colors/black.tga - rgbGen wave sawtooth 0 1 0 5 - blendfunc add - } -} - -bfgExplosion -{ - cull disable - { - animmap 5 models/weaphits/bfgboom/bfgboom_1.tga models/weaphits/bfgboom/bfgboom_2.tga models/weaphits/bfgboom/bfgboom_3.tga - rgbGen wave inversesawtooth 0 1 0 5 - blendfunc add - } - { - animmap 5 models/weaphits/bfgboom/bfgboom_2.tga models/weaphits/bfgboom/bfgboom_3.tga gfx/colors/black.tga - rgbGen wave sawtooth 0 1 0 5 - blendfunc add - } -} - -bloodExplosion // spurt of blood at point of impact -{ - cull disable - { - animmap 5 models/weaphits/blood201.tga models/weaphits/blood202.tga models/weaphits/blood203.tga models/weaphits/blood204.tga models/weaphits/blood205.tga - blendfunc blend - } -} - diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/gothic_block.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/gothic_block.shader.svn-base deleted file mode 100644 index 5a0569b..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/gothic_block.shader.svn-base +++ /dev/null @@ -1,514 +0,0 @@ - -textures/gothic_block/blocks15cgeomtrn -{ - - { - map textures/sfx/firegorre.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 2 2 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/gothic_block/blocks18cgeomtrn2.tga - //blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - blendFunc blend - tcmod rotate 30 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - map textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 20 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - map textures/gothic_block/blocks15cgeomtrn.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/gothic_block/blocks17_ow -{ - - { - map textures/sfx/firegorre.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 5.6 - tcmod scale 1.5 1.5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - - { - map textures/gothic_block/blocks17_ow.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc filter - rgbGen identity - } -} - -textures/gothic_block/blocks17bloody -{ - - { - map textures/liquids/proto_grueldark2.tga - blendFunc GL_ONE GL_ZERO - tcmod scale 2 2 - tcMod scroll .01 .03 - tcMod turb 0 0.05 0 .05 - } - { - map textures/effects/tinfx3.tga - blendFunc GL_ONE GL_ONE - tcGen environment - } - - { - map textures/gothic_block/blocks17bloody.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc filter - rgbGen identity - } -} - -textures/gothic_block/blocks17g_ow -{ - - { - map textures/sfx/firegorre.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 5.6 - tcmod scale 1.5 1.5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - - { - map textures/gothic_block/blocks17g_ow.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc filter - rgbGen identity - } -} - -textures/gothic_block/blocks18b_ow -{ - - { - map textures/sfx/firegorre.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 5.6 - tcmod scale 1.5 1.5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - - { - map textures/gothic_block/blocks18b_ow.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc filter - rgbGen identity - } -} - -textures/gothic_block/blocks18cgeomtrn2 -{ - cull disable - surfaceparm alphashadow - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - alphaFunc GE128 - tcmod rotate 40 - tcMod stretch sin .8 0.2 0 .3 - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - alphaFunc GE128 - tcmod rotate 30 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - alphaFunc GE128 - tcmod rotate 20 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/gothic_block/blocks18cgeomtrnx -{ - - { - map textures/sfx/fireswirl2blue.tga - tcMod stretch sin .8 0.3 0 9.7 - tcmod rotate 333 - rgbGen identity - } - { - map textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 30 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - map textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 20 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - map textures/gothic_block/blocks18cgeomtrnx.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/gothic_block/blocks18d_trans -{ - qer_editorimage textures/gothic_block/blocks18d.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/gothic_block/blocks18d.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } -} - -textures/gothic_block/demon_block15fx -{ - - { - map textures/sfx/firegorre.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 4 4 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/gothic_block/demon_block15fx.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/gothic_block/evil_e3bwindow -{ - qer_editorimage textures/gothic_block/windowevil2c_killblock.tga - //surfaceparm nomarks - q3map_lightimage textures/gothic_block/evil2ckillblockglow.tga - q3map_surfacelight 200 - // Glowing evil window for e3 demo map - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_block/windowevil2c_killblock.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_block/evil2ckillblockglow.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_block/evil_e3window -{ - qer_editorimage textures/gothic_block/windowevil2c_block18c.tga - //surfaceparm nomarks - q3map_lightimage textures/gothic_block/evil2cglow.tga - q3map_surfacelight 1000 - // Glowing evil window for e3 demo map - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_block/windowevil2c_block18c.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_block/evil2cglow.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_block/evil_e3window_dark -{ - qer_editorimage textures/gothic_block/windowevil2c_block18c.tga - //surfaceparm nomarks - q3map_lightimage textures/gothic_block/evil2cglow.tga - q3map_surfacelight 100 - // Glowing evil window for temp in tim_dm7 - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_block/windowevil2c_block18c.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_block/evil2cglow.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_block/flicker_blocks10 -{ - qer_editorimage textures/gothic_block/blocks10.tga - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_block/blocks10.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen wave noise 0.75 0.25 0 10 - } -} - -textures/gothic_block/gkc17d -{ - // spine texture with specular highlights - { - rgbGen identity - map $lightmap - } - { - map textures/gothic_block/gkc17d.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/gothic_block/gkcspinemove -{ - qer_editorimage textures/gothic_block/gkc17d.tga - tessSize 128 -// deformVertexes wave 100 sin 3 2 0 0.3 - deformVertexes bulge 3 10 1 - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_block/gkc17d.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - -} - -textures/gothic_block/killblock_i4b -{ - q3map_surfacelight 300 - q3map_lightimage textures/gothic_block/killblock_i4glow.tga - qer_editorimage textures/gothic_block/killblock_i4.tga - - - { - map textures/gothic_block/killblock_i4.tga - rgbgen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/gothic_block/killblock_i4glow.tga - blendFunc GL_ONE GL_ONE - rgbgen wave sin .9 .1 0 .1 - } - -} - -textures/gothic_block/killblockgeomtrn -{ - - { - map textures/sfx/firegorre.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 2 2 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/gothic_block/blocks18cgeomtrn2.tga - //blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - blendFunc blend - tcmod rotate 30 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - map textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 20 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - map textures/gothic_block/killblockgeomtrn.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/gothic_block/killtrim_trans -{ - qer_editorimage textures/gothic_block/killtrim.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/gothic_block/killtrim.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/gothic_block/largerblock3blood -{ - - { - map textures/liquids/proto_grueldark2.tga - blendFunc GL_ONE GL_ZERO - tcmod scale 2 2 - tcMod scroll .01 .03 - tcMod turb 0 0.05 0 .05 - } - { - map textures/effects/tinfx3.tga - blendFunc GL_ONE GL_ONE - tcGen environment - } - - { - map textures/gothic_block/largerblock3blood.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc filter - rgbGen identity - } -} - -textures/gothic_block/mkc_evil_e3window -{ - qer_editorimage textures/gothic_block/windowevil2c_block18c.tga - q3map_lightimage textures/gothic_block/evil2cglow.tga - q3map_surfacelight 400 - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_block/windowevil2c_block18c.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_block/evil2cglow.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_block/wetwall -{ - { - map textures/gothic_block/wetwall.tga - rgbGen identity - } - { - map textures/gothic_block/wetwallfx.tga - tcmod scroll 0 -.1 - tcmod scale 2 .6 - blendFunc GL_ONE GL_ONE - rgbGen identity - } - { - map textures/gothic_block/wetwall.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/gothic_button.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/gothic_button.shader.svn-base deleted file mode 100644 index e693b5c..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/gothic_button.shader.svn-base +++ /dev/null @@ -1,25 +0,0 @@ - -textures/gothic_button/timbutton -{ - q3map_lightimage textures/gothic_button/timbutton2.tga - q3map_surfacelight 10 - //light 1 - - { - map textures/gothic_button/timbutton.tga - } - - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbgen identity - } - - { - map textures/gothic_button/timbutton2.tga - blendfunc gl_one gl_one - rgbgen wave sin .5 .5 0 1 - } - -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/gothic_door.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/gothic_door.shader.svn-base deleted file mode 100644 index fb2cee6..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/gothic_door.shader.svn-base +++ /dev/null @@ -1,77 +0,0 @@ - -textures/gothic_door/door02_bred2_shiny -{ -qer_editorimage textures/gothic_door/door02_bred2.tga - { - map $lightmap - rgbGen identity - } - - - { - map textures/gothic_door/door02_bred2.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/gothic_door/door02_eblue2_shiny -{ -qer_editorimage textures/gothic_door/door02_eblue2.tga - - { - map $lightmap - rgbGen identity - } - - - { - map textures/gothic_door/door02_eblue2.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/gothic_door/door02_i_ornate5_fin -{ - qer_editorimage textures/gothic_door/door02_i_ornate5_fin.tga - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_door/door02_i_ornate5_fin.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/gothic_door/skullarch_b -{ - - { - map textures/sfx/firegorre.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 5.6 - tcmod scale 1.5 1.5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - - { - map textures/gothic_door/skullarch_b.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc filter - rgbGen identity - } -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/gothic_floor.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/gothic_floor.shader.svn-base deleted file mode 100644 index 8ea5491..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/gothic_floor.shader.svn-base +++ /dev/null @@ -1,212 +0,0 @@ - -textures/gothic_floor/center2trn -{ - - { - map textures/sfx/fireswirl2.tga - tcmod rotate 333 - tcMod stretch sin .8 0.2 0 9.7 - rgbGen identity - } - { - map textures/gothic_floor/center2trn.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - tcmod rotate 30 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - map textures/gothic_floor/center2trn.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/gothic_floor/largerblock3b_ow -{ - - { - map textures/sfx/firegorre.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 4 4 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/gothic_floor/largerblock3b_ow.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/gothic_floor/metalbridge06brokeb -{ - { - map textures/sfx/kenelectric.tga - tcmod scale 2 2 - tcMod turb 0 .2 0 .3 - tcmod scroll 3 5 - rgbGen identity - } - { - map textures/gothic_floor/metalbridge06brokeb.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - - -} - -textures/gothic_floor/pent_metalbridge02 -{ - q3map_lightimage textures/gothic_floor/pent_glow.tga - q3map_surfacelight 500 - - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_floor/pent_metalbridge02.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_floor/pent_glow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 0 0.5 - } -} - -textures/gothic_floor/pent_metalbridge06 -{ - q3map_lightimage textures/gothic_floor/pent_glow.tga - q3map_surfacelight 500 - - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_floor/pent_metalbridge06.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_floor/pent_glow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 0 0.5 - } -} - -textures/gothic_floor/pent_metalbridge06b -{ - q3map_lightimage textures/gothic_floor/pent_glow.tga - q3map_surfacelight 500 - - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_floor/pent_metalbridge06b.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_floor/pent_glow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 0 0.5 - } -} - -textures/gothic_floor/q1metal7_99spot -{ - - { - map textures/liquids/proto_grueldark2.tga - blendFunc GL_ONE GL_ZERO - tcmod scale 2 2 - tcMod scroll .01 .03 - tcMod turb 0 0.05 0 .05 - } - { - map textures/effects/tinfx3.tga - blendFunc GL_ONE GL_ONE - tcGen environment - } - - { - map textures/gothic_floor/q1metal7_99spot.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc filter - rgbGen identity - } -} - -textures/gothic_floor/xq1metalbig_ow -{ - { - map textures/gothic_floor/xq1metalbig_ow.tga - rgbGen identity - } - { - map textures/sfx/specular.tga - //map textures/liquids/proto_gruel3.tga - tcGen environment - tcmod scale 3 3 - //tcmod rotate 30 - tcMod turb 0 .25 0 .05 - //tcmod scroll .1 .2 - blendFunc GL_ONE GL_ONE - rgbGen identity - } - { - map textures/gothic_floor/xq1metalbig_ow.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/gothic_floor/xstepborder3_shiney -{ - qer_editorimage textures/gothic_floor/xstepborder3_alpha.tga - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_floor/xstepborder3_alpha.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/gothic_light.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/gothic_light.shader.svn-base deleted file mode 100644 index b3babce..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/gothic_light.shader.svn-base +++ /dev/null @@ -1,1468 +0,0 @@ - -textures/gothic_light/border7_ceil39_6k -{ - qer_editorimage textures/gothic_light/border7_ceil39.tga - q3map_surfacelight 3700 - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/border7_ceil39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/border_ceil39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/border7_ceil39b_10k -{ - qer_editorimage textures/gothic_light/border7_ceil39b.tga - q3map_surfacelight 3000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/border7_ceil39b.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/border7_ceil39b.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/flicker_light15k -{ - qer_editorimage textures/gothic_light/gothic_light3.tga - q3map_lightimage textures/gothic_light/gothic_light2_blend.tga - q3map_surfacelight 15000 - surfaceparm nomarks - { - map $lightmap - rgbGen wave noise 0.75 0.25 0 10 - } - { - map textures/gothic_light/gothic_light3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - blendfunc GL_ONE GL_ONE - rgbGen wave noise 0.75 0.25 0 10 - } -} - -textures/gothic_light/goth_lt2_lrg2k -{ - qer_editorimage textures/gothic_light/gothic_light2_lrg.tga - q3map_surfacelight 2000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_lrg.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - //tcMod scale 0.5 0.5 - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/gothic_light2_1k -{ - qer_editorimage textures/gothic_light/gothic_light2.tga - q3map_surfacelight 1000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/gothic_light2_2K -{ - qer_editorimage textures/gothic_light/gothic_light2.tga - q3map_surfacelight 2000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/gothic_light2_4K -{ - qer_editorimage textures/gothic_light/gothic_light2.tga - q3map_surfacelight 4000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/gothic_light2_lrg_1k -{ - qer_editorimage textures/gothic_light/gothic_light2_lrg.tga - q3map_surfacelight 1000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_lrg.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - //tcMod scale 0.5 0.5 - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/gothic_light2_lrg_200 -{ - qer_editorimage textures/gothic_light/gothic_light2_lrg.tga - q3map_surfacelight 200 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_lrg.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - //tcMod scale 0.5 0.5 - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/gothic_light2_lrg_2k -{ - qer_editorimage textures/gothic_light/gothic_light2_lrg.tga - q3map_surfacelight 2000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_lrg.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - //tcMod scale 0.5 0.5 - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/gothic_light2_lrg_500 -{ - qer_editorimage textures/gothic_light/gothic_light2_lrg.tga - q3map_surfacelight 500 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_lrg.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - //tcMod scale 0.5 0.5 - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/gothic_light3_10K -{ - qer_editorimage textures/gothic_light/gothic_light3.tga - q3map_lightimage textures/gothic_light/gothic_light2_blend.tga - q3map_surfacelight 10000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/gothic_light3_15K -{ - qer_editorimage textures/gothic_light/gothic_light3.tga - q3map_lightimage textures/gothic_light/gothic_light2_blend.tga - q3map_surfacelight 15000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/gothic_light3_1K -{ - qer_editorimage textures/gothic_light/gothic_light3.tga - q3map_lightimage textures/gothic_light/gothic_light2_blend.tga - q3map_surfacelight 1000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendfunc GL_ONE GL_ONE - } - -} - -textures/gothic_light/gothic_light3_20K -{ - qer_editorimage textures/gothic_light/gothic_light3.tga - q3map_lightimage textures/gothic_light/gothic_light2_blend.tga - q3map_surfacelight 20000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/gothic_light3_2K -{ - qer_editorimage textures/gothic_light/gothic_light3.tga - q3map_lightimage textures/gothic_light/gothic_light2_blend.tga - q3map_surfacelight 2000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendfunc GL_ONE GL_ONE - } - -} - -textures/gothic_light/gothic_light3_3k -{ - qer_editorimage textures/gothic_light/gothic_light3.tga - q3map_lightimage textures/gothic_light/gothic_light2_blend.tga - q3map_surfacelight 3000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendfunc GL_ONE GL_ONE - } - -} - -textures/gothic_light/gothic_light3_4K -{ - qer_editorimage textures/gothic_light/gothic_light3.tga - q3map_lightimage textures/gothic_light/gothic_light2_blend.tga - q3map_surfacelight 4000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/gothic_light3_5K -{ - qer_editorimage textures/gothic_light/gothic_light3.tga - q3map_lightimage textures/gothic_light/gothic_light2_blend.tga - q3map_surfacelight 5000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/gothic_light3_6K -{ - qer_editorimage textures/gothic_light/gothic_light3.tga - q3map_lightimage textures/gothic_light/gothic_light2_blend.tga - q3map_surfacelight 6000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/gothic_light3_7K -{ - qer_editorimage textures/gothic_light/gothic_light3.tga - q3map_lightimage textures/gothic_light/gothic_light2_blend.tga - q3map_surfacelight 7000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/gothic_light3_8K -{ - qer_editorimage textures/gothic_light/gothic_light3.tga - q3map_lightimage textures/gothic_light/gothic_light2_blend.tga - q3map_surfacelight 8000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt1_1000 -{ - qer_editorimage textures/gothic_light/ironcrosslt1.tga - q3map_lightimage textures/gothic_light/ironcrosslt1.blend.tga - q3map_surfacelight 1000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt1_10000 -{ - qer_editorimage textures/gothic_light/ironcrosslt1.tga - q3map_lightimage textures/gothic_light/ironcrosslt1.blend.tga - q3map_surfacelight 10000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt1_120000 -{ - qer_editorimage textures/gothic_light/ironcrosslt1.tga - q3map_lightimage textures/gothic_light/ironcrosslt1.blend.tga - q3map_surfacelight 120000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt1_2000 -{ - qer_editorimage textures/gothic_light/ironcrosslt1.tga - q3map_lightimage textures/gothic_light/ironcrosslt1.blend.tga - q3map_surfacelight 2000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt1_20000 -{ - qer_editorimage textures/gothic_light/ironcrosslt1.tga - q3map_lightimage textures/gothic_light/ironcrosslt1.blend.tga - q3map_surfacelight 20000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } - { - map textures/gothic_light/ironcrosslt1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt1_2500 -{ - qer_editorimage textures/gothic_light/ironcrosslt1.tga - q3map_lightimage textures/gothic_light/ironcrosslt1.blend.tga - q3map_surfacelight 3500 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt1_3000 -{ - qer_editorimage textures/gothic_light/ironcrosslt1.tga - q3map_lightimage textures/gothic_light/ironcrosslt1.blend.tga - q3map_surfacelight 3000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt1_30000 -{ - qer_editorimage textures/gothic_light/ironcrosslt1.tga - q3map_lightimage textures/gothic_light/ironcrosslt1.blend.tga - q3map_surfacelight 30000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt1_4000 -{ - qer_editorimage textures/gothic_light/ironcrosslt1.tga - q3map_lightimage textures/gothic_light/ironcrosslt1.blend.tga - q3map_surfacelight 4000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } - { - map textures/gothic_light/ironcrosslt1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt1_40000 -{ - qer_editorimage textures/gothic_light/ironcrosslt1.tga - q3map_lightimage textures/gothic_light/ironcrosslt1.blend.tga - q3map_surfacelight 40000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt1_5000 -{ - qer_editorimage textures/gothic_light/ironcrosslt1.tga - q3map_lightimage textures/gothic_light/ironcrosslt1.blend.tga - q3map_surfacelight 5000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt1_500000 -{ - qer_editorimage textures/gothic_light/ironcrosslt1.tga - q3map_lightimage textures/gothic_light/ironcrosslt1.blend.tga - q3map_surfacelight 500000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt2_1000 -{ - qer_editorimage textures/gothic_light/ironcrosslt2.tga - q3map_lightimage textures/gothic_light/ironcrosslt2.blend.tga - q3map_surfacelight 1000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt2_10000 -{ - qer_editorimage textures/gothic_light/ironcrosslt2.tga - q3map_lightimage textures/gothic_light/ironcrosslt2.blend.tga - q3map_surfacelight 10000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt2_2000 -{ - qer_editorimage textures/gothic_light/ironcrosslt2.tga - q3map_lightimage textures/gothic_light/ironcrosslt2.blend.tga - q3map_surfacelight 2000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt2_20000 -{ - qer_editorimage textures/gothic_light/ironcrosslt2.tga - q3map_lightimage textures/gothic_light/ironcrosslt2.blend.tga - q3map_surfacelight 20000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt2_2500 -{ - qer_editorimage textures/gothic_light/ironcrosslt2.tga - q3map_lightimage textures/gothic_light/ironcrosslt2.blend.tga - q3map_surfacelight 2500 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt2_3000 -{ - qer_editorimage textures/gothic_light/ironcrosslt2.tga - q3map_lightimage textures/gothic_light/ironcrosslt2.blend.tga - q3map_surfacelight 3000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt2_30000 -{ - qer_editorimage textures/gothic_light/ironcrosslt2.tga - q3map_lightimage textures/gothic_light/ironcrosslt2.blend.tga - q3map_surfacelight 30000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt2_4000 -{ - qer_editorimage textures/gothic_light/ironcrosslt2.tga - q3map_lightimage textures/gothic_light/ironcrosslt2.blend.tga - q3map_surfacelight 4000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt2_40000 -{ - qer_editorimage textures/gothic_light/ironcrosslt2.tga - q3map_lightimage textures/gothic_light/ironcrosslt2.blend.tga - q3map_surfacelight 40000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt2_5000 -{ - qer_editorimage textures/gothic_light/ironcrosslt2.tga - q3map_lightimage textures/gothic_light/ironcrosslt2.blend.tga - q3map_surfacelight 5000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrossltblue_10000 -{ - qer_editorimage textures/gothic_light/ironcrossltblue.tga - q3map_lightimage textures/gothic_light/ironcrossltblue.blend.tga - q3map_surfacelight 10000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrossltblue.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrossltblue.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrossltblue_2000 -{ - qer_editorimage textures/gothic_light/ironcrossltblue.tga - q3map_lightimage textures/gothic_light/ironcrossltblue.blend.tga - q3map_surfacelight 2000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrossltblue.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } - { - map textures/gothic_light/ironcrossltblue.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrossltblue_20000 -{ - qer_editorimage textures/gothic_light/ironcrossltblue.tga - q3map_lightimage textures/gothic_light/ironcrossltblue.blend.tga - q3map_surfacelight 20000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrossltblue.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrossltblue.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrossltblue_3000 -{ - qer_editorimage textures/gothic_light/ironcrossltblue.tga - q3map_lightimage textures/gothic_light/ironcrossltblue.blend.tga - q3map_surfacelight 3000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrossltblue.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrossltblue.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrossltblue_30000 -{ - qer_editorimage textures/gothic_light/ironcrossltblue.tga - q3map_lightimage textures/gothic_light/ironcrossltblue.blend.tga - q3map_surfacelight 30000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrossltblue.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrossltblue.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrossltblue_4000 -{ - qer_editorimage textures/gothic_light/ironcrossltblue.tga - q3map_lightimage textures/gothic_light/ironcrossltblue.blend.tga - q3map_surfacelight 4000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrossltblue.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrossltblue.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrossltblue_5000 -{ - qer_editorimage textures/gothic_light/ironcrossltblue.tga - q3map_lightimage textures/gothic_light/ironcrossltblue.blend.tga - q3map_surfacelight 5000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrossltblue.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrossltblue.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrossltred_10000 -{ - qer_editorimage textures/gothic_light/ironcrossltred.tga - q3map_lightimage textures/gothic_light/ironcrossltred.blend.tga - q3map_surfacelight 10000 -// light 1 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrossltred.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrossltred.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrossltred_2000 -{ - qer_editorimage textures/gothic_light/ironcrossltred.tga - q3map_lightimage textures/gothic_light/ironcrossltred.blend.tga - q3map_surfacelight 2000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrossltred.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrossltred.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrossltred_20000 -{ - qer_editorimage textures/gothic_light/ironcrossltred.tga - q3map_lightimage textures/gothic_light/ironcrossltred.blend.tga - q3map_surfacelight 20000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrossltred.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrossltred.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrossltred_3000 -{ - qer_editorimage textures/gothic_light/ironcrossltred.tga - q3map_lightimage textures/gothic_light/ironcrossltred.blend.tga - q3map_surfacelight 3000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrossltred.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrossltred.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrossltred_30000 -{ - qer_editorimage textures/gothic_light/ironcrossltred.tga - q3map_lightimage textures/gothic_light/ironcrossltred.blend.tga - q3map_surfacelight 30000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrossltred.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrossltred.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrossltred_4000 -{ - qer_editorimage textures/gothic_light/ironcrossltred.tga - q3map_lightimage textures/gothic_light/ironcrossltred.blend.tga - q3map_surfacelight 4000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrossltred.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrossltred.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrossltred_5000 -{ - qer_editorimage textures/gothic_light/ironcrossltred.tga - q3map_lightimage textures/gothic_light/ironcrossltred.blend.tga - q3map_surfacelight 5000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrossltred.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrossltred.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/light1_4Kgothic -{ - qer_editorimage textures/base_light/light1.tga - q3map_lightimage textures/base_light/light1.blend.tga - q3map_surfacelight 4000 - surfaceparm nomarks - //q3map_surfacelight 4000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1.blend.tga - rgbGen wave sin 0.25 0.25 0 .2 - blendFunc GL_ONE GL_ONE - } -} - -textures/gothic_light/light1_6Kgothic -{ - qer_editorimage textures/base_light/light1.tga - q3map_lightimage textures/base_light/light1.blend.tga - q3map_surfacelight 6000 - surfaceparm nomarks - //q3map_surfacelight 4000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1.blend.tga - rgbGen wave sin 0.25 0.25 0 .2 - blendFunc GL_ONE GL_ONE - } -} - -textures/gothic_light/light1_6Kgothicred -{ - qer_editorimage textures/base_light/light1red.tga - q3map_lightimage textures/base_light/light1red.blend.tga - q3map_surfacelight 4000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1red.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1red.blend.tga - rgbGen wave sin 0.25 0.25 0 .2 - blendFunc GL_ONE GL_ONE - } -} - -textures/gothic_light/pentagram_light1_10K -{ - qer_editorimage textures/gothic_light/pentagram_light1.tga - q3map_surfacelight 10000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/pentagram_light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - - { - map textures/gothic_light/pentagram_light1_blend.tga - blendfunc GL_ONE GL_ONE - rgbGen wave sin .8 .2 0 1 - } - - -} - -textures/gothic_light/pentagram_light1_15K -{ - qer_editorimage textures/gothic_light/pentagram_light1.tga - q3map_surfacelight 15000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/pentagram_light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - - { - map textures/gothic_light/pentagram_light1_blend.tga - blendfunc GL_ONE GL_ONE - rgbGen wave sin .8 .2 0 1 - } - - -} - -textures/gothic_light/pentagram_light1_1K -{ - qer_editorimage textures/gothic_light/pentagram_light1.tga - q3map_surfacelight 1000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/pentagram_light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - - { - map textures/gothic_light/pentagram_light1_blend.tga - blendfunc GL_ONE GL_ONE - rgbGen wave sin .8 .2 0 1 - } - - -} - -textures/gothic_light/pentagram_light1_2K -{ - qer_editorimage textures/gothic_light/pentagram_light1.tga - q3map_surfacelight 2000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/pentagram_light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - - { - map textures/gothic_light/pentagram_light1_blend.tga - blendfunc GL_ONE GL_ONE - rgbGen wave sin .8 .2 0 1 - } -} - -textures/gothic_light/pentagram_light1_3K -{ - qer_editorimage textures/gothic_light/pentagram_light1.tga - q3map_surfacelight 3000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/pentagram_light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - - { - map textures/gothic_light/pentagram_light1_blend.tga - blendfunc GL_ONE GL_ONE - rgbGen wave sin .8 .2 0 1 - } -} - -textures/gothic_light/pentagram_light1_4K -{ - qer_editorimage textures/gothic_light/pentagram_light1.tga - q3map_surfacelight 4000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/pentagram_light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - - { - map textures/gothic_light/pentagram_light1_blend.tga - blendfunc GL_ONE GL_ONE - rgbGen wave sin .8 .2 0 1 - } -} - -textures/gothic_light/pentagram_light1_5K -{ - qer_editorimage textures/gothic_light/pentagram_light1.tga - q3map_surfacelight 5000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/pentagram_light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - - { - map textures/gothic_light/pentagram_light1_blend.tga - blendfunc GL_ONE GL_ONE - rgbGen wave sin .8 .2 0 1 - } - - -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/gothic_trim.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/gothic_trim.shader.svn-base deleted file mode 100644 index 100fa7c..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/gothic_trim.shader.svn-base +++ /dev/null @@ -1,296 +0,0 @@ - -textures/gothic_trim/baseboard09_p_shiny -{ - - - { - map $lightmap - rgbGen identity - } - - { - map textures/gothic_trim/baseboard09_p_shiny.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } -} - -textures/gothic_trim/border6_trans -{ - qer_editorimage textures/gothic_trim/border6.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/gothic_trim/border6.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - } -} - -textures/gothic_trim/column2c_trans -{ - qer_editorimage textures/gothic_trim/column2c_test.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/gothic_trim/column2c_test.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/gothic_trim/gothgrate2 -{ - surfaceparm metalsteps - cull none - - { - map textures/gothic_trim/gothgrate2.tga - blendFunc GL_ONE GL_ZERO - rgbGen identity - alphaFunc GT0 - depthWrite - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - depthFunc equal - } -} - -textures/gothic_trim/km_arena1tower4_shiny -{ - - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_trim/km_arena1tower4_shiny.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/gothic_trim/metalsupport4b_trans -{ - qer_editorimage textures/gothic_trim/metalsupport4b.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/gothic_trim/metalsupport4b.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/gothic_trim/metalsupport4h_shiny -{ - - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_trim/metalsupport4h_shiny.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/gothic_trim/metalsupport4h_trans -{ - qer_editorimage textures/gothic_trim/metalsupport4h_shiny.tga - surfaceparm nonsolid - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_trim/metalsupport4h_shiny.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/gothic_trim/metalsupport4j_trans -{ - qer_editorimage textures/gothic_trim/metalsupport4j.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_trim/metalsupport4j.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } -} - -textures/gothic_trim/metlsupport4i_shiney -{ - qer_editorimage textures/gothic_trim/xmetalsupport4i_alpha.tga - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_trim/xmetalsupport4i_alpha.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/gothic_trim/pitted_rust2_trans -{ - qer_editorimage textures/gothic_trim/pitted_rust2.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/gothic_trim/pitted_rust2.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/gothic_trim/pitted_rust3_trans -{ - qer_editorimage textures/gothic_trim/pitted_rust3.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/gothic_trim/pitted_rust3.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/gothic_trim/supportborderside_shiney -{ - qer_editorimage textures/gothic_trim/xsupportborderside_shiney.tga - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_trim/xsupportborderside_shiney.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/gothic_trim/tongue_bone -{ - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_trim/tongue_bone.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_trim/tongue_bone.blend.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin 0.5 0.5 0 0.2 - } -} - -textures/gothic_trim/x_noblight -{ - q3map_lightimage textures/gothic_trim/x_noblightfx.tga - q3map_surfacelight 100 - { - map textures/sfx/firegorre2.tga - tcmod scroll .1 1 - tcmod scale 1 1 - } - { - map textures/gothic_trim/x_noblight.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - { - map textures/gothic_trim/x_noblightfx.tga - blendFunc add - rgbGen wave sin .5 .5 0 .1 - } -} - -textures/gothic_trim/zinc_shiny -{ - - { - map textures/effects/tinfx.tga - tcGen environment - rgbGen identity - } - { - map textures/gothic_trim/zinc_shiny.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/gothic_wall.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/gothic_wall.shader.svn-base deleted file mode 100644 index 4203aec..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/gothic_wall.shader.svn-base +++ /dev/null @@ -1,120 +0,0 @@ - -textures/gothic_wall/iron01_m -{ - qer_editorimage textures/gothic_wall/iron01_m.tga - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_wall/iron01_m.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/gothic_wall/iron01_ndark -{ - qer_editorimage textures/gothic_wall/iron01_ndark.tga - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_wall/iron01_ndark.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/gothic_wall/streetbricks10_shiny -{ - qer_editorimage textures/gothic_wall/streetbricks11.tga - q3map_globaltexture - sort opaque - - { - map $lightmap - tcmod scale 2 2 - rgbgen identity - } - - { - map textures/gothic_wall/streetbricks11.tga - rgbGen identity - blendfunc gl_one gl_src_color - } - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbgen identity - } - - -} - -textures/gothic_wall/window_evil6a - -{ - q3map_lightimage textures/gothic_wall/window_evil6a_glow.tga - q3map_surfacelight 50 - - { - map $lightmap - rgbGen identity - } - - { - map textures/gothic_wall/window_evil6a.tga - blendfunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - { - map textures/gothic_wall/window_evil6a_glow.tga - blendfunc GL_ONE GL_ONE - rgbGen identity - } - -} - -textures/gothic_wall/xoct20c_shiney -{ - qer_editorimage textures/gothic_wall/xoct20c_shiney.tga - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_wall/xoct20c_shiney.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/gothic_wall/xpipecolumn_gray_shiny -{ - - { - map textures/effects/tinfx.tga - tcGen environment - rgbGen identity - } - { - map textures/gothic_wall/xpipecolumn_gray_shiny.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/hell.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/hell.shader.svn-base deleted file mode 100644 index 23b6410..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/hell.shader.svn-base +++ /dev/null @@ -1,437 +0,0 @@ -//**********************************************************************// -// hell.shader updated // -// by Eutectic - 21 Jan 2000 // -// This file is irrelevant for Q3Radiant since none of these // -// shaders work (textures/hell folder does not exist) // -// It was updated for sake of completeness: // -// shaders that belong here were moved from other shader files // -// Phase 2 update: 13 May 2000 // -// sorted shaders in alphabetical order. // -// // -// TOTAL SHADERS: 19 // -// NO. OF BROKEN SHADERS: 19 // -// NO. OF WORKING SHADERS WITH DUPLICATE ENTRIES: N/A // -// NO. OF WORKING SHADERS THAT DIDN'T APPEAR IN EDITOR: N/A // -// SHADERS THAT DIDN'T BELONG HERE AND MOVED TO PROPER FILE: 0 // -// SHADERS THAT BELONGED HERE BUT WERE IN ANOTHER FILE: 3 // -// textures/hell/hellsky2goo // -// textures/hell/lavasolid // -// textures/hell/newhell // -//**********************************************************************// - -textures/hell/bluepad -{ - q3map_surfacelight 2000 - { - map $lightmap - rgbGen identity - } - { - map textures/hell/bluepad.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/hell/bluepad.blend.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin 0.5 0.5 0 .2 - } -} - -textures/hell/darkness -{ - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - cull back - fogonly - fogparms 0 0 0 400 256 -} - -//*********************************// -//Moved from sky.shader by Eutectic// -//*********************************// - -textures/hell/hellsky2goo -{ - surfaceparm sky - surfaceparm noimpact - surfaceparm nolightmap - - q3map_surfacelight 300 - - sky env/hell2 - cloudparms 256 - - { - map env/redcloudsa.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 0.05 0 - tcMod scale 2 2 - } - - { - map env/redclouds.tga - blendfunc GL_ONE GL_SRC_COLOR - tcMod scroll 0.05 0.05 - tcMod scale 1 1 - } -} - -textures/hell/hellbutt01 -{ - { - map $lightmap - rgbGen identity - } - { - map textures/hell/hellbutt01.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/hell/hellbutt01.blend.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin 0.5 0.5 0 0.2 - } -} - -textures/hell/hellredclouds -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_surfacelight 280 - - cloudparms 512 full - lightning - - { - map env/redclouds.tga - tcMod scroll 0.02 0 - tcMod scale 2 2 - } - - - { - map textures/dont_use/lightningsky8_kc.tga - blendfunc GL_ONE GL_ONE - tcMod scale 10 10 - tcMod scroll .2 .2 - } - - - { - map env/redcloudsa.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.02 0.01 - } - - -} - -textures/hell/ironcrosslt1 -{ - q3map_surfacelight 7000 - //light 1 - - { - map $lightmap - rgbGen identity - } - - { - map textures/hell/ironcrosslt1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - -} - -textures/hell/ironcrosslt1_5000 -{ - qer_editorimage textures/hell/ironcrosslt1.tga - q3map_lightimage textures/hell/ironcrosslt1.blend.tga - q3map_surfacelight 5000 -// light 1 - { - map $lightmap - rgbGen identity - } - { - map textures/hell/ironcrosslt1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/hell/ironcrosslt1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/hell/killblock_b -{ - q3map_surfacelight 50 - { - map $lightmap - rgbGen identity - } - { - map textures/hell/killblock_b.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/hell/killblock_b.blend.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/hell/killblock_c -{ - q3map_surfacelight 50 - { - map $lightmap - rgbGen identity - } - { - map textures/hell/killblock_c.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/hell/killblock_c.blend.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin 0.5 0.1 0 0.2 - } -} - -textures/hell/lava2z -{ - surfaceparm nonsolid - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 150 -} - -//*************************************// -//Moved from liquids.shader by Eutectic// -//*************************************// - -textures/hell/lavasolid -{ - // Added to g3map_global texture on May 11, 1999 - q3map_globaltexture - surfaceparm noimpact - surfaceparm nolightmap - q3map_surfacelight 450 - - tesssize 64 - deformVertexes wave 100 sin 2 2 0 0.1 - - { - map textures/hell/lava2d.tga - tcGen environment - tcMod turb 0 0.25 0 0.05 - } - - { - map textures/hell/lava2d.tga - blendfunc GL_ONE GL_ONE - tcMod turb 0 0.25 0 0.05 - } -} - -textures/hell/light1blue -{ - q3map_surfacelight 3250 -// light 1 - { - map $lightmap - rgbGen identity - } - { - map textures/hell/light1blue.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/hell/light1blue.blend.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin 0.5 0.1 0 .2 - } -} - -textures/hell/light1dark -{ - q3map_surfacelight 6000 - //light 1 - { - map $lightmap - rgbGen identity - } - { - map textures/hell/light1dark.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/hell/light1dark.tga - blendFunc GL_ONE GL_ONE -// rgbGen wave sin 0.5 0.1 0 .2 - } -} - -textures/hell/light1red -{ - q3map_surfacelight 5000 -// light 1 - { - map $lightmap - rgbGen identity - } - { - map textures/hell/light1red.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/hell/light1red.blend.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin 0.5 0.1 0 .2 - } -} - -textures/hell/metal2_2 -{ - cull twosided - surfaceparm trans - { - map textures/hell/metal2_2.tga - rgbGen identity - alphaFunc GE128 - //blendFunc GL_ONE GL_ZERO - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - depthWrite - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/hell/newhell -{ - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm sky - q3map_surfacelight 200 - - sky env/hell2 - cloudparms 512 full - lightning - - { - map env/redcloudsa.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0 - tcMod scale 2 2 - } - { - map env/redclouds.tga - blendFunc GL_DST_COLOR GL_ZERO - tcMod scroll 0.05 0.06 - tcMod scale 1 1 - } -} - -textures/hell/skin7_teeth2 -{ - deformVertexes wave 100 sin 2 3 0 0.4 - { - map $lightmapt - rgbGen identity - } - { - map textures/hell/skin7_teeth2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/hell/xfiretest1 -{ - qer_editorimage textures/hell/firetestb.tga - //surfaceparm trans - surfaceparm noimpact - //surfaceparm nonsolid - surfaceparm nolightmap - q3map_surfacelight 1000 - tesssize 64 - - - { - map textures/hell/firetestb.tga - blendfunc gl_one gl_zero - tcMod turb .2 .2 .1 1 - tcMod scale .25 .25 - tcMod scroll .5 1.5 - } - - { - map textures/hell/firetest.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - tcMod turb .2 .1 .1 1 - tcMod scale .1 .1 - tcMod scroll 0 1.0 - } - - { - map textures/hell/firetest2.tga - blendFunc GL_DST_COLOR GL_ONE - tcMod turb .1 .1 .5 .5 - tcMod scroll 1 5.0 - } - -} - -textures/hell/xfiretest2 -{ - qer_editorimage textures/hell/firetestb.tga - //surfaceparm trans - surfaceparm noimpact - //surfaceparm nonsolid - surfaceparm nolightmap - q3map_surfacelight 1000 - tesssize 64 - { - map textures/hell/firetest2.tga - blendfunc gl_one gl_zero - tcMod turb .2 .2 .1 1 - tcMod scale .25 .25 - tcMod scroll .5 1.5 - } - - { - map textures/hell/firetest.tga - -// blendFunc GL_DST_COLOR GL_ONE - blendFunc GL_DST_COLOR GL_SRC_ALPHA - tcMod turb .2 .1 .1 1 - tcMod scale .1 .1 - tcMod scroll 0 1.0 - } - - { - - map textures/hell/firetestb.tga - blendFunc GL_DST_COLOR GL_ONE -// blendFunc GL_DST_COLOR GL_SRC_ALPHA - tcMod turb .1 .1 .5 .5 - tcMod scroll 1 5.0 - } - -} - diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/liquids.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/liquids.shader.svn-base deleted file mode 100644 index cb2768f..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/liquids.shader.svn-base +++ /dev/null @@ -1,759 +0,0 @@ - -textures/liquids/protolava -{ - - q3map_globaltexture - surfaceparm trans - //surfaceparm nonsolid - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 600 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/protolava2.tga - tcmod scale .2 .2 - tcmod scroll .04 .03 - tcMod turb 0 .1 0 .01 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/liquids/protolava.tga - blendfunc blend - tcMod turb 0 .2 0 .1 - } - -} - -textures/liquids/watertest - { - qer_editorimage textures/liquids/pool3d_3b.tga - qer_trans .5 - q3map_globaltexture - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - - cull disable - tessSize 32 - deformVertexes normal .15 2 - deformVertexes bulge 128 5 2 - { - map $lightmap - blendfunc filter - } - - { - map textures/liquids/pool3d_4byell2.tga - blendfunc add - tcgen environment - } - - - } - - - - -textures/liquids/flatripplewater_1500 - { - qer_editorimage textures/liquids/pool2.tga - q3map_globaltexture - q3map_lightsubdivide 32 - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 500 - cull disable - - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/pool2.tga - tcMod turb 0 .2 0 .1 - } -} - -textures/liquids/xctf_painwater - { - qer_editorimage textures/liquids/pool2.tga - q3map_globaltexture - qer_trans .5 - - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - q3map_surfacelight 450 - - cull disable - tesssize 64 - deformVertexes wave 100 sin 1 1 1 .1 - { - map textures/liquids/pool2.tga - blendfunc GL_ONE GL_SRC_COLOR - tcMod scale .03 .03 - tcMod scroll .001 .001 - } - { - map textures/liquids/pool3.tga - blendfunc GL_DST_COLOR GL_ONE - tcMod turb .1 .1 0 .01 - tcMod scale .5 .5 - tcMod scroll -.025 .02 - } - { - map textures/sfx/bolts.tga - blendfunc GL_ONE GL_ONE - tcMod scale .2 .2 - tcMod scroll .1 .1 - tcmod rotate 290 - - } - } -textures/liquids/clear_calm1 - { - qer_editorimage textures/liquids/pool3d_3e.tga - qer_trans .5 - q3map_globaltexture - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - - cull disable - deformVertexes wave 64 sin .25 .25 0 .5 - { - map textures/liquids/pool3d_5e.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod scroll .025 .01 - } - - { - map textures/liquids/pool3d_3e.tga - blendFunc GL_dst_color GL_one - tcmod scale -.5 -.5 - tcmod scroll .025 .025 - } - - - { - map $lightmap - blendFunc GL_dst_color GL_zero - rgbgen identity - } - - - -} - -textures/liquids/clear_ripple3 - { - qer_editorimage textures/liquids/pool3d_3c.tga - qer_trans .5 - q3map_globaltexture - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - - cull disable - deformVertexes wave 64 sin .5 .5 0 .5 - - { - map textures/liquids/pool3d_5c.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 1.5 0 1.5 1 1 2 - tcmod scroll -.05 .001 - } - - { - map textures/liquids/pool3d_6c.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 0 1.5 1 1.5 2 1 - tcmod scroll .025 -.001 - } - - { - map textures/liquids/pool3d_3c.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .25 .5 - tcmod scroll .001 .025 - } - - { - map $lightmap - blendFunc GL_dst_color GL_zero - rgbgen identity - } - - -} - - -textures/liquids/clear_ripple2 - { - qer_editorimage textures/liquids/pool3d_3b.tga - qer_trans .5 - q3map_globaltexture - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - - cull disable - deformVertexes wave 64 sin .5 .5 0 .5 - - { - map textures/liquids/pool3d_5b.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 1.5 0 1.5 1 1 2 - tcmod scroll -.05 .001 - } - - { - map textures/liquids/pool3d_6b.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 0 1.5 1 1.5 2 1 - tcmod scroll .025 -.001 - } - - { - map textures/liquids/pool3d_3b.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .25 .5 - tcmod scroll .001 .025 - } - - { - map $lightmap - blendFunc GL_dst_color GL_zero - rgbgen identity - } - - -} - - -textures/liquids/clear_ripple1 - { - qer_editorimage textures/liquids/pool3d_3.tga - qer_trans .5 - q3map_globaltexture - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - - cull disable - deformVertexes wave 64 sin .5 .5 0 .5 - - - { - map textures/liquids/pool3d_5.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 1.5 0 1.5 1 1 2 - tcmod scroll -.05 .001 - } - - { - map textures/liquids/pool3d_6.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 0 1.5 1 1.5 2 1 - tcmod scroll .025 -.001 - } - - { - map textures/liquids/pool3d_3.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .25 .5 - tcmod scroll .001 .025 - } - - { - map $lightmap - blendFunc GL_dst_color GL_zero - rgbgen identity - } - -} - -textures/liquids/clear_ripple1_q3dm1 - { - qer_editorimage textures/liquids/pool3d_3.tga - qer_trans .5 - q3map_globaltexture - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - - cull disable - deformVertexes wave 64 sin .5 .5 0 .5 - - - { - map textures/liquids/pool3d_5.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 1.5 0 1.5 1 1 2 - tcmod scroll -.05 .001 - } - - { - map textures/liquids/pool3d_6.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 0 1.5 1 1.5 2 1 - tcmod scroll .025 -.001 - } - - { - map textures/liquids/pool3d_3.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .25 .5 - tcmod scroll .001 .025 - } - - { - map $lightmap - blendFunc GL_dst_color GL_zero - rgbgen identity - } -} - -textures/liquids/lavahell -{ - q3map_globaltexture - surfaceparm noimpact - surfaceparm trans - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 600 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } - - -} - -textures/liquids/lavahell_xdm1 -{ - qer_editorimage textures/liquids/lavahell.tga - q3map_globaltexture - surfaceparm nodlight - surfaceparm noimpact - surfaceparm nolightmap - q3map_surfacelight 600 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } - -} - -textures/liquids/lavahell_1000 -{ - qer_editorimage textures/liquids/lavahell.tga - q3map_globaltexture - surfaceparm trans - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 1000 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } -} - -textures/liquids/lavahell_2000 - { - qer_editorimage textures/liquids/lavahell.tga - q3map_globaltexture - surfaceparm trans - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 2000 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } -} -textures/liquids/lavahell_750 - { - - qer_editorimage textures/liquids/lavahell.tga - q3map_globaltexture - q3map_lightsubdivide 32 - surfaceparm trans - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 500 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } -} - -textures/liquids/flatlavahell_1500 - { - qer_editorimage textures/liquids/lavahell.tga - q3map_globaltexture - q3map_lightsubdivide 32 - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 1500 - cull disable - - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } - -} - - -textures/liquids/lavahell_2500 - { - - qer_editorimage textures/liquids/lavahell.tga - q3map_globaltexture - surfaceparm trans - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 2500 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } -} - -textures/liquids/lavahelldark - { - qer_editorimage textures/liquids/lavahell.tga - q3map_globaltexture - surfaceparm trans - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 150 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } - - -} - -textures/liquids/lavahellflat_400 -{ - - qer_editorimage textures/liquids/lavahell.tga - q3map_globaltexture - surfaceparm trans - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 400 - cull disable - - tesssize 128 - cull disable - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } - -} - -textures/liquids/calm_pool - { - qer_editorimage textures/liquids/pool2.tga - qer_trans .5 - q3map_globaltexture - - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - - cull disable - tesssize 64 - deformVertexes wave 100 sin 1 1 1 .1 - - - - { - map textures/liquids/pool2.tga - blendfunc GL_ONE GL_SRC_COLOR - tcMod scale .03 .03 - tcMod scroll .001 .001 - } - - { - map textures/liquids/pool3.tga - blendfunc GL_DST_COLOR GL_ONE - tcMod turb .1 .1 0 .01 - tcMod scale .5 .5 - tcMod scroll -.025 .02 - } - - -} - -textures/liquids/calm_pool_bgtess - { - qer_editorimage textures/liquids/pool2.tga - qer_trans .5 - q3map_globaltexture - - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - - cull disable - tesssize 256 - deformVertexes wave 256 sin 1 1 1 .1 - - - - { - map textures/liquids/pool2.tga - blendfunc GL_ONE GL_SRC_COLOR - tcMod scale .03 .03 - tcMod scroll .001 .001 - } - - { - map textures/liquids/pool3.tga - blendfunc GL_DST_COLOR GL_ONE - tcMod turb .1 .1 0 .01 - tcMod scale .5 .5 - tcMod scroll -.025 .02 - } - - -} - -textures/liquids/ripplewater2_back -{ - qer_editorimage textures/liquids/ripplewater3.tga - q3map_globaltexture - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - - { - map textures/liquids/ripplewater3.tga - blendfunc GL_DST_COLOR GL_SRC_COLOR - tcMod scale .05 .05 - tcGen environment - tcMod scroll .001 .001 - } - -} - -textures/liquids/slime1 - { - qer_editorimage textures/liquids/slime7.tga - q3map_lightimage textures/liquids/slime7.tga - q3map_globaltexture - qer_trans .5 - - surfaceparm noimpact - surfaceparm slime - surfaceparm nolightmap - surfaceparm trans - - q3map_surfacelight 100 - tessSize 32 - cull disable - - deformVertexes wave 100 sin 0 1 .5 .5 - - { - map textures/liquids/slime7c.tga - tcMod turb .3 .2 1 .05 - tcMod scroll .01 .01 - } - - { - map textures/liquids/slime7.tga - blendfunc GL_ONE GL_ONE - tcMod turb .2 .1 1 .05 - tcMod scale .5 .5 - tcMod scroll .01 .01 - } - - { - map textures/liquids/bubbles.tga - blendfunc GL_ZERO GL_SRC_COLOR - tcMod turb .2 .1 .1 .2 - tcMod scale .05 .05 - tcMod scroll .001 .001 - } - - -} - -textures/liquids/slime1_2000 - { - qer_editorimage textures/liquids/slime7.tga - q3map_lightimage textures/liquids/slime7.tga - q3map_globaltexture - qer_trans .5 - - surfaceparm noimpact - surfaceparm slime - surfaceparm nolightmap - surfaceparm trans - - q3map_surfacelight 2000 - tessSize 32 - cull disable - - deformVertexes wave 100 sin 0 1 .5 .5 - - { - map textures/liquids/slime7c.tga - tcMod turb .3 .2 1 .05 - tcMod scroll .01 .01 - } - - { - map textures/liquids/slime7.tga - blendfunc GL_ONE GL_ONE - tcMod turb .2 .1 1 .05 - tcMod scale .5 .5 - tcMod scroll .01 .01 - } - - { - map textures/liquids/bubbles.tga - blendfunc GL_ZERO GL_SRC_COLOR - tcMod turb .2 .1 .1 .2 - tcMod scale .05 .05 - tcMod scroll .001 .001 - } - - -} - -textures/hell/lavasolid -{ - q3map_globaltexture - surfaceparm noimpact - surfaceparm nolightmap - q3map_surfacelight 450 - - tesssize 64 - deformVertexes wave 100 sin 2 2 0 0.1 - - { - map textures/hell/lava2d.tga - tcGen environment - tcMod turb 0 0.25 0 0.05 - } - - { - map textures/hell/lava2d.tga - blendfunc GL_ONE GL_ONE - tcMod turb 0 0.25 0 0.05 - } -} - -textures/liquids/lavahell_2500_subd -{ - qer_editorimage textures/liquids/lavahell.tga - q3map_lightsubdivide 32 - q3map_globaltexture - surfaceparm trans - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 2500 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } -} diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/models.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/models.shader.svn-base deleted file mode 100644 index 169df47..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/models.shader.svn-base +++ /dev/null @@ -1,4824 +0,0 @@ -//**********************************************************************// -// models.shader sorted and updated // -// by Eutectic - 23 Jan 2000 // -// This file is irrelevant for Q3Radiant // -// It was updated for the sake of completeness: // -// shaders that belong here were moved from other shader files // -// // -// SHADERS THAT DIDN'T BELONG HERE AND MOVED TO PROPER FILE: 2 // -// sprites/plasma1 // -// sprites/plasma2 // -// SHADERS THAT BELONGED HERE BUT WERE IN ANOTHER FILE: 1 // -// models/mapobjects/portal_2/portal_3 // -//**********************************************************************// - -// -// this file contains shaders attached models -// - -//**************************************************************// -// // -// MODELS/AMMO // -// // -//**************************************************************// - -models/ammo/grenade -{ - { - map models/ammo/grenade.tga - } - { - AnimMap 7 models/ammo/grenade_r.tga models/ammo/grenade_g.tga - blendfunc GL_ONE GL_ONE - } -} - -models/ammo/rocket/rockflar -{ - cull disable - { - map models/ammo/rocket/rockflar.tga - blendfunc GL_ONE GL_ONE - } -} - -models/ammo/rocket/rockfls1 -{ - cull disable - { - map models/ammo/rocket/rockfls1.tga - blendfunc GL_ONE GL_ONE - } -} - -models/ammo/rocket/rockfls2 -{ - cull disable - { - map models/ammo/rocket/rockfls2.tga - blendfunc GL_ONE GL_ONE - } -} - - -//**************************************************************// -// // -// MODELS/FLAGS // -// // -//**************************************************************// - -models/flags/b_flag -{ - cull disable - deformVertexes wave 100 sin 0 3 0 .7 - - { - map models/flags/b_flag.tga - - } - - -} - -models/flags/b_flag2 -{ - - deformVertexes wave 100 sin 4 3 0 0.3 - deformVertexes wave 30 sin 0 3 0 .8 - deformVertexes normal .3 .2 - cull none - - { - map models/flags/b_flag2.tga - rgbGen identity - } - { - map models/flags/blue_fx.tga - tcGen environment - //tcmod scale 9 3 - //tcmod scroll .1 .7 - blendFunc GL_ONE GL_ONE - rgbGen identity - } - { - map models/flags/b_flag2.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map textures/sfx/shadow.tga - tcGen environment - //blendFunc GL_ONE GL_ONE - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -models/flags/flag_red -{ - cull none - deformVertexes wave 90 sin 1 5.6 1 .4 - deformVertexes wave 100 sin 1 2 1 .9 - deformVertexes wave 50 sin 1 .5 1 1 - { - map models/flags/flag_red.tga - //blendfunc gl_src_alpha gl_one_minus_src_alpha - //alphaFunc GE128 - blendFunc GL_ONE GL_ONE - rgbGen lightingDiffuse - depthWrite - } - - -} - -models/flags/flagbits -{ - cull none - // deformVertexes wave 100 sin 0 5 0 .7 - { - map models/flags/flagbits.tga - //blendfunc gl_src_alpha gl_one_minus_src_alpha - alphaFunc GE128 - rgbGen lightingDiffuse - depthWrite - } - - -} - -models/flags/flagtest -{ - - deformVertexes wave 100 sin 4 3 0 0.3 - deformVertexes wave 30 sin 0 3 0 .8 - deformVertexes normal .2 .2 - cull none - - { - map models/flags/flagtest.tga - rgbGen identity - } - { - map textures/sfx/shadow.tga - tcGen environment - //blendFunc GL_ONE GL_ONE - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - -} - -models/flags/pole -{ - - { - map models/flags/skull.tga - tcGen environment - rgbGen lightingDiffuse - - } - - -} - -models/flags/r_flag -{ - cull disable - deformVertexes wave 100 sin 0 3 0 .7 - - { - map models/flags/r_flag.tga - - } - - -} - -models/flags/r_flag2 -{ - - deformVertexes wave 100 sin 4 3 0 0.3 - deformVertexes wave 30 sin 0 3 0 .8 - deformVertexes normal .3 .2 - cull none - - { - map models/flags/r_flag2.tga - rgbGen identity - } - { - map models/flags/red_fx.tga - tcGen environment - //tcmod scale 9 3 - //tcmod scroll .1 .7 - - blendFunc GL_ONE GL_ONE - rgbGen identity - } - { - map models/flags/r_flag2.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map textures/sfx/shadow.tga - tcGen environment - //blendFunc GL_ONE GL_ONE - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -models/flags/skull -{ - - { - map models/flags/skull.tga - //tcGen environment - rgbGen lightingDiffuse - - } - - -} - - -//**************************************************************// -// // -// MODELS/MAPOBJECTS // -// // -//**************************************************************// - -//******************************************************// -// mapobjects root folder // -//******************************************************// - -models/mapobjects/arenalogo -{ - deformVertexes wave 100 sin 0.25 0 0 0 - { - map textures/effects/quadmap.tga - blendfunc GL_ONE GL_ONE - tcGen environment - tcMod turb 0 1 0 0.2 - } -} - -models/mapobjects/hand -{ - deformVertexes wave 100 sin 0 .3 0 .2 - - { - map models/mapobjects/hand.tga - rgbGen vertex - } - - -} - -models/mapobjects/kmlamp_white -{ - - surfaceparm trans - { - map textures/effects/tinfxb.tga - tcGen environment - blendFunc GL_ONE GL_ONE - } -} - -models/mapobjects/lamplight_y -{ - q3map_surfacelight 10000 -// light 1 - cull disable - { - map textures/effects/envmapmach.tga - //map models/mapobjects/lamplight_y.tga - blendfunc GL_ONE GL_ONE - tcGen environment - rgbGen identity - } -} - -models/mapobjects/lamplight_ys -{ - { - map models/mapobjects/lamplight_ys.tga - blendfunc GL_ONE GL_ONE - - } -} - -models/mapobjects/meteor -{ - deformVertexes move 0 0 10 sin 0 5 0 0.1 - deformVertexes move 2 2 0 sin 0 9 0 0.05 - - - { - map models/mapobjects/meteor.tga - rgbGen vertex - tcMod scale 4.90 2.234 - } - - -} - -models/mapobjects/pitted_rust_ps -{ - cull disable - - { - map models/mapobjects/pitted_rust_ps.tga - rgbGen vertex - } - - -} - -models/mapobjects/pj_light -{ - cull none - { - map textures/effects/tinfx2.tga - tcGen environment - blendFunc GL_ONE GL_ONE - rgbGen vertex - } - { - map models/mapobjects/pj_light.tga - blendfunc GL_ONE GL_ONE - rgbGen vertex - } - -} - -models/mapobjects/standlamp2 -{ - - { - map textures/effects/tinfx2.tga - tcGen environment - rgbGen identity - } - { - map models/mapobjects/standlamp2.tga - blendfunc blend - rgbGen vertex - } - -} - -//******************************************************// -// mapobjects/banner subfolder // -//******************************************************// - -models/mapobjects/banner/q3banner02 -{ - cull disable - nomipmaps - //deformVertexes wave 70 sin 0 .7 0 .4 - - { - map models/mapobjects/banner/q3banner02.tga - blendFunc add - tcmod scale 2 1 - tcmod scroll .33 0 - rgbGen wave sin .5 .5 0 .2 - } - { - map models/mapobjects/banner/q3banner02.tga - blendFunc add - tcmod scale 3 1 - tcmod scroll -.45 0 - rgbGen wave sin .5 .5 0 .2 - } - { - map models/mapobjects/banner/q3banner02x.tga - blendFunc add - tcmod scale 4 1 - tcmod scroll 1 0 - // rgbGen wave sin .5 .5 0 -.2 - } -} - -models/mapobjects/banner/q3banner04 -{ - cull disable - nomipmaps - - { - //map models/mapobjects/banner/q3banner04.tga - map textures/sfx/firegorre2.tga - blendFunc GL_ONE GL_ZERO - tcmod scale .05 .1 - tcMod turb 0 .25 0 .6 - tcmod scroll .4 .3 - //rgbGen wave sin .5 .5 0 .1 - } - { - - map textures/sfx/bolts.tga - tcmod scale .2 .2 - tcmod rotate 999 - tcmod scroll 9 9 - blendfunc add - rgbGen wave sin .5 .5 0 .2 - } - { - map textures/sfx/firegorre2.tga - //map models/mapobjects/banner/q3banner04.tga - blendFunc add - tcGen environment - tcmod scale 5 5 - tcmod scroll 0.09 0.04 - //rgbGen wave sin .5 .5 0 .1 - } - -} - -//******************************************************// -// mapobjects/baph subfolder // -//******************************************************// - -//models/mapobjects/baph/bapho_lamp -//{ -// -// { -// map textures/sfx/specular3b.tga -// tcGen environment -// tcmod scroll .1 0 -// rgbGen identity -// } -// { -// map models/mapobjects/baph/bapho_lamp.tga -// blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA -// rgbGen vertex -// } -// -// -//} - -models/mapobjects/baph/bapholamp_fx -{ - deformVertexes autoSprite - surfaceparm trans - cull none - nomipmaps - { - clampmap models/mapobjects/baph/bapholamp_fx.tga - blendFunc GL_ONE GL_ONE - tcmod rotate 333 - tcMod stretch sin .9 0.1 0 7 - rgbGen identity - } - { - clampmap models/mapobjects/baph/bapholamp_fx2.tga - blendFunc GL_ONE GL_ONE - tcmod rotate -301 - tcMod stretch sin 1 .1 0 9 - rgbGen identity - } - -} - -models/mapobjects/baph/baphomet -{ - - { - map textures/sfx/firewalla.tga - tcmod scroll 0.1 1 - rgbGen identity - } - { - map models/mapobjects/baph/baphomet.tga - blendFunc blend - rgbGen vertex - } - -} - -models/mapobjects/baph/baphomet_gold -{ - - { - map textures/sfx/firewalla.tga - tcmod scroll 0.1 1 - rgbGen identity - } - { - map models/mapobjects/baph/baphomet_gold.tga - blendFunc blend - rgbGen vertex - } - -} - -models/mapobjects/baph/wrist -{ - cull none - nomipmaps - surfaceparm trans - - { - map models/mapobjects/baph/wrist.tga - blendFunc GL_ONE GL_ONE - tcmod scale 2 1 - tcmod scroll 3 0 - rgbGen identity - } - { - map models/mapobjects/baph/wrist.tga - blendFunc GL_ONE GL_ONE - tcmod scale 1 1 - tcmod scroll -5 0 - rgbGen identity - } -} - -//******************************************************// -// mapobjects/barrel subfolder // -//******************************************************// - -models/mapobjects/barrel/barrel2 -{ - - { - Map models/mapobjects/barrel/barrel2.tga - rgbgen vertex - - } - { - clampmap models/mapobjects/barrel/barrel2fx.tga - blendFunc GL_ONE GL_ONE - // rgbgen wave triangle 1 1.4 0 9.5 - tcMod rotate 403 - } - { - clampmap models/mapobjects/barrel/barrel2fx.tga - blendFunc GL_ONE GL_ONE - // rgbgen wave triangle 1 1 0 8.7 - tcMod rotate -100 - } - -} - -//******************************************************// -// mapobjects/bat subfolder // -//******************************************************// - -models/mapobjects/bat/bat -{ - deformVertexes wave 10 sin 0 3 0 3 - deformVertexes move 500 0 0 sawtooth 0 5 0 .1 - deformVertexes move 0 0 7 sin 0 5 0 .5 - cull disable - - { - map models/mapobjects/bat/bat.tga - alphaFunc GE128 - depthWrite - rgbGen identity - } - - -} - -//******************************************************// -// mapobjects/bitch subfolder // -//******************************************************// - -models/mapobjects/bitch/bitch02 -{ - cull none - - { - Map models/mapobjects/bitch/bitch02.tga - blendFunc GL_ONE GL_ONE - tcGen environment - tcMod scroll 0 0.3 - } - - - -} - -models/mapobjects/bitch/forearm -{ - { - map models/mapobjects/bitch/forearm.tga - rgbGen vertex - } - { - map models/mapobjects/bitch/forearm01.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 2.2 0 - - } - { - map models/mapobjects/bitch/forearm02.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -1.1 0 - - } -} - -models/mapobjects/bitch/hologirl -{ - cull none - //sort additive // alphaFunc with a later blend pass doesn't - // make its own sort properly - deformVertexes move 0 0 .7 sin 0 5 0 0.2 - - - { - map models/mapobjects/bitch/hologirl.tga - alphaFunc GE128 - depthWrite - rgbGen lightingdiffuse - - } - { - map models/mapobjects/bitch/hologirl2.tga - tcgen environment - tcMod scroll -6 -.2 - tcMod scale 1 1 - blendFunc GL_ONE GL_ONE - //rgbGen wave sin .5 .5 0 .1 - } - - -} - -models/mapobjects/bitch/orb -{ - deformVertexes autoSprite - - q3map_surfacelight 70 - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - clampmap models/mapobjects/bitch/orb.tga - blendFunc GL_ONE GL_ONE - tcMod rotate 30 - } - -} - -//******************************************************// -// mapobjects/chain subfolder // -//******************************************************// - -models/mapobjects/chain/chain -{ - cull disable - { - map models/mapobjects/chain/chain.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - - -} - -models/mapobjects/chain/chain2 -{ - cull disable - deformVertexes autoSprite2 - { - map models/mapobjects/chain/chain2.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - - -} - -models/mapobjects/chain/chain2_end -{ - cull disable - deformVertexes autoSprite2 - { - map models/mapobjects/chain/chain2_end.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - - -} - -models/mapobjects/chain/chain3 -{ - { - map $whiteimage - rgbGen identity - } - { - map models/mapobjects/chain/chain3.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - { - map models/mapobjects/chain/chain3.tga - //blendFunc GL_ONE GL_ONE - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - -} - -//******************************************************// -// mapobjects/colua0 subfolder // -//******************************************************// - -models/mapobjects/colua0/colua0_flare -{ - deformVertexes autoSprite - - q3map_surfacelight 1000 - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - Map models/mapobjects/colua0/colua0_flare.tga - blendFunc GL_ONE GL_ONE - } - -} - -models/mapobjects/colua0/colua0_lght -{ - surfaceparm trans - { - map textures/effects/tinfx2b.tga - tcGen environment - blendFunc GL_ONE GL_ONE - } -} - -//******************************************************// -// mapobjects/console subfolder // -//******************************************************// - -models/mapobjects/console/centercon -{ - cull disable - { - map models/mapobjects/console/scrolltext.tga - blendFunc add - tcmod scroll 0 -.3 - //tcMod stretch sin .9 0.1 0 1.1 - rgbGen vertex - } - - { - clampmap models/mapobjects/console/centercon.tga - blendFunc add - tcMod stretch sin .9 0.1 0 .2 - tcmod rotate 40 - rgbGen vertex - } -} - -models/mapobjects/console/console -{ - cull disable - - { - map textures/effects/tinfx2c.tga - blendFunc GL_ONE GL_ZERO - tcGen environment - rgbGen vertex - } - { - map models/mapobjects/console/console.tga - blendFunc blend - rgbGen vertex - } - { - map models/mapobjects/console/console2.tga - blendFunc add - rgbGen vertex - rgbGen wave sin .5 .5 0 .2 - } -} - -models/mapobjects/console/jacobs -{ - cull disable - - { - map textures/effects/tinfxb.tga - blendFunc add - tcGen environment - rgbGen identity - } -} - -models/mapobjects/console/rotate -{ - cull disable - - { - clampmap models/mapobjects/console/rotate.tga - blendFunc add - //tcMod stretch sin .9 0.1 0 .5 - tcmod rotate 40 - rgbGen vertex - } -} - -models/mapobjects/console/scrolltext -{ - cull disable - - { - map models/mapobjects/console/scrolltext.tga - blendFunc add - tcmod scroll 0 -.3 - //tcMod stretch sin .9 0.1 0 1.1 - rgbGen vertex - } -} - -models/mapobjects/console/sphere -{ - cull disable - - { - map models/mapobjects/console/spherex2.tga - blendFunc add - tcmod rotate 40 - tcGen environment - tcmod scroll 5 .4 - rgbGen wave sin .5 .5 0 .2 - } - - { - map models/mapobjects/console/spherex.tga - blendFunc add - tcmod rotate 40 - tcGen environment - tcmod scroll 5 .4 - rgbGen wave sin .5 .5 0 -.2 - } -} - -models/mapobjects/console/sphere2 -{ - cull disable - deformVertexes autoSprite - - //{ - // clampmap models/mapobjects/console/sphere2.tga - // alphaFunc GE128 - // depthWrite - // //tcMod stretch sin .9 0.1 0 .5 - // tcmod rotate 40 - // rgbGen identity - //} - { - map models/mapobjects/console/sphere3.tga - blendFunc add - // depthWrite - rgbGen wave sin .5 .5 0 .2 - } - { - map models/mapobjects/console/sphere4.tga - blendFunc add - // depthWrite - rgbGen wave sin .5 .5 0 -.2 - } - { - clampmap models/mapobjects/console/sphere2.tga - alphaFunc GE128 - //blendfunc blend - //depthWrite - //tcMod stretch sin .9 0.1 0 .5 - tcmod rotate 40 - rgbGen identity - } -} - -models/mapobjects/console/under -{ - cull disable - surfaceparm alphashadow - //surfaceparm nodraw - { - clampmap models/mapobjects/console/under.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - - } -} - -//******************************************************// -// mapobjects/corpse subfolder // -//******************************************************// - -models/mapobjects/corpse/chain -{ - cull disable - - { - map models/mapobjects/corpse/chain.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - - -} - -models/mapobjects/corpse/corpse -{ - deformVertexes wave 100 sin 0 .2 0 .2 - - { - map models/mapobjects/corpse/corpse.tga - rgbGen exactVertex - } - - -} - -models/mapobjects/corpse/intestine -{ - - cull disable - - { - map models/mapobjects/corpse/intestine.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - - -} - -models/mapobjects/corpse/intestine2 -{ - cull disable - deformVertexes wave 100 sin 0 .6 0 .2 - // surfaceparm trans - { - map models/mapobjects/corpse/intestine2.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - - -} - -models/mapobjects/corpse/spine -{ - cull disable - - { - map models/mapobjects/corpse/spine.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - - -} - -models/mapobjects/corpse/torso -{ - deformVertexes wave 100 sin 0 .2 0 .2 - { - map textures/liquids/proto_grueldark.tga - //tcGen environment - blendFunc GL_ONE GL_ZERO - tcmod scale 4 4 - tcMod scroll 0 -.09 - tcMod turb 0 0.05 0 .05 - //rgbGen identity - } - //{ - // map textures/liquids/proto_grueldark.tga - // //tcGen environment - // blendFunc GL_ONE GL_ONE - // tcmod scale 2 2 - // tcMod scroll 0 -.09 - // tcMod turb 0 0.07 0 .08 - // //rgbGen identity - //} - { - map models/mapobjects/corpse/torso.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen vertex - } -} - -//******************************************************// -// mapobjects/cross subfolder // -//******************************************************// - -models/mapobjects/cross/cross_skull -{ - cull disable - surfaceparm alphashadow - { - map models/mapobjects/cross/cross_skull.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } -} - -models/mapobjects/cross/cross -{ - q3map_lightimage models/mapobjects/cross/cross_light.tga - q3map_surfacelight 300 - - { - map textures/sfx/firewalla.tga - tcmod scale 4 4 - tcmod scroll 0.1 2 - rgbGen identity - } - { - map models/mapobjects/cross/cross.tga - blendFunc blend - rgbGen vertex - } - -} - -//******************************************************// -// mapobjects/flag subfolder // -//******************************************************// - -//models/mapobjects/flag/banner_eg1 -//{ -// cull disable -// surfaceparm nolightmap -// deformVertexes wave 100 sin 0 8 0 8 -// sort banner -// { -// map models/mapobjects/flag/banner_eg1.tga -// // blendfunc gl_src_alpha gl_one_minus_src_alpha -// alphaFunc GE128 -// rgbGen vertex -// } -// -// -//} - -models/mapobjects/flag/banner_strgg -{ - cull disable - surfaceparm nolightmap - surfaceparm alphashadow - - deformVertexes wave 100 sin 0 3 0 .7 - //deformVertexes normal 0.2 2 - sort banner - { - map models/mapobjects/flag/banner_strgg.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - alphaFunc GE128 - rgbGen vertex - - } -} - -models/mapobjects/flag/banner02 -{ - cull disable - surfaceparm nolightmap - deformVertexes wave 100 sin 0 2 0 .7 - - { - map models/mapobjects/flag/banner02.tga - - } - - -} - -//******************************************************// -// mapobjects/flares subfolder // -//******************************************************// - -models/mapobjects/flares/electric -{ - - - q3map_surfacelight 200 - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - clampmap models/mapobjects/flares/electric.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle .8 2 0 9 - tcMod rotate 360 - } - { - clampmap models/mapobjects/flares/electric.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle 1 1.4 0 9.5 - tcMod rotate -202 - } - -} - -//******************************************************// -// mapobjects/gratelamp subfolder // -//******************************************************// - -models/mapobjects/gratelamp/gratelamp_flare -{ - deformVertexes autoSprite - - q3map_surfacelight 300 - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - Map models/mapobjects/gratelamp/gratelamp_flare.tga - blendFunc GL_ONE GL_ONE - } - -} - -models/mapobjects/gratelamp/gratelamp -{ - cull disable - - { - map models/mapobjects/gratelamp/gratelamp.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - - -} - -models/mapobjects/gratelamp/gratetorch -{ - cull disable - - { - map models/mapobjects/gratelamp/gratetorch.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - - -} - -models/mapobjects/gratelamp/gratetorch2b -{ - cull disable - - { - map models/mapobjects/gratelamp/gratetorch2b.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - - -} - -//******************************************************// -// mapobjects/grenadel subfolder // -//******************************************************// - -models/mapobjects/grenadel/grenadelx -{ - surfaceparm trans - surfaceparm nomarks - cull none - nopicmip - { - clampmap models/mapobjects/grenadel/grenadelx.tga - tcMod rotate 10 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } -} - -//******************************************************// -// mapobjects/horned subfolder // -//******************************************************// - -models/mapobjects/horned/horned -{ - - { - map textures/sfx/firewalla.tga - tcmod scroll 0.1 1 - } - { - map models/mapobjects/horned/horned.tga - blendFunc blend - rgbGen vertex - } - -} - -//******************************************************// -// mapobjects/jesus subfolder // -//******************************************************// - -models/mapobjects/jesus/jesuswall -{ - deformVertexes wave 100 sin 0 .2 0 .2 - cull none - { - map $lightmap - //rgbGen identity - } - { - map models/mapobjects/jesus/jesuswall.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen vertex - alphaGen lightingSpecular - } - - -} - -//******************************************************// -// mapobjects/jets subfolder // -//******************************************************// - -models/mapobjects/jets/jet_1 -{ - surfaceparm trans - nomipmaps - cull disable - { - map models/mapobjects/jets/jet_1.tga - blendFunc add - tcmod scale .5 1 - tcmod scroll 6 0 - rgbGen identity - } - { - map models/mapobjects/jets/jet_2.tga - blendFunc add - tcmod scroll 3 -.5 - rgbGen wave inversesawtooth -.3 1.3 0 .5 - } -} - -models/mapobjects/jets/jet_as -{ - deformVertexes autoSprite2 - deformVertexes wave 100 sin 0 1 0 9 - surfaceparm trans - nomipmaps - { - map models/mapobjects/jets/jet_as.tga - blendFunc add - rgbGen identity - } -} - -//******************************************************// -// mapobjects/lamps subfolder // -//******************************************************// - -models/mapobjects/lamps/beam -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - deformVertexes move 0 0 2 sin 0 5 0 0.3 - deformVertexes move .6 .8 0 sin 0 9 0 0.1 - cull none - //nopicmip - { - map models/mapobjects/lamps/beam.tga - tcMod Scroll .3 0 - blendFunc GL_ONE GL_ONE - } - { - map models/mapobjects/lamps/beam.tga - tcMod Scroll -.3 0 - blendFunc GL_ONE GL_ONE - } - -} - -models/mapobjects/lamps/bot_flare -{ - deformVertexes autoSprite - deformVertexes move 0 0 3 sin 0 5 0 0.1 - deformVertexes move 2 2 0 sin 0 9 0 0.05 - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - clampmap models/mapobjects/lamps/bot_flare.tga - blendFunc GL_ONE GL_ONE - tcMod rotate 20 - - - } - - -} - -models/mapobjects/lamps/bot_flare2 -{ - deformVertexes move 0 0 3 sin 0 5 0 0.1 - deformVertexes move 2 2 0 sin 0 9 0 0.05 - deformVertexes wave 100 sin 0 1 0 9 - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - map models/mapobjects/lamps/bot_flare2.tga - blendFunc GL_ONE GL_ONE - - } - - -} - -models/mapobjects/lamps/bot_lamp -{ - deformVertexes move 0 0 3 sin 0 5 0 0.1 - deformVertexes move 2 2 0 sin 0 9 0 0.05 - - { - map models/mapobjects/lamps/bot_lamp.tga - rgbGen vertex - - } - - -} -models/mapobjects/lamps/bot_lamp2 -{ - deformVertexes move 0 0 3 sin 0 5 0 0.1 - deformVertexes move 2 2 0 sin 0 9 0 0.05 - - { - map models/mapobjects/lamps/bot_lamp2.tga - rgbGen vertex - - } - - -} - -models/mapobjects/lamps/bot_lamp2b -{ - cull disable - deformVertexes move 0 0 2 sin 0 5 0 0.3 - deformVertexes move .6 .8 0 sin 0 9 0 0.1 - { - map models/mapobjects/lamps/bot_lamp2b.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - - -} - -models/mapobjects/lamps/bot_light -{ - cull disable - q3map_surfacelight 200 - deformVertexes move 0 0 2 sin 0 5 0 0.3 - deformVertexes move .6 .8 0 sin 0 9 0 0.1 - { - map models/mapobjects/lamps/bot_light.tga - rgbGen identity - } - - -} - -models/mapobjects/lamps/bot_wing -{ - deformVertexes move 0 0 3 sin 0 5 0 0.1 - deformVertexes move 2 2 0 sin 0 9 0 0.05 - deformVertexes wave 100 sin 0 .5 0 .5 - cull disable - - { - map models/mapobjects/lamps/bot_wing.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - - -} - -models/mapobjects/lamps/bot_wing2 -{ - //deformVertexes wave 100 sin 0 .5 0 .5 - //deformVertexes move 0 0 1 triangle 0 20 0 1 - deformVertexes move 0 0 2 sin 0 5 0 0.3 - deformVertexes move .6 .8 0 sin 0 9 0 0.1 - deformVertexes wave 100 sin 0 .5 0 .5 - cull disable - - { - map models/mapobjects/lamps/bot_wing2.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - - -} - -models/mapobjects/lamps/flare03 -{ - deformVertexes autoSprite - - q3map_surfacelight 200 - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - Map models/mapobjects/lamps/flare03.tga - blendFunc GL_ONE GL_ONE - } - -} - -//******************************************************// -// mapobjects/lightning subfolder // -//******************************************************// - -models/mapobjects/lightning/blu/blu01 -{ - deformVertexes wave 100 sin 0 1 0 5 - q3map_surfacelight 3000 - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - animMap 15 models/mapobjects/lightning/blu/blu01.tga models/mapobjects/lightning/blu/blu02.tga models/mapobjects/lightning/blu/blu03.tga models/mapobjects/lightning/blu/blu04.tga models/mapobjects/lightning/blu/blu05.tga models/mapobjects/lightning/blu/blu06.tga models/mapobjects/lightning/blu/blu07.tga models/mapobjects/lightning/blu/blu08.tga - blendFunc GL_ONE GL_ONE - rgbGen vertex - } - -} - -models/mapobjects/lightning/red/red01 -{ - deformVertexes wave 100 sin 0 1 0 5 - q3map_surfacelight 3000 - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - animMap 15 models/mapobjects/lightning/red/red01.tga models/mapobjects/lightning/red/red02.tga models/mapobjects/lightning/red/red03.tga models/mapobjects/lightning/red/red04.tga models/mapobjects/lightning/red/red05.tga models/mapobjects/lightning/red/red06.tga models/mapobjects/lightning/red/red07.tga models/mapobjects/lightning/red/red08.tga - blendFunc GL_ONE GL_ONE - rgbGen vertex - } - -} - -models/mapobjects/lightning/white/white1 -{ - deformVertexes wave 100 sin 0 1 0 5 - q3map_surfacelight 3000 - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - animMap 15 models/mapobjects/lightning/white/white1.tga models/mapobjects/lightning/white/white2.tga models/mapobjects/lightning/white/white3.tga models/mapobjects/lightning/white/white4.tga models/mapobjects/lightning/white/white5.tga models/mapobjects/lightning/white/white6.tga models/mapobjects/lightning/white/white7.tga models/mapobjects/lightning/white/white8.tga - blendFunc GL_ONE GL_ONE - rgbGen vertex - } - -} - -models/mapobjects/lightning/yel/yel01 -{ - deformVertexes wave 100 sin 0 1 0 5 - q3map_surfacelight 3000 - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - animMap 15 models/mapobjects/lightning/yel/yel01.tga models/mapobjects/lightning/yel/yel02.tga models/mapobjects/lightning/yel/yel03.tga models/mapobjects/lightning/yel/yel04.tga models/mapobjects/lightning/yel/yel05.tga models/mapobjects/lightning/yel/yel06.tga models/mapobjects/lightning/yel/yel07.tga models/mapobjects/lightning/yel/yel08.tga - blendFunc GL_ONE GL_ONE - rgbGen vertex - } - -} - -//******************************************************// -// mapobjects/pipe subfolder // -//******************************************************// - -models/mapobjects/pipe/pipe02 -{ - - { - map textures/effects/tinfx2d.tga - tcGen environment - rgbGen identity - } - { - map models/mapobjects/pipe/pipe02.tga - blendfunc blend - rgbGen lightingdiffuse - } - -} - -models/mapobjects/pipe/pipe02x -{ - q3map_lightimage textures/sfx/electricslime_old.tga - q3map_surfacelight 150 - cull disable - { - map textures/effects/tinfx2b.tga - tcGen environment - tcmod scale 1 2 - blendfunc add - rgbGen identity - } - { - map textures/sfx/electricslime_old.tga - //tcGen environment - //tcmod scale 2 2 - //tcmod rotate 240 - tcmod scroll 7.2 1 - blendfunc add - rgbGen identity - } - -} - -//******************************************************// -// mapobjects/podium subfolder // -//******************************************************// - -models/mapobjects/podium/podium -{ - { - map models/mapobjects/podium/podium.tga - blendFunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } - { - map textures/sfx/specular.tga - blendFunc GL_ONE GL_ONE - tcGen environment - tcmod scroll .2 0.01 - rgbGen identity - } - { - map models/mapobjects/podium/podium.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } - { - map models/mapobjects/podium/podiumglo.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin 1 1 0 .2 - } - - -} - -models/mapobjects/podium/podiumfx1 -{ - cull none - surfaceparm trans - { - map models/mapobjects/podium/podiumfx1.tga - blendFunc GL_ONE GL_ONE - tcmod scroll 2 -.3 - rgbGen wave inversesawtooth 0 1 .35 .3 - } - { - map models/mapobjects/podium/podiumfx1b.tga - blendFunc GL_ONE GL_ONE - tcmod scroll -1.7 -.3 - rgbGen wave inversesawtooth 0 1 .35 .3 - } - { - map models/mapobjects/podium/podiumfx1b.tga - blendFunc GL_ONE GL_ONE - tcmod scroll -1.1 -.3 - rgbGen wave inversesawtooth 0 1 .35 .3 - } -} - -models/mapobjects/podium/podiumfx2 -{ - cull none - surfaceparm trans - { - map models/mapobjects/podium/podiumfx1.tga - blendFunc GL_ONE GL_ONE - tcmod scale 1 .5 - tcmod scroll .8 -.3 - rgbGen wave inversesawtooth 0 1 .7 .6 - } - { - map models/mapobjects/podium/podiumfx1b.tga - blendFunc GL_ONE GL_ONE - tcmod scale 1 .5 - tcmod scroll -1.7 -.3 - rgbGen wave inversesawtooth 0 1 .7 .6 - } - { - map models/mapobjects/podium/podiumfx1b.tga - blendFunc GL_ONE GL_ONE - tcmod scale 1 .5 - tcmod scroll -1.1 -.3 - rgbGen wave inversesawtooth 0 1 .7 .6 - } -} - -models/mapobjects/podium/podiumfx3 -{ - cull none - surfaceparm trans - { - map models/mapobjects/podium/podiumfx1.tga - blendFunc GL_ONE GL_ONE - tcmod scale 1 .1 - tcmod scroll 1 -.3 - rgbGen wave inversesawtooth 0 1 1.1 .9 - } - { - map models/mapobjects/podium/podiumfx1b.tga - blendFunc GL_ONE GL_ONE - tcmod scale 1 .1 - tcmod scroll -1.7 -.3 - rgbGen wave inversesawtooth 0 1 1.1 .9 - } - { - map models/mapobjects/podium/podiumfx1b.tga - blendFunc GL_ONE GL_ONE - tcmod scale 1 .1 - tcmod scroll -1.1 -.3 - rgbGen wave inversesawtooth 0 1 1.1 .9 - } -} - -models/mapobjects/podium/podskull -{ - { - map models/mapobjects/podium/podskull.tga - blendFunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } - { - map textures/sfx/specular.tga - blendFunc GL_ONE GL_ONE - tcGen environment - tcmod scroll .2 0.03 - rgbGen identity - } - { - map models/mapobjects/podium/podskull.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } - { - map models/mapobjects/podium/podskullfx.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin 1 1 0 .2 - } -} - -//******************************************************// -// mapobjects/portal_2 subfolder // -//******************************************************// - -models/mapobjects/portal_2/portal_3 -{ - // ************************************************* - // * Portal Sides * - // * April 30 1999 * - // * Please Comment Changes * - // ************************************************* - - - { - map models/mapobjects/portal_2/portal_3.tga - rgbGen vertex - } - - { - map models/mapobjects/portal_2/portal_3_glo.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 1 .2 .5 - } - -} - -models/mapobjects/portal_2/portal_3_edge -{ - { - map models/mapobjects/portal_2/portal_3_edge.tga - rgbGen vertex - } - - { - map models/mapobjects/portal_2/portal_3_edge_glo.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 9.7 .5 - } - -} - -//******************************************************// -// mapobjects/scoreboard subfolder // -//******************************************************// - -models/mapobjects/scoreboard/s_name -{ - sort additive - cull disable - deformVertexes text0 - { - map gfx/2d/bigchars.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } -} - -models/mapobjects/scoreboard/s_score -{ - sort additive - cull disable - deformVertexes text1 - { - map gfx/2d/bigchars.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } -} - -//******************************************************// -// mapobjects/signs subfolder // -//******************************************************// - -models/mapobjects/signs/bioh -{ - cull disable - - { - map models/mapobjects/signs/bioh.tga - rgbGen vertex - } - - -} - -//******************************************************// -// mapobjects/skel subfolder // -//******************************************************// - -models/mapobjects/skel/skel -{ - cull disable - surfaceparm alphashadow - { - map models/mapobjects/skel/skel.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } -} - -models/mapobjects/skel/xray -{ - deformVertexes move 0 0 .7 sin 0 5 0 0.2 - cull disable - q3map_surfacelight 300 - { - map models/mapobjects/skel/xray.tga - blendfunc add - rgbGen wave sin 1 .8 0 .3 - } - { - - map models/mapobjects/bitch/hologirl2.tga - tcMod scroll -6 -.2 - tcgen environment - blendFunc GL_ONE GL_ONE - rgbGen identity - } - - -} - -//******************************************************// -// mapobjects/skull subfolder // -//******************************************************// - -models/mapobjects/skull/monkeyhead -{ - //deformVertexes wave 100 sin 0 .7 0 .2 - //deformVertexes wave 100 sin 0 .5 1 .1 - cull disable - nomipmaps - - { - map models/mapobjects/skull/monkeyhead.tga - rgbGen vertex - } - { - //animMap 0.5 models/mapobjects/skull/monkeyhead.tga //models/mapobjects/wallhead/femhead2.tga - map models/mapobjects/skull/monkeyheadb.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - alphaGen wave sin 0 1 1 .1 - // alphaGen wave triangle 0 .7 0 .2 - rgbGen vertex - } - -} - -models/mapobjects/skull/monkeyhead2 -{ - cull disable - surfaceparm trans - nomipmaps - { - map models/mapobjects/skull/monkeyhead2.tga - blendfunc blend - depthWrite - rgbGen vertex - } -} - -models/mapobjects/skull/ribcage -{ - sort underwater - cull disable - { - map models/mapobjects/skull/ribcage.tga - // blendfunc gl_src_alpha gl_one_minus_src_alpha - alphaFunc GE128 - rgbGen vertex - } - - -} - -//******************************************************// -// mapobjects/slamp subfolder // -//******************************************************// - -models/mapobjects/slamp/slamp2 -{ - cull disable - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - - { - map models/mapobjects/slamp/slamp2.tga - blendFunc GL_ONE GL_ONE - } - { - map textures/effects/envmapdimb.tga - tcGen environment - blendfunc GL_ONE GL_ONE - //rgbGen lightingDiffuse - } - - -} - -models/mapobjects/slamp/slamp3 -{ - deformVertexes autoSprite2 - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 100 - - { - map models/mapobjects/slamp/slamp3.tga - blendFunc GL_ONE GL_ONE - - } - - -} - -//******************************************************// -// mapobjects/spotlamp subfolder // -//******************************************************// - -models/mapobjects/spotlamp/beam -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - cull none - nomipmaps - { - map models/mapobjects/spotlamp/beam.tga - tcMod Scroll .3 0 - blendFunc GL_ONE GL_ONE - } - //{ - // map models/mapobjects/spotlamp/beam.tga - // tcMod Scroll -.3 0 - // blendFunc GL_ONE GL_ONE - //} - -} - -models/mapobjects/spotlamp/spotlamp -{ - cull disable - surfaceparm alphashadow - { - map models/mapobjects/spotlamp/spotlamp.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - - -} - -models/mapobjects/spotlamp/spotlamp_l -{ - cull disable - q3map_surfacelight 200 - - { - map models/mapobjects/spotlamp/spotlamp_l.tga - rgbGen identity - } - - -} - -//******************************************************// -// mapobjects/teleporter subfolder // -//******************************************************// - -models/mapobjects/teleporter/energy -{ - cull disable - - - { - map models/mapobjects/teleporter/energy.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 2.2 1.3 - rgbGen wave inversesawtooth -.3 1.3 0 1.3 - - } - { - map models/mapobjects/teleporter/energy2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -1 .5 - rgbGen wave inversesawtooth -.2 1.2 0 .5 - - } - { - map models/mapobjects/teleporter/energy3.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 3 0 - rgbGen wave triangle 1 1 0 5.3 - - } - -} - -models/mapobjects/teleporter/teleporter_edge -{ - - - { - map models/mapobjects/teleporter/teleporter_edge.tga - rgbGen vertex - } - { - map models/mapobjects/teleporter/teleporter_edge2.tga - blendfunc GL_ONE GL_ONE - rgbgen wave inversesawtooth 0 1 .2 1.5 - } - -} - -models/mapobjects/teleporter/transparency -{ - cull disable - - { - map models/mapobjects/teleporter/transparency.tga - blendfunc GL_ONE GL_ONE - - } - { - map models/mapobjects/teleporter/transparency2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll .1 .2 - } - -} - -models/mapobjects/teleporter/transparency2 -{ - cull disable - - { - map models/mapobjects/teleporter/transparency2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll .1 .2 - } - -} - -models/mapobjects/teleporter/widget -{ - cull disable - - { - map models/mapobjects/teleporter/widget.tga - blendfunc GL_ONE GL_ONE - - } - { - map models/mapobjects/teleporter/transparency2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -.1 -.2 - } - -} - -//******************************************************// -// mapobjects/timlamp subfolder // -//******************************************************// - -models/mapobjects/timlamp/timlamp -{ - cull disable - surfaceparm alphashadow - { - map models/mapobjects/timlamp/timlamp.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - - -} - -//******************************************************// -// mapobjects/tree subfolder // -//******************************************************// - -models/mapobjects/tree/branch -{ - cull disable - deformVertexes wave 100 sin 0 .1 0 .2 - surfaceparm trans - { - map models/mapobjects/tree/branch.tga - alphaFunc GE128 - depthWrite - //rgbGen identity - //rgbGen lightingDiffuse - rgbGen vertex - } - - -} - -//******************************************************// -// mapobjects/wallhead subfolder // -//******************************************************// - -//models/mapobjects/wallhead/femhead -//{ -// deformVertexes wave 100 sin 0 .7 0 .2 -// cull disable -// -// -// { -// map models/mapobjects/wallhead/femhead2.tga -// rgbGen vertex -// } -// { -// map models/mapobjects/wallhead/femhead.tga -// Blendfunc GL_ONE GL_ONE -// rgbGen vertex -// rgbGen wave triangle 0 1 0 .05 -// } -// -//} - -models/mapobjects/wallhead/femhead -{ - deformVertexes wave 100 sin 0 .7 0 .2 - //deformVertexes wave 100 sin 0 1 1 .1 - cull disable - - { - map models/mapobjects/wallhead/femhead3.tga - rgbGen vertex - } - { - //animMap 0.5 models/mapobjects/wallhead/femhead4.tga //models/mapobjects/wallhead/femhead2.tga - map models/mapobjects/wallhead/femhead4.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - alphaGen wave sin 0 1 1 .1 - // alphaGen wave triangle 0 .7 0 .2 - rgbGen vertex - } - -} - -models/mapobjects/wallhead/lion_m -{ - { - map models/mapobjects/wallhead/lion_m.tga - blendFunc GL_ONE GL_ZERO - rgbGen vertex - } - { - map textures/sfx/firewalla.tga - blendFunc GL_ONE GL_ONE - tcmod scroll 0.1 1 - //rgbGen wave triangle .5 1 0 .4 - } - { - map models/mapobjects/wallhead/lion_m.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen vertex - } - -} - -//models/mapobjects/wallhead/tongue -//{ -// { -// //rgbGen lightingDiffuse -// map $whiteimage -// rgbGen vertex -// } -// { -// map models/mapobjects/wallhead/tongue.tga -// blendFunc GL_DST_COLOR GL_SRC_ALPHA -// rgbGen identity -// alphaGen lightingSpecular -// } -//} - -models/mapobjects/wallhead/wallhead -{ - - - { - map models/mapobjects/wallhead/wallhead.tga - rgbGen vertex - } - -} - -models/mapobjects/wallhead/wallhead_eye -{ - - - { - animMap 0.2 models/mapobjects/wallhead/wallhead_eye.tga models/mapobjects/wallhead/wallhead_eye2.tga - rgbGen vertex - } - - -} - -//******************************************************// -// mapobjects/weeds subfolder // -//******************************************************// - -models/mapobjects/weeds/weed01 -{ - sort additive - cull disable - surfaceparm nolightmap - deformVertexes wave 100 sin 0 2 0 .7 - { - map models/mapobjects/weeds/weed01.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - } - - -} - -models/mapobjects/weeds/weed02 -{ - sort underwater - cull disable - surfaceparm nolightmap - deformVertexes wave 100 sin 0 2 0 .7 - { - map models/mapobjects/weeds/weed02.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - } - - -} - - -//**************************************************************// -// // -// MODELS/PLAYERS // -// // -//**************************************************************// - -//******************************************************// -// models/players/anarki subfolder // -//******************************************************// - -models/players/anarki/anarki_b -{ - { - map textures/effects/envmapbfg.tga - tcGen environment - tcmod rotate 350 - tcmod scroll 3 1 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map models/players/anarki/anarki_b.tga - blendfunc blend - rgbGen lightingDiffuse - } - -} - -models/players/anarki/anarki_g -{ - { - map models/players/anarki/anarki_g.tga - //rgbGen vertex - } - { - - map models/players/anarki/anarki_g_fx.tga - rgbGen lightingDiffuse - rgbGen wave triangle 0 1 0 .5 - blendfunc gl_ONE gl_ONE - } -} - -//******************************************************// -// models/players/biker subfolder // -//******************************************************// - -models/players/biker/cadaver -{ - - { - map $whiteimage - rgbGen lightingDiffuse - } - { - map models/players/biker/cadaver.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - -} - -//******************************************************// -// models/players/bones subfolder // -//******************************************************// - -models/players/bones/blue -{ - - cull disable - { - map models/players/bones/blue.tga - alphaFunc GE128 - depthWrite - rgbGen lightingdiffuse - } -} - -models/players/bones/red -{ - - cull disable - { - map models/players/bones/red.tga - alphaFunc GE128 - depthWrite - rgbGen lightingdiffuse - } -} - -models/players/bones/stiff -{ - - cull disable - { - map models/players/bones/stiff.tga - alphaFunc GE128 - depthWrite - rgbGen lightingdiffuse - } -} - -models/players/bones/xray -{ - - cull disable - { - map models/players/bones/xray.tga - blendfunc add - //rgbGen wave sin 1 .8 0 9 - } - { - - map models/mapobjects/bitch/hologirl2.tga - tcMod scroll -6 -.2 - tcgen environment - blendFunc GL_ONE GL_ONE - rgbGen identity - } - - -} - -//******************************************************// -// models/players/brandon subfolder // -//******************************************************// - -models/players/brandon/branhat -{ - { - map models/players/light/brandon/branhat.tga - } - { - map models/players/light/brandon/branhat.glow.tga - blendfunc GL_ONE GL_ONE - } -} - -models/brandon/braneye -{ - { - map $whiteimage - rgbGen lightingDiffuse - } - { - map models/players/light/brandon/braneye.tga - rgbGen identity - alphaGen lightingSpecular - blendFunc GL_DST_COLOR GL_SRC_ALPHA - } - { - map models/players/light/brandon/braneye.glow.tga - blendfunc GL_ONE GL_ONE - } -} - -//******************************************************// -// models/players/crash subfolder // -//******************************************************// - -models/players/crash/crash -{ - { - map textures/effects/envmapblue.tga - tcGen environment - rgbGen lightingdiffuse - } - { - map models/players/crash/crash.tga - blendFunc blend - rgbGen lightingdiffuse - } -} - -models/players/crash/crash_f -{ - - { - map textures/sfx/snow.tga - tcmod scale .5 .5 - tcmod scroll 9 0.3 - rgbGen identity - } - { - map textures/effects/tinfx2b.tga - tcGen environment - blendFunc add - rgbGen lightingdiffuse - } -} - -models/players/crash/crash_t -{ - { - map textures/effects/envmapblue.tga - tcGen environment - rgbGen lightingdiffuse - } - { - map models/players/crash/crash_t.tga - blendFunc blend - rgbGen lightingdiffuse - } -} - -//******************************************************// -// models/players/doom subfolder // -//******************************************************// - -models/players/doom/doom_f -{ - { - map models/players/doom/doom_f.tga - rgbGen lightingDiffuse - } - { - - map models/players/doom/doom_fx.tga - tcGen environment - rgbGen lightingDiffuse - blendfunc gl_ONE gl_ONE - } - -} - -models/players/doom/f_doom -{ - { - map models/players/doom/f_doom.tga - } - { - - map models/players/doom/fx_doom.tga - tcGen environment - rgbGen lightingDiffuse - blendfunc gl_ONE gl_ONE - } -} - -models/players/doom/phobos -{ - { - map models/players/doom/phobos_fx.tga - blendFunc GL_ONE GL_ZERO - tcmod scale 7 7 - tcMod scroll 5 -5 - tcmod rotate 360 - rgbGen identity - } - //{ - // map textures/effects/tinfx2.tga - // tcGen environment - // blendFunc GL_ONE GL_ONE - // rgbGen lightingDiffuse - //} - { - map models/players/doom/phobos.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } -} - -models/players/doom/phobos_f -{ - - { - map textures/effects/tinfx.tga - tcGen environment - blendFunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } - { - map models/players/doom/phobos_f.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } -} - -//******************************************************// -// models/players/grunt subfolder // -//******************************************************// - -models/players/grunt/stripe_h -{ - - { - //map textures/effects/tinfx.tga - map textures/sfx/electricgrade3.tga - //tcmod scale 6 6 - //tcmod rotate 350 - tcmod scroll 0 -.5 - //tcGen environment - blendfunc GL_ONE GL_ZERO - rgbGen identity - } - { - map models/players/grunt/stripe_h.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - rgbGen lightingDiffuse - } - -} - -//******************************************************// -// models/players/hunter subfolder // -//******************************************************// - -models/players/hunter/harpy -{ - { - map textures/effects/envmaproc.tga - tcGen environment - rgbGen lightingdiffuse - } - { - map models/players/hunter/hunter2.tga - blendFunc blend - rgbGen lightingdiffuse - } -} - -models/players/hunter/harpy_f -{ - surfaceparm nodraw -} - -models/players/hunter/harpy_h -{ - { - map textures/effects/envmaproc.tga - tcGen environment - rgbGen lightingdiffuse - } - { - map models/players/hunter/hunter_h.tga - blendFunc blend - rgbGen lightingdiffuse - } -} - -models/players/hunter/hunter_f -{ - deformVertexes wave 100 sin 0 .3 0 .2 - cull disable - { - map models/players/hunter/hunter_f.tga - //blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - //alphaFunc GT0 - alphaFunc GE128 - depthWrite - rgbGen lightingDiffuse - } - - -} - -models/players/hunter/red_f -{ - deformVertexes wave 100 sin 0 .3 0 .2 - cull disable - { - map models/players/hunter/red_f.tga - //blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - //alphaFunc GT0 - alphaFunc GE128 - depthWrite - rgbGen lightingDiffuse - } - - -} - -//******************************************************// -// models/players/klesk subfolder // -//******************************************************// - -models/players/klesk/flisk -{ - - { - map $whiteimage - rgbGen lightingDiffuse - } - { - map models/players/klesk/flisk.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - -} - -models/players/klesk/flisk_h -{ - { - map models/players/klesk/flisk_h.tga - blendFunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } - { - map textures/sfx/bolts.tga - blendFunc GL_ONE GL_ONE - tcmod scale 2 2 - tcmod scroll 2 2 - } - { - map models/players/klesk/flisk_h.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } - - -} - -models/players/klesk/klesk_h -{ - { - map models/players/klesk/klesk_h.tga - blendfunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - - } - - { - map models/players/klesk/klesk_g.tga - blendfunc GL_ONE GL_ONE - rgbGen wave triangle .5 1 0 .5 - - } -} - -//******************************************************// -// models/players/lucy subfolder // -//******************************************************// - -models/players/lucy/angel -{ - cull none - - { - map models/players/lucy/angel.tga - alphaFunc GE128 - depthWrite - //rgbGen identity - rgbGen lightingDiffuse - - } - { - - //map textures/effects/envmapcirc3.tga - - map models/mapobjects/bitch/hologirl2.tga - tcgen environment - tcMod scroll -6 -.2 - tcMod scale 1 1 - blendFunc GL_ONE GL_ONE - //rgbGen identity - //rgbGen vertex - rgbGen lightingDiffuse - } - -} - -models/players/lucy/h_angel -{ - cull none - - { - map models/players/lucy/h_angel.tga - depthWrite - rgbGen lightingDiffuse - - } - { - - //map textures/effects/envmapcirc3.tga - - map models/mapobjects/bitch/hologirl2.tga - tcgen environment - tcMod scroll -6 -.2 - tcMod scale 1 1 - blendFunc GL_ONE GL_ONE - rgbGen identity - // rgbGen vertex - rgbGen lightingDiffuse - } - -} - -//******************************************************// -// models/players/major subfolder // -//******************************************************// - -models/players/major/daemia -{ - { - map textures/sfx/electricslime.tga - blendFunc GL_ONE GL_ZERO - tcmod scale 3 3 - tcMod turb 0 .5 0 .7 - tcMod scroll 1 -1 - rgbGen identity - } - { - map models/players/major/daemia.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } - - -} - -//******************************************************// -// models/players/mynx subfolder // -//******************************************************// - -models/players/mynx/mynx_shiny -{ - - { - map textures/sfx/specular5.tga - blendFunc GL_ONE GL_ZERO - tcGen environment - } - { - map models/players/mynx/mynx_shiny.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } - -} - -//******************************************************// -// models/players/orbb subfolder // -//******************************************************// - -models/players/orbb/blue_h -{ - - { - map models/players/orbb/blue_h.tga - rgbGen lightingDiffuse - } - - { - clampmap textures/base_floor/techfloor2.tga - blendfunc blend - tcmod rotate 90 - tcMod stretch sin .8 0.2 0 .2 - rgbGen lightingDiffuse - } - -} - -models/players/orbb/orbb_h2 -{ - { - map models/players/orbb/orbb_h2.tga - blendFunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } - { - map textures/effects/tinfx.tga - blendFunc GL_ONE GL_ONE - tcGen environment - rgbGen lightingDiffuse - } - { - map models/players/orbb/orbb_h2.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } - - -} - -models/players/orbb/orbb_light -{ - { - map models/players/orbb/orbb_light.tga - rgbGen wave sin 1 1 0 1 - - } -} - -models/players/orbb/orbb_light_blue -{ - { - map models/players/orbb/orbb_light_blue.tga - rgbGen wave sin 1 1 0 1 - - } -} - -models/players/orbb/red_h -{ - - { - map models/players/orbb/red_h.tga - rgbGen lightingDiffuse - } - - { - clampmap textures/base_floor/techfloor2.tga - blendfunc blend - tcmod rotate 90 - tcMod stretch sin .8 0.2 0 .2 - rgbGen lightingDiffuse - } - -} - -models/players/orbb/orbb_tail -{ - - { - map models/players/orbb/orbb_tail.tga - blendFunc GL_ONE GL_ONE - tcmod scroll 0 .5 - rgbGen wave sin .5 .25 0 .5 - } -} - -models/players/orbb/orbb_tail_blue -{ - - { - map models/players/orbb/orbb_tail_blue.tga - blendFunc GL_ONE GL_ONE - tcmod scroll 0 .5 - rgbGen wave sin .5 .25 0 .5 - } -} - -//******************************************************// -// models/players/parkr subfolder // -//******************************************************// - -models/players/parkr/parkr_chest -{ - { - map models/players/parkr/parkr_chest.tga - } - { - AnimMap 4 models/players/parkr/parkr_chest_red.tga models/players/parkr/parkr_chest_blu.tga - blendfunc GL_ONE GL_ONE - } -} - -models/players/parkr/parkr_head -{ - { - map textures/effects/envmap2.tga - tcGen environment - } -} - -//******************************************************// -// models/players/ranger subfolder // -//******************************************************// - -//models/players/ranger/wrack -//{ -// { -// map $whiteimage -// rgbGen lightingDiffuse -// } -// { -// map models/players/ranger/wrack.tga -// blendFunc GL_DST_COLOR GL_SRC_ALPHA -// rgbGen identity -// alphaGen lightingSpecular -// } -// -//} - -models/players/ranger/wrack -{ - - { - map $whiteimage - rgbGen lightingDiffuse - } - { - map models/players/ranger/wrack.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - -} - -//******************************************************// -// models/players/razor subfolder // -//******************************************************// - -models/players/razor/h_id -{ - { - map textures/effects/tinfx2d.tga - tcGen environment - rgbGen lightingdiffuse - } - { - map models/players/razor/h_id.tga - blendFunc blend - rgbGen lightingdiffuse - } -} - -models/players/razor/id -{ - { - map textures/effects/tinfx2d.tga - tcGen environment - rgbGen lightingdiffuse - } - { - map models/players/razor/id.tga - blendFunc blend - rgbGen lightingdiffuse - } -} - -models/players/razor/patriot -{ - - { - map $whiteimage - rgbGen lightingDiffuse - } - { - map models/players/razor/patriot.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - -} - -models/players/razor/patriot_gogs -{ - { - map textures/effects/tinfx2d.tga - tcGen environment - blendFunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } - - -} - -models/players/razor/razor_gogs -{ - { - map models/players/razor/razor_gogs.tga - tcGen environment - - } - - - { - map models/players/razor/razor_gogs_fx.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 1.2 9.3 - - } -} - -//******************************************************// -// models/players/sarge subfolder // -//******************************************************// - -models/players/sarge/cigar -{ - { - map models/players/sarge/cigar.tga - blendfunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - - } - - { - map models/players/sarge/cigar.glow.tga - blendfunc GL_ONE GL_ONE - rgbGen wave triangle .5 1 0 .2 - - } -} - -models/players/sarge/krusade -{ - { - map textures/sfx/firegorre.tga - blendFunc GL_ONE GL_ZERO - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 4 4 - rgbGen identity - } - { - map models/players/sarge/krusade.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } - - -} - -models/players/sarge/null -{ - { - map models/players/sarge/null.tga - blendFunc GL_ONE GL_ONE - } - -} - -models/players/sarge/roderic -{ - { - map textures/sfx/firegorre.tga - blendFunc GL_ONE GL_ZERO - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 4 4 - rgbGen identity - } - { - map models/players/sarge/roderic.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } - - -} - -//******************************************************// -// models/players/slash subfolder // -//******************************************************// - -models/players/slash/grrl_h -{ - - { - map textures/effects/tinfx2d.tga - tcGen environment - rgbGen identity - } - { - map models/players/slash/grrl_h.tga - blendfunc blend - rgbGen lightingdiffuse - } - -} - -models/players/slash/slashskate -{ - //deformVertexes wave 100 sin 0 1 1 5 - sort additive - cull disable - { - clampmap models/players/slash/slashskate.tga - blendFunc GL_ONE GL_ONE - //tcmod rotate 100 - tcMod stretch sin .9 0.1 0 1.1 - rgbgen identity - - } -} - -models/players/slash/yuriko -{ - { - map textures/effects/envmaproc.tga - tcGen environment - rgbGen lightingdiffuse - } - { - map models/players/slash/yuriko.tga - blendFunc blend - rgbGen lightingdiffuse - } -} - -models/players/slash/yuriko_h -{ - { - map textures/effects/envmaproc.tga - tcGen environment - rgbGen lightingdiffuse - } - { - map models/players/slash/yuriko_h.tga - blendFunc blend - rgbGen lightingdiffuse - } -} - -models/players/slash/yurikoskate -{ - cull disable - deformVertexes autoSprite - - - { - clampmap models/players/slash/yurikoskate.tga - blendFunc blend - //tcMod stretch sin .9 0.1 0 1.1 - tcmod rotate 999 - rgbGen lightingdiffuse - } - { - clampmap models/players/slash/yurikoskate.tga - blendFunc blend - //tcMod stretch sin .9 0.1 0 -1.1 - tcMod stretch sin .9 0 0 0 - tcmod rotate 20 - rgbGen lightingdiffuse - } -} - -//******************************************************// -// models/players/tankjr subfolder // -//******************************************************// - -models/players/tankjr/tankjr -{ - - { - map $whiteimage - rgbGen lightingDiffuse - } - { - map models/players/tankjr/tankjr.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - -} - -//******************************************************// -// models/players/uriel subfolder // -//******************************************************// - -models/players/uriel/blue_w -{ - deformVertexes wave 100 sin 0 .5 0 .2 - - { - map models/players/uriel/blue_w.tga - //blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - //alphaFunc GT0 - alphaFunc GE128 - depthWrite - rgbGen lightingDiffuse - } - - -} - -models/players/uriel/null -{ - { - map models/players/uriel/null.tga - blendFunc GL_ONE GL_ONE - } - -} - -models/players/uriel/red_w -{ - deformVertexes wave 100 sin 0 .5 0 .2 - - { - map models/players/uriel/red_w.tga - //blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - //alphaFunc GT0 - alphaFunc GE128 - depthWrite - rgbGen lightingDiffuse - } - - -} - -models/players/uriel/uriel_h -{ - { - map models/players/uriel/uriel_h.tga - blendFunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } - { - map textures/sfx/proto_zzzt.tga - blendFunc GL_ONE GL_ONE - tcmod scroll -0.2 1 - rgbGen identity - } - { - map models/players/uriel/uriel_h.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } - - -} - -models/players/uriel/uriel_w -{ - deformVertexes wave 100 sin 0 .5 0 .2 - - { - map models/players/uriel/uriel_w.tga - //blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - //alphaFunc GT0 - alphaFunc GE128 - depthWrite - rgbGen lightingDiffuse - } - - -} - -models/players/uriel/zael -{ - - { - map $whiteimage - rgbGen lightingDiffuse - } - { - map models/players/uriel/zael.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - -} - -//******************************************************// -// models/players/visor subfolder // -//******************************************************// - -models/players/visor/gorre -{ - - { - map textures/sfx/firegorre.tga - blendFunc GL_ONE GL_ZERO - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 4 4 - rgbGen identity - } - //{ - // map textures/sfx/firewallb.tga - // blendFunc GL_ONE GL_ONE - // tcmod scale 3 3 - // tcMod turb 0 .2 0 .1 - // tcMod scroll 0 3 - // //tcmod rotate 360 - // rgbGen identity - //} - { - map models/players/visor/gorre.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } -} - -//models/players/visor/visortorso2 -//{ -// { -// map $whiteimage -// rgbGen lightingDiffuse -// } -// { -// map models/players/visor/visortorso2.tga -// rgbGen identity -// alphaGen lightingSpecular -// blendFunc GL_DST_COLOR GL_SRC_ALPHA -// } -//} - -//models/players/visorhead -//{ -// { -// map $whiteimage -// rgbGen lightingDiffuse -// } -// { -// map models/players/visor/visorhead.tga -// rgbGen identity -// alphaGen lightingSpecular -// blendFunc GL_DST_COLOR GL_SRC_ALPHA -// } -//} - -//******************************************************// -// models/players/xaero subfolder // -//******************************************************// - -models/players/xaero/xaero -{ - - { - map $whiteimage - rgbGen lightingDiffuse - } - { - map models/players/xaero/xaero.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - -} - -models/players/xaero/xaero_a -{ - { - map textures/effects/envmapbfg.tga - tcmod rotate 350 - tcmod scroll 3 1 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map models/players/xaero/xaero_a.tga - blendFunc blend - rgbGen lightingdiffuse - } -} - -models/players/xaero/xaero_h -{ - { - map models/players/xaero/xaero_h.tga - blendFunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } - { - map textures/sfx/firewalla.tga - blendFunc GL_ONE GL_ONE - tcmod scroll 0.1 1 - //rgbGen wave triangle .5 1 0 .4 - } - { - map models/players/xaero/xaero_h.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } - -} - -models/players/xaero/xaero_q -{ - - cull disable - - { - map models/players/xaero/xaero_q.tga - alphaFunc GE128 - depthWrite - rgbGen lightingDiffuse - } - - -} - -//******************************************************// -// models/players/xian subfolder // -//******************************************************// - -models/players/xian/xianfacf -{ - { - map $whiteimage - rgbGen lightingDiffuse - } - { - map models/players/medium/xian/xianfacf.tga - rgbGen identity - alphaGen lightingSpecular - blendFunc GL_DST_COLOR GL_SRC_ALPHA - } -} - - -//**************************************************************// -// // -// MODELS/POWERUPS // -// // -//**************************************************************// - -//******************************************************// -// models/powerups/ammo subfolder // -//******************************************************// - -//models/powerups/ammo/ammo_rail1 -//{ -// { -// map models/powerups/ammo/ammo_rail1.tga -// rgbGen lightingDiffuse -// } -// { -// map models/powerups/ammo/ammo_rail1.glow.tga -// blendfunc GL_ONE GL_ONE -// rgbGen wave sin 0.75 0.25 0 1 -// } -//} - -//models/powerups/ammo/ammo_rail2 -//{ -// { -// map models/powerups/ammo/ammo_rail2.tga -// rgbGen lightingDiffuse -// } -// { -// map models/powerups/ammo/ammo_rail2.glow.tga -// blendfunc GL_ONE GL_ONE -// } -//} - -models/powerups/ammo/bfgammo -{ - cull none - { - map textures/effects/envmapbfg.tga - //tcmod scale 3 3 - tcmod rotate 350 - tcmod scroll 3 1 - //tcGen environment - blendfunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/effects/tinfx2.tga - tcGen environment - blendfunc GL_ONE GL_ONE - rgbGen identity - } - { - map models/powerups/ammo/bfgammo.tga - blendfunc blend - rgbGen lightingDiffuse - } -} - -models/powerups/ammo/bfgammo1 -{ - { - map textures/effects/envmapbfg.tga - tcGen environment - blendfunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } -} - -models/powerups/ammo/bfgammo2 -{ - { - map models/powerups/ammo/bfgammo2.tga - rgbGen identity - } - -} - -//models/powerups/ammo/bounammo1 -//{ -// { -// map models/powerups/ammo/bounammo1.tga -// rgbGen lightingDiffuse -// } -//} - -//models/powerups/ammo/bounammo2 -//{ -// { -// map models/powerups/ammo/bounammo2.tga -// rgbGen lightingDiffuse -// } -// { -// map models/powerups/ammo/bounammo2.glow.tga -// blendfunc GL_ONE GL_ONE -// rgbGen lightingDiffuse -// } -//} - -//models/powerups/ammo/flamammo1 -//{ -// { -// map models/powerups/ammo/flamammo1.tga -// rgbGen lightingDiffuse -// } -//} - -//models/powerups/ammo/flamammo2 -//{ -// { -// map models/powerups/ammo/flamammo2.tga -// rgbGen lightingDiffuse -// } -// { -// map models/powerups/ammo/flamammo2.glow.tga -// blendfunc GL_ONE GL_ONE -// } -//} - -models/powerups/ammo/grenammo -{ - { - map textures/effects/tinfx2d.tga - tcGen environment - blendfunc GL_ONE GL_ZERO - rgbGen identity - } - { - map models/powerups/ammo/grenammo.tga - blendfunc blend - rgbGen lightingDiffuse - } -} - -models/powerups/ammo/grenammo1 -{ - { - map textures/effects/envmapgren.tga - tcGen environment - blendfunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } -} - -models/powerups/ammo/grenammo2 -{ - { - map models/powerups/ammo/grenammo2.tga - rgbGen identity - } - -} - -models/powerups/ammo/lighammo -{ - { - map textures/effects/envmapligh.tga - //tcmod scale 3 3 - tcmod rotate 350 - tcmod scroll 3 1 - //tcGen environment - blendfunc GL_ONE GL_ZERO - rgbGen identity - } - { - map models/powerups/ammo/lighammo.tga - blendfunc blend - rgbGen lightingDiffuse - } -} - -models/powerups/ammo/lighammo1 -{ - { - map textures/effects/envmapligh.tga - tcGen environment - //tcmod scale 2 2 - tcmod rotate 6 - tcmod scroll .09 .09 - blendfunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } -} - -models/powerups/ammo/lighammo2 -{ - { - map models/powerups/ammo/lighammo2.tga - rgbGen identity - } - -} - -models/powerups/ammo/machammo -{ - { - map textures/effects/tinfx2d.tga - tcGen environment - blendfunc GL_ONE GL_ZERO - rgbGen identity - } - { - map models/powerups/ammo/machammo.tga - blendfunc blend - rgbGen lightingDiffuse - } -} - -models/powerups/ammo/machammo1 -{ - { - map textures/effects/envmapmach.tga - tcGen environment - blendfunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } -} - -models/powerups/ammo/machammo2 -{ - { - map models/powerups/ammo/machammo2.tga - rgbGen identity - } - -} - -models/powerups/ammo/plasammo -{ - { - map textures/effects/envmapplas.tga - //tcmod scale 3 3 - tcmod rotate 350 - tcmod scroll 3 1 - //tcGen environment - blendfunc GL_ONE GL_ZERO - rgbGen identity - } - { - map models/powerups/ammo/plasammo.tga - blendfunc blend - rgbGen lightingDiffuse - } -} - -models/powerups/ammo/plasammo1 -{ - { - map textures/effects/envmapplas.tga - tcGen environment - blendfunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } -} - -models/powerups/ammo/plasammo2 -{ - { - map models/powerups/ammo/plasammo2.tga - rgbGen identity - } - -} - -models/powerups/ammo/railammo -{ - { - map textures/effects/envmaprail.tga - //tcmod scale 3 3 - tcmod rotate 350 - tcmod scroll 3 1 - //tcGen environment - blendfunc GL_ONE GL_ZERO - rgbGen identity - } - { - map models/powerups/ammo/railammo.tga - blendfunc blend - rgbGen lightingDiffuse - } -} - -models/powerups/ammo/railammo1 -{ - { - map textures/effects/envmaprail.tga - tcGen environment - //tcmod scale 4 4 - //tcmod rotate 70 - //tcmod scroll .5 .5 - blendfunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } -} - -models/powerups/ammo/railammo2 -{ - { - map models/powerups/ammo/railammo2.tga - rgbGen identity - } - -} - -models/powerups/ammo/rockammo -{ - { - map textures/effects/tinfx2d.tga - tcGen environment - blendfunc GL_ONE GL_ZERO - rgbGen identity - } - { - map models/powerups/ammo/rockammo.tga - blendfunc blend - rgbGen lightingDiffuse - } -} - -models/powerups/ammo/rockammo1 -{ - { - map textures/effects/envmaproc.tga - tcGen environment - blendfunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } -} - -models/powerups/ammo/rockammo2 -{ - { - map models/powerups/ammo/rockammo2.tga - rgbGen identity - } - -} - -models/powerups/ammo/shotammo -{ - { - map textures/effects/tinfx2c.tga - tcGen environment - blendfunc GL_ONE GL_ZERO - rgbGen identity - } - { - map models/powerups/ammo/shotammo.tga - blendfunc blend - rgbGen lightingDiffuse - } -} - -models/powerups/ammo/shotammo1 -{ - { - map textures/effects/envmapgold3.tga - tcGen environment - blendfunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } -} - -models/powerups/ammo/shotammo2 -{ - { - map models/powerups/ammo/shotammo2.tga - rgbGen identity - } - -} - -//******************************************************// -// models/powerups/armor subfolder // -//******************************************************// - -models/powerups/armor/energy_grn1 -{ - deformVertexes wave 100 sin 2 0 0 0 - { - map textures/effects/envmaprail.tga - blendFunc GL_ONE GL_ONE - tcGen environment - tcmod rotate 30 - tcMod scroll 1 1 - rgbGen wave triangle -.3 1.3 0 .3 - } - -} - -models/powerups/armor/energy_red1 -{ - - { - map models/powerups/armor/energy_red1.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 7.4 1.3 - } - -} - -models/powerups/armor/energy_yel1 -{ - - { - map models/powerups/armor/energy_yel3.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 7.4 1.3 - } - -} - -models/powerups/armor/newred -{ - { - map textures/sfx/specular.tga - tcGen environment - rgbGen identity - } - { - map models/powerups/armor/newred.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - - -} - -models/powerups/armor/newyellow -{ - { - map textures/sfx/specular.tga - tcGen environment - rgbGen identity - } - { - map models/powerups/armor/newyellow.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - - -} - -models/powerups/armor/shard2 -{ - { - map textures/effects/tinfx2c.tga - tcGen environment - rgbGen identity - } - { - map models/powerups/armor/shard2.tga - blendFunc blend - rgbGen lightingdiffuse - } -} - -//******************************************************// -// models/powerups/health subfolder // -//******************************************************// - -models/powerups/health/blue -{ - { - map textures/effects/envmapbfg.tga - tcGen environment - - } -} - -models/powerups/health/blue_sphere -{ - { - map textures/effects/tinfx2b.tga - tcGen environment - blendfunc GL_ONE GL_ONE - } -} - -models/powerups/health/green -{ - - { - map textures/effects/envmaprail.tga - tcGen environment - - } -} - -models/powerups/health/green_sphere -{ - { - map textures/effects/tinfx2b.tga - tcGen environment - blendfunc GL_ONE GL_ONE - } -} - -models/powerups/health/mega1 -{ - { - map textures/effects/envmapblue2.tga - tcGen environment - tcmod rotate 33 - tcmod scroll 1 1 - blendfunc GL_ONE GL_ONE - } -} - -models/powerups/health/mega2 -{ - - { - map textures/effects/envmapblue.tga - tcGen environment - blendfunc GL_ONE GL_ZERO - - } - { - map textures/sfx/kenelectric.tga - tcmod scale 2 2 - tcmod rotate 333 - tcmod scroll 9 9 - blendfunc GL_ONE GL_ONE - - } -} - -models/powerups/health/red -{ - - { - map textures/effects/envmapgold.tga - tcGen environment - blendfunc GL_ONE GL_ZERO - - } - { - map textures/sfx/kenelectric.tga - tcmod scale 2 2 - tcmod rotate 333 - tcmod scroll 9 9 - blendfunc GL_ONE GL_ONE - - } -} - -models/powerups/health/red_sphere -{ - { - map textures/effects/envmapgold2.tga - tcGen environment - tcmod rotate 33 - tcmod scroll 1 1 - blendfunc GL_ONE GL_ONE - } -} - -models/powerups/health/yellow -{ - - { - map textures/effects/envmapyel.tga - tcGen environment - //blendfunc GL_ONE GL_ONE - - } - -} - -models/powerups/health/yellow_sphere -{ - { - map textures/effects/tinfx2b.tga - tcGen environment - blendfunc GL_ONE GL_ONE - } -} - -//******************************************************// -// models/powerups/holdable subfolder // -//******************************************************// - -models/powerups/holdable/medkit_base -{ - { - map textures/effects/envmap.tga - tcgen environment - } - -} - -models/powerups/holdable/medkit_fluid -{ - sort additive - cull back - { - map models/powerups/holdable/medkit_fluid.tga - tcMod scroll 0 2 - blendfunc GL_ONE GL_ONE - } - -} - -models/powerups/holdable/medkit_sphere -{ - { - map textures/effects/envmapdim.tga - tcgen environment - blendfunc GL_ONE GL_ONE - } - -} - -models/powerups/holdable/teleport_base -{ - { - map textures/effects/envmap.tga - tcgen environment - } - -} - -models/powerups/holdable/teleport_fluid -{ - sort additive - cull back - { - map models/powerups/holdable/teleport_fluid.tga - tcMod scroll 0 2 - blendfunc GL_ONE GL_ONE - } - -} - -models/powerups/holdable/teleport_sphere -{ - { - map textures/effects/envmapdim.tga - tcgen environment - blendfunc GL_ONE GL_ONE - } - -} - -//******************************************************// -// models/powerups/instant subfolder // -//******************************************************// - -models/powerups/instant/enviro -{ - //{ - // map models/powerups/instant/enviro.tga - //} - { - map textures/effects/envmapgold.tga - blendfunc GL_ONE GL_ZERO - tcGen environment - rgbGen identity - } -} - -models/powerups/instant/flight -{ - { - map textures/effects/envmappurp.tga - blendfunc GL_ONE GL_ZERO - tcGen environment - rgbGen identity - } -} - -models/powerups/instant/haste -{ - { - map textures/effects/envmapyel.tga - blendfunc GL_ONE GL_ZERO - tcGen environment - rgbGen identity - } -} - -models/powerups/instant/invis -{ - { - map textures/effects/tinfx2c.tga - //map textures/sfx/specular.tga - blendfunc GL_ONE GL_ONE - tcGen environment - } -} - -models/powerups/instant/quad -{ - //{ - // map gfx/colors/darkblue.tga - //} - { - map textures/effects/envmapblue.tga - blendfunc GL_ONE GL_ZERO - tcGen environment - rgbGen identity - } -} - -models/powerups/instant/regen -{ - { - map textures/effects/envmapred.tga - tcGen environment - blendfunc GL_ONE GL_ZERO - rgbGen identity - } -} - -models/powerups/instant/scan -{ - { - map models/powerups/instant/scan.tga - } - { - map textures/effects/envmapdim.tga - blendfunc GL_ONE GL_ONE - tcGen environment - } -} - - -//**************************************************************// -// // -// MODELS/WEAPONS2 // -// // -//**************************************************************// - -//******************************************************// -// models/weapons2/bfg subfolder // -//******************************************************// - -models/weapons2/bfg/bfg -{ - { - map textures/effects/tinfx2d.tga - blendFunc GL_ONE GL_ZERO - tcmod scroll .01 .01 - tcGen environment - rgbGen lightingDiffuse - } - { - map models/weapons2/bfg/bfg.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } - - -} - -models/weapons2/bfg/bfg_e -{ - { - //map models/weapons2/bfg/bfg_e2.tga - map textures/effects/envmapbfg.tga - blendfunc GL_ONE GL_ZERO - tcMod turb 0 .5 0 .1 - tcmod scale .4 .4 - tcMod scroll .2 -.2 - rgbGen identity - } - { - //map models/weapons2/bfg/bfg_e2.tga - //map models/players/doom/phobos_fx.tga - map textures/effects/envmapbfg.tga - blendfunc GL_ONE GL_ONE - tcMod turb 0 .5 0 .1 - tcmod scale .2 .2 - tcMod scroll .3 .6 - rgbGen identity - } - { - map textures/effects/tinfx.tga - tcGen environment - blendFunc GL_ONE GL_ONE - rgbGen lightingDiffuse - } -} - -models/weapons2/bfg/bfg_k -{ - - { - map textures/effects/envmapbfg.tga - blendFunc GL_ONE GL_ZERO - tcmod rotate 30 - tcmod scroll 1 1 - tcGen environment - rgbGen identity - } - { - map models/weapons2/bfg/bfg_k.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } - - -} - -models/weapons2/bfg/f_bfg -{ - sort additive - cull disable - { - clampmap models/weapons2/bfg/f_bfg.tga - blendfunc GL_ONE GL_ONE - tcmod rotate 360 - } - { - clampmap models/weapons2/bfg/f_bfg2.tga - blendfunc GL_ONE GL_ONE - tcmod rotate -129 - //tcMod stretch sin .8 0.10 0 .7 - } - -} - -//******************************************************// -// models/weapons2/chainsaw subfolder // -//******************************************************// - -//models/weapons2/chainsaw/f_chainsaw -//{ -// sort nearest -// cull back -// { -// map models/weapons2/chainsaw/f_chainsaw.tga -// blendfunc GL_ONE GL_ONE_MINUS_SRC_COLOR -// -// } -//} - -//******************************************************// -// models/weapons2/flamethrower subfolder // -//******************************************************// - -models/weapons2/flamethrower/f_flamethrower -{ - cull disable - sort additive - { - map models/weapons2/flamethrower/f_flamethrower.tga - blendfunc GL_ONE GL_ONE - } -} - -//******************************************************// -// models/weapons2/gauntlet subfolder // -//******************************************************// - -models/weapons2/gauntlet/gauntlet2 -{ - { - map textures/sfx/specular.tga - blendFunc GL_ONE GL_ZERO - tcGen environment - //rgbGen lightingDiffuse - rgbGen identity - } - { - map models/weapons2/gauntlet/gauntlet2.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } - - -} - -models/weapons2/gauntlet/gauntlet3 -{ - - cull disable - sort additive - { - // map models/weapons2/gauntlet/gauntlet3.tga - AnimMap 10 models/weapons2/gauntlet/gauntlet3.tga models/weapons2/gauntlet/gauntlet4.tga - blendfunc GL_ONE GL_ONE - } -} - -//******************************************************// -// models/weapons2/grapple subfolder // -//******************************************************// - -models/weapons2/grapple/f_grapple -{ - cull disable - sort additive - { - map models/weapons2/grapple/f_grapple.tga - blendfunc GL_ONE GL_ONE - } -} - -models/weapons2/grapple/grapple -{ - { - map models/weapons2/grapple/grapple.tga - blendFunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } - { - map textures/sfx/specular.tga - blendFunc GL_ONE GL_ONE - tcmod scroll .1 .1 - tcGen environment - rgbGen lightingDiffuse - } - { - map models/weapons2/grapple/grapple.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } - - -} - -models/weapons2/grapple/grapple_h -{ - - cull disable - - { - map models/weapons2/grapple/grapple_h.tga - alphaFunc GE128 - depthWrite - rgbGen lightingDiffuse - } - - -} - -models/weapons2/grapple/grapple_j -{ - - cull disable - - { - map models/weapons2/grapple/grapple_j.tga - blendFunc GL_ONE GL_ZERO - tcMod turb 0 .5 0 .7 - tcMod scroll 1 -1 - tcmod scale .5 .5 - rgbGen identity - } - { - map textures/liquids/jello2.tga - blendFunc GL_ONE GL_ONE - tcmod scale .7 .7 - tcMod turb 0 .4 0 .3 - tcMod scroll .7 -.4 - rgbGen identity - } - { - map textures/effects/tinfx2.tga - tcGen environment - blendFunc GL_ONE GL_ONE - rgbGen lightingDiffuse - } - -} - -//******************************************************// -// models/weapons2/grenadel subfolder // -//******************************************************// - -models/weapons2/grenadel/f_grenadel -{ - sort additive - cull disable - { - map models/weapons2/grenadel/f_grenadel.tga - blendfunc GL_ONE GL_ONE - } -} - -models/weapons2/grenadel/ring -{ - - { - map models/weapons2/grenadel/ring.tga - } - - { - map textures/effects/envmapdim.tga - tcGen environment - blendFunc GL_ONE GL_ONE - //rgbGen identity - } -} - -//******************************************************// -// models/weapons2/lightning subfolder // -//******************************************************// - -models/weapons2/lightning/ball -{ - deformVertexes autoSprite - { - map models/weapons2/lightning/ball.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle 1 2 0 7 - tcMod rotate 360 - } - { - map models/weapons2/lightning/ball.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle 1 5 1 3 - tcMod rotate -200 - } - -} - -models/weapons2/lightning/ball1 -{ - sort additive - cull disable - - { - animMap 15 models/weapons2/lightning/ball1.tga models/weapons2/lightning/ball2.tga - blendFunc GL_ONE GL_ONE - rgbGen vertex - } - -} - -models/weapons2/lightning/button -{ - { - map models/weapons2/lightning/button.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin 1 1 0 1 - } - -} - -models/weapons2/lightning/crackle1 -{ - sort additive - cull disable - - { - animMap 15 models/weapons2/lightning/crackle1.tga models/weapons2/lightning/crackle2.tga models/weapons2/lightning/crackle3.tga models/weapons2/lightning/crackle4.tga models/weapons2/lightning/crackle5.tga models/weapons2/lightning/crackle6.tga models/weapons2/lightning/crackle7.tga models/weapons2/lightning/crackle8.tga - blendFunc GL_ONE GL_ONE - } - -} - -models/weapons2/lightning/f_lightning -{ - sort additive - cull disable - { - map models/weapons2/lightning/f_lightning.tga - blendfunc GL_ONE GL_ONE - } -} - -models/weapons2/lightning/glass -{ - { - map models/weapons2/lightning/glass.tga - } - { - map textures/effects/envmapdim.tga - tcGen environment - blendfunc GL_ONE GL_ONE - rgbGen lightingDiffuse - } -} - -models/weapons2/lightning/trail -{ - { - map models/weapons2/lightning/trail.tga - tcMod scroll 3.1 1 - rgbgen wave triangle 1 2 0 7 - blendfunc GL_ONE GL_ONE - } - { - map models/weapons2/lightning/trail.tga - tcMod scroll -1.7 1 - rgbgen wave triangle 1 1.1 0 5.1 - blendfunc GL_ONE GL_ONE - } -} - -models/weapons2/lightning/trail1 -{ - sort additive - cull disable - - { - animMap 15 models/weapons2/lightning/trail1.tga models/weapons2/lightning/trail2.tga models/weapons2/lightning/trail3.tga models/weapons2/lightning/trail4.tga - blendFunc GL_ONE GL_ONE - rgbGen vertex - } - -} - -models/weapons2/lightning/trail2 -{ - { - map models/weapons2/lightning/trail2.tga - tcMod scroll 3.1 1 - rgbgen wave triangle 1 2 0 7 - blendfunc GL_ONE GL_ONE - } - { - map models/weapons2/lightning/trail2.tga - tcMod scroll -1.7 1 - rgbgen wave triangle 1 1.1 0 5.1 - blendfunc GL_ONE GL_ONE - } -} - -//******************************************************// -// models/weapons2/machinegun subfolder // -//******************************************************// - -models/weapons2/machinegun/f_machinegun -{ - sort additive - cull disable - { - map models/weapons2/machinegun/f_machinegun.tga - blendfunc GL_ONE GL_ONE - } -} - -//******************************************************// -// models/weapons2/plasma subfolder // -//******************************************************// - -models/weapons2/plasma/f_plasma -{ - cull disable - sort additive - { - map models/weapons2/plasma/f_plasma.tga - blendfunc GL_ONE GL_ONE - } -} - -models/weapons2/plasma/plasma_glass -{ - - { - map textures/effects/tinfxb.tga - tcGen environment - tcMod scroll .01 .02 - blendfunc GL_ONE GL_ONE - rgbGen lightingDiffuse - } -} - -models/weapons2/plasma/plasma_glo -{ - - { - map models/weapons2/plasma/plasma_glo.tga - tcmod rotate 33 - tcMod scroll .7 1 - rgbGen identity - } - { - map textures/effects/tinfxb.tga - tcGen environment - tcMod scroll .01 .02 - blendfunc GL_ONE GL_ONE - rgbGen lightingDiffuse - } -} - -//******************************************************// -// models/weapons2/railgun subfolder // -//******************************************************// - -models/weapons2/railgun/f_railgun2 -{ - sort additive - cull disable - { - map models/weapons2/railgun/f_railgun2.tga - blendfunc GL_ONE GL_ONE - rgbgen entity - } -} - -models/weapons2/railgun/railgun2 -{ - sort additive - cull disable - { - map models/weapons2/railgun/railgun2.glow.tga - blendfunc GL_ONE GL_ONE - rgbGen entity // identity - } -} - -models/weapons2/railgun/railgun3 -{ - { - map models/weapons2/railgun/railgun3.tga - rgbGen lightingDiffuse - } - - { - map models/weapons2/railgun/railgun3.glow.tga - blendfunc GL_ONE GL_ONE - rgbGen entity // identity - } -} - -models/weapons2/railgun/railgun4 -{ - { - map models/weapons2/railgun/railgun4.tga - tcMod scroll 0 1 - rgbGen entity // identity - } - -} - -//******************************************************// -// models/weapons2/rocketl subfolder // -//******************************************************// - -models/weapons2/rocketl/f_rocketl -{ - cull disable - sort additive - { - map models/weapons2/rocketl/f_rocketl.tga - blendfunc GL_ONE GL_ONE - } -} - -// this one can go away eventually -models/weapons2/rocketl/rocketl14 -{ - cull disable - sort additive - { - map models/weapons2/rocketl/f_rocketl.tga - blendfunc GL_ONE GL_ONE - } -} - -//******************************************************// -// models/weapons2/shotgun subfolder // -//******************************************************// - -models/weapons2/shotgun/f_shotgun -{ - sort additive - cull disable - { - map models/weapons2/shotgun/f_shotgun.tga - blendfunc add - } -} - -models/weapons2/shotgun/shotgun_laser -{ - - { - map models/weapons2/shotgun/shotgun_laser.tga - blendfunc add - } -} - - -//**************************************************************// -// // -// MODELS/WEAPHITS // -// // -//**************************************************************// - -models/weaphits/bfg01 -{ - deformVertexes autoSprite - cull none - - { - clampmap models/weaphits/bfg01.tga - blendFunc GL_ONE GL_ONE - tcMod rotate 333 - rgbGen identity - } - { - clampmap models/weaphits/bfg01.tga - blendFunc GL_ONE GL_ONE - tcMod rotate -100 - rgbGen identity - } - -} - -models/weaphits/bfg02 -{ - cull none - nomipmaps - { - map models/weaphits/bfg03.tga - blendFunc GL_ONE GL_ONE - tcmod scroll 2 0 - rgbGen identity - } - { - map models/weaphits/bfg02.tga - blendFunc GL_ONE GL_ONE - tcmod scroll 3 0 - tcMod turb 0 .25 0 1.6 - rgbGen identity - } -} - -models/weaphits/electric -{ - cull none - - { - clampmap models/weaphits/electric.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle .8 2 0 9 - tcMod rotate 360 - } - { - clampmap models/weaphits/electric.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle 1 1.4 0 9.5 - tcMod rotate -202 - } - -} - diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/museum.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/museum.shader.svn-base deleted file mode 100644 index 0d65b92..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/museum.shader.svn-base +++ /dev/null @@ -1,27 +0,0 @@ - -////////////////////////////// -// Rainy Concrete floor // -////////////////////////////// - -textures/base_floor/concfloor_rain -{ - tessSize 32 - deformVertexes normal 1 15 - { - map textures/base_floor/concfloor_rain.tga - rgbGen identity - } - { - map textures/liquids/pj_e3_reflection2b.tga - tcgen environment - rgbgen wave sin .3 0 0 0 - tcmod scale 2 2 - tcMod scroll .5 .5 - } - { - map $lightmap - blendFunc filter - rgbGen identity - } -} - diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/organics.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/organics.shader.svn-base deleted file mode 100644 index c4b23cf..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/organics.shader.svn-base +++ /dev/null @@ -1,32 +0,0 @@ - -textures/organics/dirt_trans -{ - qer_editorimage textures/organics/dirt.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/organics/dirt.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/organics/wire02a_f -{ - q3map_surfacelight 200 - { - map $lightmap - rgbGen identity - } - { - map textures/organics/wire02a_f.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/sfx.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/sfx.shader.svn-base deleted file mode 100644 index 5edf979..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/sfx.shader.svn-base +++ /dev/null @@ -1,3253 +0,0 @@ -textures/sfx/beam -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - cull none - - { - map textures/sfx/beam.tga - tcMod Scroll .3 0 - blendFunc add - } - -} - -textures/sfx/beam_blue - { - qer_editorimage textures/sfx/beam_blue4.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - qer_trans .6 - cull none - { - map textures/sfx/beam_blue4.tga - tcMod Scroll .3 0 - blendFunc add - } - -} - -textures/sfx/beam_dusty2 -{ - qer_editorimage textures/sfx/beam_1.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - cull none - { - map textures/sfx/beam_1.tga - blendFunc add - } -} - -textures/sfx/beam_red -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - qer_trans .5 - cull none - { - map textures/sfx/beam_red.tga - tcMod Scroll .3 0 - blendFunc add - } - -} - -textures/sfx/beam_waterlight2 -{ - qer_editorimage textures/sfx/beam_waterlight.tga - q3map_globaltexture - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - q3map_surfacelight 50 - qer_trans 0.6 - cull none - { - map textures/sfx/beam_waterlight.tga - tcMod turb 0 0.015 0.5 0.07 - tcMod Scroll .15 0 - blendFunc add - } - -} - -textures/sfx/blackness -{ - surfaceparm nolightmap - surfaceparm noimpact - surfaceparm nomarks - { - map textures/sfx/blackness.tga - } -} - -textures/sfx/blocks17final_pent -{ - qer_editorimage textures/sfx/blocks17final_pent.tga - { - map textures/sfx/blocks17final_pent.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/pentagramfloor_red_glow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 0 .5 - depthfunc equal - } -} - -textures/sfx/blocks17g_jumpad -{ - surfaceparm nodamage - q3map_surfacelight 400 - - - { - map textures/sfx/blocks17g_jumpad.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/blocks18ccomputer -{ - - surfaceparm nodamage - q3map_surfacelight 200 - - - { - map textures/sfx/blocks18ccomputer.tga - rgbGen identity - } - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - - { - animMap 2 textures/sfx/compscreen/letters1.tga textures/sfx/compscreen/letters2.tga textures/sfx/compscreen/letters3.tga textures/sfx/compscreen/letters5.tga textures/sfx/compscreen/letters4.tga textures/sfx/compscreen/letters5.tga textures/sfx/compscreen/letters5.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 2 - } - -} - -textures/sfx/border11c -{ - q3map_surfacelight 300 - q3map_lightimage textures/base_trim/border11c_pulse1.tga - qer_editorimage textures/base_trim/border11c.tga - - { - map textures/base_trim/border11c.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/base_trim/border11c_light.tga - blendfunc gl_one gl_one - rgbgen wave sin 1 .1 0 5 - } - - - { - map textures/base_trim/border11c_pulse1b.tga - blendfunc gl_one gl_one - tcmod scale .035 1 - tcmod scroll -0.65 0 - - - } - - -} - -textures/sfx/bounce_concrete -{ - - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/bounce_concrete.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc filter - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc add - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc add - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bounce_dirt -{ - - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/bounce_dirt.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc filter - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc add - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc add - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bounce_largeblock3 -{ - - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/bounce_largeblock3.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bounce_largeblock3b -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/bounce_largeblock3b.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bounce_metalbridge04 -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/bounce_metalbridge04.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bounce_xq1metalbig -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/bounce_xq1metalbig.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bouncepad01_block17 -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 1000 - - - { - map textures/sfx/bouncepad01_block17.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bouncepad01_metalbridge06b -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/bouncepad01_metalbridge06b.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bouncepad01_xarch -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/bouncepad01_xarch.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bouncepad01block18b -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 2000 - - - { - map textures/sfx/bouncepad01block18b.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bouncepad1q1metal7_99 -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 2000 - - - { - map textures/sfx/bouncepad1q1metal7_99.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bugmirror -{ - qer_editorimage textures/sfx/mirrorkc.tga - surfaceparm nolightmap - portal - { - map textures/common/mirror1.tga - blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA - depthWrite - } - { - map textures/sfx/mirrorkc.tga - blendFunc add - depthfunc equal - } -} - -textures/sfx/bullseye -{ - cull disable - surfaceparm nomarks - surfaceparm nolightmap - deformVertexes autosprite - - { - clampmap textures/sfx/bullseye.tga - tcMod stretch sin .8 0.2 0 .2 - tcmod rotate 200 - blendFunc add - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - tcMod stretch sin .8 0.2 0 .3 - tcmod rotate 70 - alphaFunc GE128 - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - tcMod stretch sin .8 0.2 0 .2 - tcmod rotate 50 - alphaFunc GE128 - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - tcMod stretch sin .8 0.2 0 .1 - tcmod rotate 30 - alphaFunc GE128 - rgbGen identity - } - -} - -textures/sfx/clangdark_bounce -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/clangdark_bounce.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/computer_blocks17 -{ - surfaceparm nodamage - q3map_surfacelight 200 - - - { - map textures/sfx/computer_blocks17.tga - rgbGen identity - } - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - - { - animMap 2 textures/sfx/compscreen/letters1.tga textures/sfx/compscreen/letters2.tga textures/sfx/compscreen/letters3.tga textures/sfx/compscreen/letters5.tga textures/sfx/compscreen/letters4.tga textures/sfx/compscreen/letters5.tga textures/sfx/compscreen/letters5.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 2 - } - -} - -textures/sfx/computerblocks15 -{ - surfaceparm nodamage - q3map_surfacelight 200 - - - { - map textures/sfx/computerblocks15.tga - rgbGen identity - } - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - - { - animMap 2 textures/sfx/compscreen/letters1.tga textures/sfx/compscreen/letters2.tga textures/sfx/compscreen/letters3.tga textures/sfx/compscreen/letters5.tga textures/sfx/compscreen/letters4.tga textures/sfx/compscreen/letters5.tga textures/sfx/compscreen/letters5.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 2 - } -} - -textures/sfx/computerpurptileb -{ - surfaceparm nodamage - q3map_surfacelight 200 - - - { - map textures/sfx/computerpurptileb.tga - rgbGen identity - } - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - - - { - animMap 2 textures/sfx/compscreen/letters1.tga textures/sfx/compscreen/letters2.tga textures/sfx/compscreen/letters3.tga textures/sfx/compscreen/letters5.tga textures/sfx/compscreen/letters4.tga textures/sfx/compscreen/letters5.tga textures/sfx/compscreen/letters5.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 2 - } - -} - -textures/sfx/console01 -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - qer_trans .5 - q3map_surfacelight 150 - q3map_lightimage textures/sfx/console01.tga - cull none - { - clampmap textures/sfx/console01.tga - - tcMod rotate 20 - blendFunc GL_ONE GL_ONE - } - { - clampmap textures/sfx/console02.tga - - tcMod rotate -200 - blendFunc GL_ONE GL_ONE - } - -} - -textures/sfx/console03 -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - q3map_surfacelight 150 - q3map_lightimage textures/sfx/console03.tga - cull none - { - clampmap textures/sfx/console01.tga - - tcMod rotate 20 - blendFunc GL_ONE GL_ONE - } - { - clampmap textures/sfx/console02.tga - - tcMod rotate -400 - blendFunc GL_ONE GL_ONE - } - { - clampmap textures/sfx/console03.tga - - tcMod rotate 40 - blendFunc GL_ONE GL_ONE - } -} - -textures/sfx/constfog -{ - qer_editorimage textures/sfx/fog_grey.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - surfaceparm nodrop - q3map_surfacelight 100 - fogparms ( .8 .8 .8 ) 100 -} - -textures/sfx/demonltblackfinal -{ - q3map_lightimage textures/sfx/demonltblackfinal_glow2.tga - q3map_surfacelight 100 - surfaceparm nomarks - - { - map $lightmap - rgbgen identity - } - - { - map textures/sfx/demonltblackfinal.tga - blendfunc gl_dst_color gl_zero - rgbgen identity - } - - { - map textures/sfx/demonltblackfinal_glow2.tga - blendfunc gl_one gl_one - rgbgen wave sin .9 .1 0 5 - } - -} - -textures/sfx/diamond2cjumppad -{ - qer_editorimage textures/sfx/bouncepad01_diamond2cTGA.tga - //q3map_surfacelight 2000 - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 500 - - - { - map textures/sfx/bouncepad01_diamond2cTGA.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/dust_puppy2 -{ - - surfaceparm trans - surfaceparm alphashadow - surfaceparm nomarks - cull none - - { - map textures/sfx/dust_puppy2.tga - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/sfx/fan -{ - surfaceparm trans - surfaceparm nomarks - cull none - nopicmip - { - clampmap textures/sfx/fan.tga - tcMod rotate 256 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/sfx/fan3 -{ - cull disable - surfaceparm alphashadow - sort 6 - { - map textures/sfx/fan3.tga - blendFunc blend - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } -} - -textures/sfx/fan3bladeb -{ - cull disable - surfaceparm trans - surfaceparm nolightmap - sort 5 - { - clampmap textures/sfx/fan3bladeb.tga - blendFunc blend - tcmod rotate 999 - rgbGen identity - } - -} - -textures/sfx/fan_grate -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm metalsteps - cull none - nopicmip - { - map textures/sfx/fan_grate.tga - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/sfx/fanfx -{ - qer_editorimage textures/sfx/fanfx.tga - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - cull none - nopicmip - - { - clampmap textures/sfx/fanfx.tga - tcMod rotate 256 - blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR - rgbGen exactVertex - depthWrite - } -} - -textures/sfx/fishy -{ - tesssize 32 - deformVertexes wave 10 sin 0 3 0 .5 - cull disable - surfaceparm nolightmap - surfaceparm nomarks - - { - clampmap textures/sfx/fishy.tga - alphaFunc GE128 - tcMod stretch sin .8 0.10 0 .07 - depthWrite - - } - - -} - -textures/sfx/flame1 -{ - surfaceparm nomarks - surfaceparm nolightmap - surfaceparm trans - cull none - q3map_surfacelight 7500 - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flame1_hell -{ - qer_editorimage textures/sfx/flame1.tga - surfaceparm nomarks - surfaceparm nolightmap - surfaceparm trans - cull none - q3map_surfacelight 600 - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flame1dark -{ - qer_editorimage textures/sfx/flame1.tga - surfaceparm nomarks - surfaceparm nolightmap - surfaceparm trans - cull none - q3map_surfacelight 2000 - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flame1km -{ - qer_editorimage textures/sfx/flame1.tga - surfaceparm nomarks - surfaceparm nolightmap - surfaceparm trans - cull none - q3map_surfacelight 4000 - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flame1side -{ - qer_editorimage textures/sfx/flame1side.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - - surfaceparm nolightmap - cull none - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flame2 -{ - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 5500 - qer_editorimage textures/sfx/flame2.tga - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flameanim_blue -{ - qer_editorimage textures/sfx/b_flame1.tga - q3map_lightimage textures/sfx/b_flame7.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 1800 - { - animMap 10 textures/sfx/b_flame1.tga textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga textures/sfx/b_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/b_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flameanim_blue_nolight -{ - qer_editorimage textures/sfx/b_flame1.tga - q3map_lightimage textures/sfx/b_flame7.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - { - animMap 10 textures/sfx/b_flame1.tga textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga textures/sfx/b_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/b_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flameanim_blue_pj -{ - qer_editorimage textures/sfx/b_flame1.tga - q3map_lightimage textures/sfx/b_flame7.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 2500 - - { - animMap 10 textures/sfx/b_flame1.tga textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga textures/sfx/b_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/b_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flameanim_dimmer -{ - qer_editorimage textures/sfx/flame1.tga - q3map_lightimage textures/sfx/flame6.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 1500 - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flameanim_green_pj -{ - qer_editorimage textures/sfx/g_flame1.tga - q3map_lightimage textures/sfx/g_flame6.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 2500 - { - animMap 10 textures/sfx/g_flame1.tga textures/sfx/g_flame2.tga textures/sfx/g_flame3.tga textures/sfx/g_flame4.tga textures/sfx/g_flame5.tga textures/sfx/g_flame6.tga textures/sfx/g_flame7.tga textures/sfx/g_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - } - { - animMap 10 textures/sfx/g_flame2.tga textures/sfx/g_flame3.tga textures/sfx/g_flame4.tga textures/sfx/g_flame5.tga textures/sfx/g_flame6.tga textures/sfx/g_flame7.tga textures/sfx/g_flame8.tga textures/sfx/g_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - { - map textures/sfx/g_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } -} - -textures/sfx/flameanim_red -{ - qer_editorimage textures/sfx/r_flame1.tga - q3map_lightimage textures/sfx/r_flame3.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 1800 - { - animMap 10 textures/sfx/r_flame1.tga textures/sfx/r_flame2.tga textures/sfx/r_flame3.tga textures/sfx/r_flame4.tga textures/sfx/r_flame5.tga textures/sfx/r_flame6.tga textures/sfx/r_flame7.tga textures/sfx/r_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/r_flame2.tga textures/sfx/r_flame3.tga textures/sfx/r_flame4.tga textures/sfx/r_flame5.tga textures/sfx/r_flame6.tga textures/sfx/r_flame7.tga textures/sfx/r_flame8.tga textures/sfx/r_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/r_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flameanim_red_nolight -{ - qer_editorimage textures/sfx/r_flame1.tga - q3map_lightimage textures/sfx/r_flame3.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - animMap 10 textures/sfx/r_flame1.tga textures/sfx/r_flame2.tga textures/sfx/r_flame3.tga textures/sfx/r_flame4.tga textures/sfx/r_flame5.tga textures/sfx/r_flame6.tga textures/sfx/r_flame7.tga textures/sfx/r_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/r_flame2.tga textures/sfx/r_flame3.tga textures/sfx/r_flame4.tga textures/sfx/r_flame5.tga textures/sfx/r_flame6.tga textures/sfx/r_flame7.tga textures/sfx/r_flame8.tga textures/sfx/r_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/r_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flameanim_red_pj -{ - qer_editorimage textures/sfx/r_flame1.tga - q3map_lightimage textures/sfx/r_flame3.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 2500 - { - animMap 10 textures/sfx/r_flame1.tga textures/sfx/r_flame2.tga textures/sfx/r_flame3.tga textures/sfx/r_flame4.tga textures/sfx/r_flame5.tga textures/sfx/r_flame6.tga textures/sfx/r_flame7.tga textures/sfx/r_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/r_flame2.tga textures/sfx/r_flame3.tga textures/sfx/r_flame4.tga textures/sfx/r_flame5.tga textures/sfx/r_flame6.tga textures/sfx/r_flame7.tga textures/sfx/r_flame8.tga textures/sfx/r_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/r_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/fog_intel -{ - qer_editorimage textures/sfx/fog_yel.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms ( .75 .38 0 ) 800 -} - -textures/sfx/fog_mkcdm4 -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms ( .5 0 0 ) 96 -} - -textures/sfx/fog_pjdm1 -{ - qer_editorimage textures/sfx/fog_grey.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms ( .733 .737 .620 ) 300 - -} - -textures/sfx/fog_q3dm10 -{ - qer_editorimage textures/sfx/fog_yel.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms ( 0.75 0.38 0 ) 128 -} - -textures/sfx/fog_timctf1 -{ - qer_editorimage textures/sfx/fog_grey.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms ( .729 .729 .780 ) 464 - -} - -textures/sfx/fog_timdm1 -{ - qer_editorimage textures/sfx/fog_yel.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms ( .615 .309 0 ) 616 -} - -textures/sfx/fog_timdm2 -{ - qer_editorimage textures/sfx/fog_yel.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms ( .615 .309 0 ) 356 -} - -textures/sfx/fog_timdm8 -{ - qer_editorimage textures/sfx/fog_green.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms ( .211 .231 .094 ) 250 -} - -textures/sfx/healthfloor -{ - - { - map textures/sfx/proto_zzztblu2.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 2 2 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 130 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 80 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - clampmap textures/sfx/healthfloor.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/sfx/hellfog -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 100 - fogparms ( .55 .11 .1 ) 300 - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - -textures/sfx/hellfog_1k -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 200 - fogparms ( .5 .12 .1 ) 300 - - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - } -} - -textures/sfx/hellfog_mini_dm10 -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 50 - fogparms ( .5 .12 .1 ) 16 - - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - -textures/sfx/hellfog_pj_dm10 -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 50 - fogparms ( .5 .12 .1 ) 392 - - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - -textures/sfx/hellfog_tim_dm14 -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 50 - fogparms ( .55 .11 .1 ) 128 - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - - -} - -textures/sfx/hellfogdense -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 100 - fogparms ( .55 .11 .1 ) 128 - - - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - -textures/sfx/jacobs_x -{ - deformVertexes wave 100 sin 0 1 0 5 - q3map_surfacelight 300 - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - Map textures/sfx/jacobs_x.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle 1 2 0 7 - //tcMod rotate 103 - } -} - -textures/sfx/kc_hellfog_1k -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 300 - q3map_lightsubdivide 32 - fogparms ( .5 .12 .1 ) 225 - - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - -textures/sfx/kenelectric -{ - { - map textures/sfx/kenelectric.tga - blendFunc GL_ONE GL_ZERO - tcmod scale 7 7 - tcMod scroll 5 -5 - tcmod rotate 360 - rgbGen identity - } - { - map textures/effects/tinfx2.tga - tcGen environment - blendFunc GL_ONE GL_ONE - } -} - -textures/sfx/largerblock3b3_pent -{ - qer_editorimage textures/sfx/largerblock3b3_pent.tga - { - map textures/sfx/largerblock3b3_pent.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/pentagramfloor_red_glow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 0 .5 - depthfunc equal - } -} - -textures/sfx/largerblock3b3x128_pent -{ - q3map_lightimage textures/sfx/pentagramfloor_blue3glowtest.tga - q3map_surfacelight 100 - surfaceparm nomarks - - { - map $lightmap - rgbgen identity - } - - { - map textures/sfx/largerblock3b3x128_pent.tga - blendfunc gl_dst_color gl_zero - rgbgen identity - } - - { - map textures/sfx/pentagramfloor_blue3glowtest.tga - blendfunc gl_one gl_one - rgbgen wave sin .9 .1 0 5 - } - -} - -textures/sfx/largerblock3b3x128_pentred -{ - qer_editorimage textures/sfx/largerblock3b3x128_pent.tga - q3map_lightimage textures/gothic_floor/pent_glow.tga - q3map_surfacelight 500 - - { - map $lightmap - rgbGen identity - } - { - map textures/sfx/largerblock3b3x128_pent.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_floor/pent_glow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 0 0.5 - } -} - -textures/sfx/launchpad_blocks17 -{ - - { - map $lightmap - rgbGen identity - } - - { - map textures/sfx/launchpad_blocks17.tga - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/launchpad_dot.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 1 0 1 - } - - { - animmap 4 textures/sfx/launchpad_arrow.tga textures/sfx/launchpad_arrow2.tga textures/sfx/launchpad_arrow2.tga textures/sfx/launchpad_arrow2.tga - blendfunc gl_one gl_one - tcmod scroll 0 2 - } - -} - -textures/sfx/launchpad_blocks18d -{ - { - map $lightmap - rgbGen identity - } - - { - map textures/sfx/launchpad_blocks18d.tga - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/launchpad_dot.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 1 0 1 - } - - { - animmap 4 textures/sfx/launchpad_arrow.tga textures/sfx/launchpad_arrow2.tga textures/sfx/launchpad_arrow2.tga textures/sfx/launchpad_arrow2.tga - blendfunc gl_one gl_one - tcmod scroll 0 2 - } - -} - -textures/sfx/launchpad_diamond -{ - - { - map $lightmap - rgbGen identity - } - - { - map textures/sfx/launchpad_diamond.tga - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/launchpad_dot.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 1 0 1 - } - - { - animmap 4 textures/sfx/launchpad_arrow.tga textures/sfx/launchpad_arrow2.tga textures/sfx/launchpad_arrow2.tga textures/sfx/launchpad_arrow2.tga - blendfunc gl_one gl_one - tcmod scroll 0 2 - } - -} - -textures/sfx/launchpad_metalbridge04d -{ - - { - map $lightmap - rgbGen identity - } - - { - map textures/sfx/launchpad_metalbridge04d.tga - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/launchpad_dot.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 1 0 1 - } - - { - animmap 4 textures/sfx/launchpad_arrow.tga textures/sfx/launchpad_arrow2.tga textures/sfx/launchpad_arrow2.tga textures/sfx/launchpad_arrow2.tga - blendfunc gl_one gl_one - tcmod scroll 0 2 - } - -} - -textures/sfx/lavabeam -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - cull none - nomipmaps - { - map textures/sfx/lavabeam.tga - tcMod Scroll 999 0 - blendFunc add - } - -} - -textures/sfx/lightmap -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm nodrop - surfaceparm fog - fogparms ( .7 .1 .1 ) 64 - - - - { - map $lightmap - blendFunc GL_dst_color GL_one - tcmod scale 1 .01 - tcMod scroll 1 -2 - } - - -} - -textures/sfx/metalbridge06_bounce -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/metalbridge06_bounce.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/metaltech12final_bounce -{ - - //q3map_surfacelight 2000 - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/metaltech12final_bounce.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/mkc_bigflame -{ - - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - qer_editorimage textures/sfx/flame1.tga - q3map_surfacelight 500 - surfaceparm nolightmap - cull none - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/mkc_fog_ctfblue -{ - qer_editorimage textures/sfx/fog_blue.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - fogparms ( 0.2 0.2 0.25 ) 320 - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } -} - -textures/sfx/mkc_fog_ctfblue2 -{ - qer_editorimage textures/sfx/fog_blue.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - fogparms ( 0.1 0.1 0.3 ) 320 - - q3map_surfacelight 40 - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } -} - -textures/sfx/mkc_fog_ctfred -{ - qer_editorimage textures/sfx/fog_purp.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - fogparms ( 0.3 0.2 0.2 ) 320 - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } -} - -textures/sfx/mkc_fog_tdm3 -{ - qer_editorimage textures/sfx/fog_purp.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - fogparms ( 0.3 0.2 0.2 ) 320 - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } -} - -textures/sfx/omm -{ - - surfaceparm trans - surfaceparm alphashadow - surfaceparm nomarks - cull none - - { - map textures/sfx/omm.tga - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/sfx/pentagramfloor_red3test -{ - { - map textures/sfx/pentagramfloor_red3test.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/pentagramfloor_red3glowtest.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 0 .5 - depthfunc equal - } -} - -textures/sfx/pentfloor_diamond2c -{ - qer_editorimage textures/sfx/pentfloor_diamond2c.tga - { - map textures/sfx/pentfloor_diamond2c.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/pentagramfloor_red_glow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 0 .5 - depthfunc equal - } -} - -textures/sfx/pj_a1_fog1 -{ - qer_editorimage textures/sfx/fog_grey.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - surfaceparm nodrop - q3map_surfacelight 30 - fogparms ( .5 .5 .5 ) 512 -} - -textures/sfx/portal2_sfx -{ - qer_editorimage textures/sfx/portalfog.tga - portal - surfaceparm nolightmap - deformVertexes wave 100 sin 0 2 0 .5 - - - { - map textures/sfx/portal_sfx3.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - depthWrite - } - - - { - map textures/sfx/portal_sfx1.tga - blendfunc gl_dst_color gl_zero - tcMod rotate 360 - } - - { - map textures/sfx/portal_sfx.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 .5 .2 .5 - } - - { - map textures/sfx/portalfog.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - //alphagen portal 128 - rgbGen identityLighting - tcmod rotate .1 //.1 - tcmod scroll .01 .03 - } -} - -textures/sfx/portal_sfx -{ - portal - surfaceparm nolightmap - deformVertexes wave 100 sin 0 2 0 .5 - - - { - map textures/sfx/portal_sfx3.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - depthWrite - } - - - { - map textures/sfx/portal_sfx1.tga - blendfunc gl_dst_color gl_zero - tcMod rotate 360 - } - - { - map textures/sfx/portal_sfx.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 .5 .2 .5 - } - - { - map textures/sfx/portalfog.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - alphagen portal 256 - rgbGen identityLighting - tcmod rotate .1 //.1 - tcmod scroll .01 .03 - } -} - -textures/sfx/portal_sfx_ring -{ - deformVertexes wave 100 sin 0 2 0 .5 - cull none - - { - map textures/sfx/portal_sfx_ring_blue1.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - } - - - { - map textures/sfx/portal_sfx_ring_electric.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 1 .2 .5 - tcmod scroll 0 .5 - - } - - { - map textures/sfx/portal_sfx1.tga - blendfunc gl_dst_color gl_zero - tcMod rotate 360 - } - - { - map textures/sfx/portal_sfx_ring.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 .5 .2 .5 - } - -} - -textures/sfx/proto_hellfog -{ -qer_editorimage textures/sfx/fog_red.tga -surfaceparm trans -surfaceparm nonsolid -surfaceparm fog -surfaceparm nolightmap - -fogparms ( .275 .012 0 ) 500 -} - -textures/sfx/proto_zzztblu3 -{ - surfaceparm nolightmap - surfaceparm nonsolid - cull twosided - { - map textures/sfx/proto_zzztblu3.tga - tcGen environment - tcMod turb 0 0.25 0 0.5 - tcmod scroll 1 1 - blendfunc GL_ONE GL_ONE - } -} - -textures/sfx/pureblack -{ - qer_editorimage textures/skies/blacksky.tga - surfaceparm noimpact - surfaceparm nolightmap - { - map textures/skies/blacksky.tga - } -} - -textures/sfx/q3dm14fog -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 100 - fogparms ( .55 .11 .1 ) 256 - - - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - -textures/sfx/q3dm9fog -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 100 - fogparms ( .55 .11 .1 ) 256 - - - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - -textures/sfx/q3tourney3fog -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 100 - fogparms ( .55 .11 .1 ) 384 - - - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - -textures/sfx/rain -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - qer_trans .5 - deformVertexes move 3 1 0 sin 0 5 0 0.2 - deformVertexes move .6 3.3 0 sin 0 5 0 0.4 - deformVertexes wave 30 sin 0 10 0 .2 - cull none - - { - map textures/sfx/rain.tga - tcMod Scroll .5 -8 - tcMod turb .1 .25 0 -.1 - blendFunc GL_ONE GL_ONE - } - { - map textures/sfx/rain.tga - tcMod Scroll .01 -6.3 - - blendFunc GL_ONE GL_ONE - } - - -} - -textures/sfx/smallerblock3b3dim_pent -{ - qer_editorimage textures/sfx/smallerblock3b3dim_pent.tga - { - map textures/sfx/smallerblock3b3dim_pent.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/pentagramfloor_red_glow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 0 .5 - depthfunc equal - } -} - -textures/sfx/spawn_floor -{ - - { - map textures/sfx/firegorre2.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 2 2 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 130 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 80 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - map textures/sfx/spawn_floor.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/sfx/spawn_floord2c -{ - - { - map textures/sfx/proto_zzztblu.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 5.6 - tcmod scale 2 2 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 130 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 80 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - map textures/sfx/spawn_floord2c.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/sfx/teslacoil -{ - cull none - q3map_lightimage textures/sfx/tesla1.tga - qer_editorimage textures/sfx/tesla1.tga - q3map_surfacelight 100 - - { - map $lightmap - tcgen environment - blendfunc filter - } - - { - map textures/sfx/tesla1.tga - blendfunc add - rgbgen wave sawtooth 0 1 0 5 - tcmod scale 1 .5 - tcmod turb 0 .1 0 1 - tcMod scroll -1 -1 - } - - - - { - map textures/sfx/electricslime.tga - blendfunc add - rgbgen wave sin 0 .5 0 1 - tcmod scale .5 .5 - tcmod turb 0 .1 0 1 - tcmod rotate 180 - tcmod scroll -1 -1 - } - - { - map textures/sfx/cabletest2.tga - blendfunc blend - } - - -} - -textures/sfx/teslacoil3 -{ - cull none - q3map_lightimage textures/sfx/tesla1b.tga - q3map_surfacelight 100 - qer_editorimage textures/sfx/cabletest2.tga - surfaceparm nolightmap - - - - { - map textures/sfx/cabletest2.tga - blendfunc blend - } - - - { - map textures/sfx/electricslime2.tga - blendfunc add - rgbGen wave square .25 .25 0 2.5 - tcmod scale 1 1 - tcMod scroll 1 1 - } - - - - { - map textures/sfx/tesla1b.tga - blendfunc add - rgbgen wave square 0 1 0 3 - tcmod scale 1 1 - tcMod scroll -2 1 - } - -} - -textures/sfx/testconstantfog -{ - qer_editorimage textures/sfx/fog_green.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - surfaceparm nodrop - q3map_surfacelight 100 - fogparms ( 0 1 0 ) 300 -} - -textures/sfx/x_conduit -{ - q3map_lightimage textures/sfx/x_conduit.tga - surfaceparm nomarks - q3map_surfacelight 100 - { - map $lightmap - rgbGen identity - } - { - map textures/sfx/x_conduit.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - { animMap 10 textures/sfx/x_conduit2.tga textures/sfx/x_conduit3.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - } - { - map textures/sfx/x_conduit2.tga - blendfunc GL_ONE GL_ONE - tcmod scale -1 1 - rgbGen wave sin .5 0.5 0 7 - } - { - map textures/sfx/x_conduit3.tga - blendfunc GL_ONE GL_ONE - tcmod scale -1 1 - rgbgen wave triangle .2 1 0 9 - } -} - -textures/sfx/xblackfog -{ -qer_editorimage textures/sfx/fog_black.tga -qer_nocarve -surfaceparm trans -surfaceparm nonsolid -surfaceparm fog -surfaceparm nolightmap -fogparms ( 0 0 0 ) 128 - -} - -textures/sfx/xbluefog -{ - qer_editorimage textures/sfx/fog_blue.tga - q3map_surfacelight 300 - q3map_lightsubdivide 64 - q3map_lightimage textures/sfx/xbluelightimage.tga - - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - qer_nocarve - fogparms ( 0.3 0.3 0.9 ) 128 - -} - -textures/sfx/xbluefogx128 -{ - qer_editorimage textures/sfx/fog_blue.tga - q3map_surfacelight 300 - q3map_lightsubdivide 128 - - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - qer_nocarve - fogparms ( 0.3 0.3 0.9 ) 128 - -} - -textures/sfx/xdensegreyfog -{ - qer_editorimage textures/sfx/fog_grey.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - qer_nocarve - - fogparms ( 0.7 0.7 0.7 ) 1700 -} - -textures/sfx/xfinalfog -{ -qer_editorimage textures/sfx/fog_grey.tga -surfaceparm trans -surfaceparm nonsolid -surfaceparm fog -surfaceparm nolightmap -qer_nocarve -fogparms ( 0.7 0.7 0.7 ) 3000 - -} - -textures/sfx/xfinalfoginvert -{ -qer_editorimage textures/sfx/fog_black.tga -qer_nocarve -surfaceparm trans -surfaceparm nonsolid -surfaceparm fog -surfaceparm nolightmap -qer_nocarve -fogparms ( 0 0 0 ) 256 - -} - -textures/sfx/xflame1 -{ - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 7500 - qer_editorimage textures/sfx/flame1.tga - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/xflame1side -{ - surfaceparm trans - surfaceparm nomarks - qer_editorimage textures/sfx/flame1.tga - surfaceparm nolightmap - cull none - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/xflame2 -{ - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 5500 - qer_editorimage textures/sfx/flame1.tga - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/xflame2_1800 -{ - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 1800 - qer_editorimage textures/sfx/flame1.tga - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/xflame2_2250 -{ - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 2250 - qer_editorimage textures/sfx/flame1.tga - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/xflamebright -{ - deformVertexes autoSprite2 - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 3000 - qer_editorimage textures/sfx/flame1.tga - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } -} - -textures/sfx/xian_dm3padwall - { - q3map_surfacelight 100 - q3map_lightimage textures/sfx/xian_dm3padwallglow.tga - qer_editorimage textures/sfx/xian_dm3padwall.tga - - { - map textures/sfx/xian_dm3padwall.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - - { - map textures/sfx/xian_dm3padwallglow.tga - blendfunc gl_one gl_one - rgbgen wave sin 0 1 0 .5 - tcmod scale 1 .05 - tcmod scroll 0 1 - } - -} - -textures/sfx/xlightgreyfog -{ -qer_editorimage textures/sfx/fog_grey.tga -surfaceparm trans -surfaceparm nonsolid -surfaceparm fog -surfaceparm nolightmap -qer_nocarve -fogparms ( 0.7 0.7 0.7 ) 1400 - -} - -textures/sfx/xmetalfloor_wall_14b -{ - qer_editorimage textures/sfx/metalfloor_wall_14b.tga - q3map_lightimage textures/sfx/metalfloor_wall_14bglow2.tga - q3map_surfacelight 50 - { - map textures/sfx/metalfloor_wall_14b.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/metalfloor_wall_14bglow2.tga - blendfunc gl_one gl_one - } -} - -textures/sfx/xmetalfloor_wall_5b -{ - qer_editorimage textures/sfx/metalfloor_wall_5b.tga - - { - map textures/sfx/metalfloor_wall_7b.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/metalfloor_wall_5bglowblu.tga - blendfunc gl_one gl_one - rgbgen wave sin .5 .2 0 .1 - } -} - -textures/sfx/xmetalfloor_wall_9b -{ - qer_editorimage textures/sfx/metalfloor_wall_9b.tga - - { - map textures/sfx/metalfloor_wall_9b.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/metalfloor_wall_9bglow.tga - blendfunc gl_one gl_one - } -} - -textures/sfx/xq1metalbig_jumppad -{ - qer_editorimage textures/gothic_floor/q1metal7_98d_256x256.tga - surfaceparm nodamage - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_floor/q1metal7_98d_256x256.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - clampmap textures/sfx/surface6jumppad.blend.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin 0.75 0.25 0 .2 - tcMod stretch sin 0.80 0.20 0 1 - } -} - -textures/sfx/xredfog -{ - q3map_lightimage textures/sfx/xredlightimage.tga - qer_editorimage textures/sfx/fog_red.tga - q3map_surfacelight 300 - q3map_lightsubdivide 64 - - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - qer_nocarve - fogparms ( 0.9 0.3 0.3 ) 128 - -} - -textures/sfx/zap_scroll -{ - q3map_surfacelight 300 - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - Map textures/sfx/zap_scroll.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle .8 2 0 7 - tcMod scroll 0 1 - } - { - Map textures/sfx/zap_scroll.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle 1 1.4 0 5 - tcMod scale -1 1 - tcMod scroll 0 1 - } - { - Map textures/sfx/zap_scroll2.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle 1 1.4 0 6.3 - tcMod scale -1 1 - tcMod scroll 2 1 - } - { - Map textures/sfx/zap_scroll2.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle 1 1.4 0 7.7 - tcMod scroll -1.3 1 - } -} - -textures/sfx/zap_scroll1000 -{ - q3map_surfacelight 1000 - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - q3map_lightimage textures/sfx/zap_scroll.tga - qer_editorimage textures/sfx/zap_scroll2.tga - cull none - - { - map textures/sfx/zap_scroll.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle .8 2 0 7 - tcMod scroll 0 1 - } - { - map textures/sfx/zap_scroll.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle 1 1.4 0 5 - tcMod scale -1 1 - tcMod scroll 0 1 - } - { - map textures/sfx/zap_scroll2.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle 1 1.4 0 6.3 - tcMod scale -1 1 - tcMod scroll 2 1 - } - { - map textures/sfx/zap_scroll2.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle 1 1.4 0 7.7 - tcMod scroll -1.3 1 - } -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/skies.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/skies.shader.svn-base deleted file mode 100644 index 27c2797..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/skies.shader.svn-base +++ /dev/null @@ -1,1073 +0,0 @@ -textures/skies/blacksky -{ - qer_editorimage textures/skies/blacksky.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_surfacelight 25 - q3map_lightsubdivide 512 - q3map_sun 1 1 1 32 90 90 - { - map gfx/colors/black.tga - } -} - -textures/skies/hellsky -{ - qer_editorimage textures/skies/dimclouds.tga - surfaceparm noimpact - surfaceparm nomarks - surfaceparm nolightmap - - q3map_sun 4 3 3 65 290 75 - q3map_surfacelight 50 - skyparms - 512 - - - { - map textures/skies/dimclouds.tga - tcMod scroll 0.05 0 - tcMod scale 2 2 - depthWrite - } -} - -textures/skies/hellsky2 -{ - qer_editorimage textures/skies/dimclouds.tga - surfaceparm noimpact - surfaceparm nolightmap - - q3map_sun .9 .9 1 70 65 78 - q3map_surfacelight 60 - skyparms - 512 - - { - map textures/skies/dimclouds.tga - tcMod scroll 0.02 0 - tcMod scale 1 1 - depthWrite - } - { - map textures/skies/dimclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.02 0.01 - tcMod scale 3 3 - } - -} - -textures/skies/hellsky2bright -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_sun 1 1 1 100 220 50 - q3map_surfacelight 120 - - qer_editorimage textures/skies/inteldimredclouds.tga - - skyparms - 512 - - { - map textures/skies/inteldimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/kc_dm10sky -{ - q3map_lightimage textures/skies/pjbasesky.tga - q3map_lightsubdivide 512 - q3map_globaltexture - surfaceparm noimpact - surfaceparm nolightmap - - q3map_sun .5 .6 .8 90 225 55 - q3map_surfacelight 150 - - qer_editorimage textures/skies/bluetopclouds.tga - - skyparms - 512 - - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } - - -} - -textures/skies/kcbasesky_arena1_sky -{ - qer_editorimage textures/skies/pjbasesky.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 256 - q3map_sun 0.266383 0.274632 0.358662 150 60 85 - q3map_surfacelight 500 - - skyparms - 512 - - - { - map textures/skies/dimclouds.tga - tcMod scroll 0.01 0.01 - tcMod scale 3 3 - depthWrite - } - { - map textures/skies/pjbasesky.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -0.01 -0.01 - tcMod scale 5 5 - } -} - -textures/skies/killsky -{ - qer_editorimage textures/skies/killsky_1.tga - surfaceparm noimpact - surfaceparm nomarks - surfaceparm nolightmap - - q3map_sun 3 2 2 70 315 65 - q3map_surfacelight 75 - skyparms - 512 - - - - { - map textures/skies/killsky_1.tga - tcMod scroll 0.05 .1 - tcMod scale 2 2 - } - { - map textures/skies/killsky_2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 0.05 0.06 - tcMod scale 3 2 - } -} - -textures/skies/mkc_sky -{ - qer_editorimage textures/skies/pjbasesky.tga - surfaceparm noimpact - surfaceparm nolightmap - - q3map_sun 0.266383 0.274632 0.358662 150 60 80 - q3map_surfacelight 700 - - skyparms half 256 - - - { - map textures/skies/dimclouds.tga - tcMod scroll 0.01 0.01 - tcMod scale 3 3 - depthWrite - } - { - map textures/skies/pjbasesky.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -0.01 -0.01 - tcMod scale 5 5 - } -} - -textures/skies/nightsky_xian_dm1 -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_surfacelight 300 - q3map_sun 1 1 1 100 -41 58 - - qer_editorimage textures/skies/xnight2_up.tga - - - skyparms env/xnight2 - - -} - -textures/skies/nightsky_xian_dm15 -{ - qer_editorimage textures/skies/xnight2_up.tga - surfaceparm nolightmap - surfaceparm noimpact - - q3map_surfacelight 900 - q3map_sun 1 1 1 100 -58 58 - skyparms env/xnight2 - - - - -} - -textures/skies/nightsky_xian_dm4 -{ - qer_editorimage textures/skies/xnight2_up.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_sun 1 1 1 80 -41 58 - q3map_surfacelight 50 - skyparms env/xnight2 - - -} - -textures/skies/pj_arena2sky -{ - qer_editorimage textures/skies/pjbasesky.tga - - surfaceparm noimpact - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 512 - q3map_sun 0.266383 0.274632 0.358662 100 350 55 - q3map_surfacelight 100 - - skyparms full 200 - - - { - map textures/skies/dimclouds.tga - tcMod scroll 0.015 0.016 - tcMod scale 3 3 - depthWrite - } - { - map textures/skies/pjbasesky.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -0.01 -0.012 - tcMod scale 5 5 - } -} - -textures/skies/pj_arena4_sky -{ - qer_editorimage textures/skies/pjbasesky.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 512 - q3map_sun 0.266383 0.274632 0.358662 200 165 45 - q3map_surfacelight 100 - - skyparms full 128 - - - { - map textures/skies/dimclouds.tga - tcMod scroll 0.015 0.016 - tcMod scale 3 3 - depthWrite - } - { - map textures/skies/pjbasesky.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -0.01 -0.012 - tcMod scale 5 5 - } -} - -textures/skies/pj_ctf1sky -{ - qer_editorimage textures/skies/pjbasesky - - surfaceparm noimpact - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 512 - q3map_sun 0.266383 0.274632 0.358662 100 350 75 - q3map_surfacelight 150 - - skyparms full 200 - - - { - map textures/skies/dimclouds.tga - tcMod scroll 0.015 0.016 - tcMod scale 3 3 - depthWrite - } - { - map textures/skies/pjbasesky.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -0.01 -0.012 - tcMod scale 5 5 - } -} - -textures/skies/pj_ctf2_sky -{ - qer_editorimage textures/skies/bluetopclouds.tga - q3map_lightimage textures/skies/topclouds.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 512 - q3map_sun 0.266383 0.274632 0.358662 250 90 45 - q3map_surfacelight 100 - - skyparms full 128 - - - { - map textures/skies/bluedimclouds.tga - tcMod scroll 0.015 0.016 - tcMod scale 3 3 - depthWrite - } - { - map textures/skies/topclouds.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -0.01 -0.012 - tcMod scale 5 5 - } -} - -textures/skies/pj_dm10sky -{ - q3map_lightimage textures/common/white.tga - q3map_lightsubdivide 512 - q3map_globaltexture - surfaceparm noimpact - surfaceparm nolightmap - - q3map_sun .5 .6 .8 90 225 55 - q3map_surfacelight 150 - - qer_editorimage textures/skies/bluetopclouds.tga - - skyparms - 512 - - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } - -} - -textures/skies/pj_dm9sky -{ - qer_editorimage textures/skies/bluetopclouds.tga - q3map_lightimage textures/skies/topclouds.tga - surfaceparm noimpact - surfaceparm nomarks - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 512 - - q3map_sun .5 .6 .8 140 165 60 - q3map_surfacelight 80 - - skyparms - 512 - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/pjbasesky_arena1_sky -{ - qer_editorimage textures/skies/pjbasesky.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 256 - q3map_sun 0.266383 0.274632 0.358662 150 60 85 - q3map_surfacelight 100 - - skyparms - 512 - - - { - map textures/skies/dimclouds.tga - tcMod scroll 0.01 0.01 - tcMod scale 3 3 - depthWrite - } - { - map textures/skies/pjbasesky.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -0.01 -0.01 - tcMod scale 5 5 - } -} - -textures/skies/q3dm0 - -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_sun .5 .6 .8 60 80 75 - q3map_surfacelight 80 - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/bluetopclouds.tga - - skyparms - 512 - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/skybox -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/space1_bk.tga - q3map_sun 1 1 1 100 -58 58 - q3map_surfacelight 400 - - skyparms env/space1 - - - { - map textures/skies/killsky_2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 0.05 0.06 - tcMod scale 3 2 - } -} - -textures/skies/stars_arena7 -{ - qer_editorimage textures/skies/black_up.tga - - surfaceparm noimpact - surfaceparm nolightmap - - q3map_surfacelight 10 - q3map_sun .6 .6 .6 30 35 78 - - skyparms env/black - - -} - -textures/skies/tim_dm14 -{ - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/killsky_1.tga - surfaceparm noimpact - surfaceparm nomarks - surfaceparm nolightmap - q3map_sun 3 2 2 90 314 60 - q3map_surfacelight 80 - skyparms - 512 - - - //cloudparms 512 full - //lightning - - { - map textures/skies/killsky_1.tga - tcMod scroll 0.05 .1 - tcMod scale 2 2 - depthWrite - } - { - map textures/skies/killsky_2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 0.05 0.06 - tcMod scale 3 2 - } -} - -textures/skies/tim_dm14red -{ - q3map_lightimage textures/skies/stars_red.tga - qer_editorimage textures/skies/killsky_1.tga - surfaceparm noimpact - surfaceparm nomarks - surfaceparm nolightmap - q3map_sun .5 .37 .19 70 314 60 - - q3map_surfacelight 80 - skyparms - 512 - - - { - map textures/skies/killsky_1.tga - tcMod scroll 0.05 .1 - tcMod scale 2 2 - depthWrite - } - { - map textures/skies/killsky_2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 0.05 0.06 - tcMod scale 3 2 - } -} - -textures/skies/tim_dm3_red -{ - q3map_lightimage textures/skies/stars_red.tga - qer_editorimage textures/skies/killsky_1.tga - surfaceparm noimpact - surfaceparm nomarks - surfaceparm nolightmap - - q3map_sun .5 .37 .19 70 30 70 - - q3map_surfacelight 80 - skyparms - 512 - - - { - map textures/skies/killsky_1.tga - tcMod scroll 0.05 .1 - tcMod scale 2 2 - depthWrite - } - { - map textures/skies/killsky_2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 0.05 0.06 - tcMod scale 3 2 - } -} - -textures/skies/tim_hell -{ - q3map_lightimage textures/skies/stars_red.tga - qer_editorimage textures/skies/killsky_1.tga - surfaceparm noimpact - surfaceparm nomarks - surfaceparm nolightmap - - q3map_sun 1 .77 .77 80 315 70 - q3map_surfacelight 130 - skyparms - 384 - - { - map textures/skies/killsky_1.tga - tcMod scroll 0.05 .1 - tcMod scale 2 2 - depthWrite - } - { - map textures/skies/killsky_2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 0.05 0.06 - tcMod scale 3 2 - } -} - -textures/skies/tim_km2 -{ - q3map_lightimage textures/skies/stars_red.tga - qer_editorimage textures/skies/killsky_1.tga - surfaceparm noimpact - surfaceparm nomarks - surfaceparm nolightmap - - q3map_sun .5 .37 .19 90 315 40 - q3map_surfacelight 80 - skyparms - 512 - - - { - map textures/skies/killsky_1.tga - tcMod scroll 0.05 .1 - tcMod scale 2 2 - depthWrite - } - { - map textures/skies/killsky_2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 0.05 0.06 - tcMod scale 3 2 - } -} - -textures/skies/toxicsky -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/inteldimredclouds.tga - q3map_surfacelight 80 - q3map_sun 1 1 0.5 100 30 60 - - - skyparms - 512 - - - { - map textures/skies/inteldimclouds.tga - tcMod scroll 0.1 0.1 - tcMod scale 3 2 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0.05 - tcMod scale 3 3 - } -} - -textures/skies/toxicskydim -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_surfacelight 100 - q3map_sun 1 1 0.5 80 30 70 - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - skyparms - 512 - - { - map textures/skies/inteldimclouds.tga - tcMod scroll 0.1 0.1 - tcMod scale 3 2 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0.05 - tcMod scale 3 3 - } -} - -textures/skies/toxicskytim_blue -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_sun .5 .6 .8 100 70 60 - q3map_surfacelight 120 - - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/bluetopclouds.tga - skyparms - 512 - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/toxicskytim_ctf1 -//used in tim_ctf1 -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_sun 1 1 0.5 90 70 40 - q3map_surfacelight 120 - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - skyparms - 512 - - { - map textures/skies/inteldimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/toxicskytim_dm2 - -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_sun .5 .6 .8 100 190 75 - q3map_surfacelight 120 - - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/bluetopclouds.tga - skyparms - 512 - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/toxicskytim_dm3 - -{ - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_surfacelight 80 - q3map_sun 1 1 0.5 100 30 60 - - skyparms - 512 - - - { - map textures/skies/inteldimclouds.tga - tcMod scroll 0.1 0.1 - tcMod scale 3 2 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0.05 - tcMod scale 3 3 - } -} - -textures/skies/toxicskytim_dm4 -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_sun 1 1 0.5 90 120 75 - q3map_surfacelight 80 - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - skyparms - 512 - - { - map textures/skies/inteldimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/toxicskytim_dm5 -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_sun 1 .78 .48 90 225 55 - q3map_surfacelight 120 - - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/bluetopclouds.tga - skyparms - 512 - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/toxicskytim_dm7 -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_sun .5 .6 .8 100 260 50 - q3map_surfacelight 120 - - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/bluetopclouds.tga - skyparms - 512 - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/toxicskytim_dm8 -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_sun 1 1 0.5 85 220 40 - q3map_surfacelight 120 - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - skyparms - 512 - - { - map textures/skies/inteldimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/toxicskytim_dm9 -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_sun .980 .835 .3 100 25 65 - q3map_surfacelight 80 - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - skyparms - 512 - - { - map textures/skies/inteldimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/xblacksky -{ - qer_editorimage textures/skies/blacksky.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_surfacelight 300 - q3map_lightsubdivide 512 - q3map_sun 1 1 1 32 45 90 - { - map gfx/colors/black.tga - } -} - -textures/skies/xblacksky_dm7 -{ - qer_editorimage textures/skies/blacksky.tga - surfaceparm noimpact - surfaceparm nolightmap - { - map gfx/colors/black.tga - } -} - -textures/skies/xtoxicsky_ctf -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - q3map_surfacelight 500 - q3map_sun 1 1 0.5 150 30 60 - skyparms - 512 - - - { - map textures/skies/inteldimclouds.tga - tcMod scroll 0.1 0.1 - tcMod scale 3 2 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0.05 - tcMod scale 3 3 - } -} - -textures/skies/xtoxicsky_dm14 -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_surfacelight 800 - q3map_sun 1 1 0.85 100 90 90 - - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - skyparms - 512 - - { - map textures/skies/inteldimclouds.tga - tcMod scroll 0.1 0.1 - tcMod scale 3 2 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0.05 - tcMod scale 3 3 - } -} - -textures/skies/xtoxicsky_dm3 -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - q3map_surfacelight 400 - q3map_sun 1 1 0.5 150 30 60 - skyparms - 512 - - - { - map textures/skies/inteldimclouds.tga - tcMod scroll 0.1 0.1 - tcMod scale 3 2 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0.05 - tcMod scale 3 3 - } -} - -textures/skies/xtoxicsky_dm9 -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - q3map_surfacelight 400 - q3map_sun 1 1 0.5 150 30 60 - skyparms - 512 - - - { - map textures/skies/inteldimclouds.tga - tcMod scroll 0.1 0.1 - tcMod scale 3 2 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0.05 - tcMod scale 3 3 - } -} - -textures/skies/xtoxicsky_q3ctf3 -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/bluetopclouds.tga - q3map_surfacelight 500 - q3map_sun 1 1 0.5 150 30 60 - skyparms - 512 - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/xtoxicsky_tourney -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - q3map_surfacelight 495 - q3map_sun 1 1 0.5 150 75 60 - skyparms - 512 - - - { - map textures/skies/inteldimclouds.tga - tcMod scroll 0.1 0.1 - tcMod scale 3 2 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0.05 - tcMod scale 3 3 - } -} - -textures/skies/xtoxicskytim_q3dm5 - -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_surfacelight 400 - q3map_sun .5 .6 .8 150 30 60 - - - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/bluetopclouds.tga - skyparms - 512 - - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/skin.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/skin.shader.svn-base deleted file mode 100644 index f7e248d..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/skin.shader.svn-base +++ /dev/null @@ -1,161 +0,0 @@ - -textures/skin/chapthroat2 -{ - qer_editorimage textures/skin/chapthroat2.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/skin/chapthroat2.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/skin/chapthroatooz -{ - - surfaceparm nonsolid - { - map textures/liquids/proto_gruel3.tga - tcMod scroll 0 .2 - tcMod scale 2 2 - rgbGen vertex - } - { - map textures/skin/chapthroatooz.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/skin/nibbles -{ - deformVertexes wave 10 sin 4 3 0 0.3 - { - rgbGen identity - map $lightmap - } - { - map textures/skin/nibbles.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/skin/skin1_trans -{ - qer_editorimage textures/skin/skin1.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/skin/skin1.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/skin/skin5_trans -{ - qer_editorimage textures/skin/skin5.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/skin/skin5.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/skin/skin6_trans -{ - qer_editorimage textures/skin/skin6.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/skin/skin6.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/skin/skin6move -{ - tessSize 128 - deformVertexes wave 100 sin 4 3 0 0.3 - { - map $lightmap - rgbGen identity - } - { - map textures/skin/skin6move.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/skin/surface8_trans -{ - qer_editorimage textures/skin/surface8.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/skin/surface8.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/skin/tongue_trans -{ - qer_editorimage textures/skin/tongue.tga - surfaceparm nomarks - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/skin/tongue.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/terrademoQ3.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/terrademoQ3.shader.svn-base deleted file mode 100644 index 0e185b0..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/terrademoQ3.shader.svn-base +++ /dev/null @@ -1,623 +0,0 @@ -// if you are using the tree models in any of your maps, make sure you redistribute those shaders - -models/mapobjects/tree/branch -{ - cull disable - deformVertexes wave 100 sin 0 .1 0 .2 - surfaceparm trans - { - map models/mapobjects/tree/branch.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } -} - -models/mapobjects/tree2/branch2 -{ - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - cull none - sort 10 - { - clampmap models/mapobjects/tree2/branch2.tga - blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR - } -} - -// following shaders are for terrain maps - -textures/common/terrain -{ - surfaceparm nodraw - surfaceparm nomarks - surfaceparm nolightmap -} - -textures/common/terrain2 -{ - qer_editorimage textures/common/terrain.tga - surfaceparm dust - surfaceparm nodraw - surfaceparm nomarks - surfaceparm nolightmap -} - -// ************************************************* -// * -// * Vertex Lighting Replacement Shaders -// * -// ************************************************* - -textures/terrain/vxmpterra2 - -{ - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - - - { - - map textures/stone/pjrock10b_2.tga - rgbGen vertex - tcmod scale 0.125 0.125 - } - -} - - -textures/terrain/vxmpterra1 - -{ - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - - - { - - map textures/stone/pjrock12c.tga - rgbGen vertex - tcmod scale 0.125 0.125 - } - -} - - -// ********************************************************* - -// ************************************************* -// * -// * MPTerra2 terrain shaders (PaulJ) -// * -// ************************************************* - - -textures/terrain/mpterra2_0 - -{ - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - - { - - map textures/stone/pjrock9b_2.tga - rgbGen vertex - tcmod scale 0.125 0.125 - } - - { - - map textures/skies2/clouds.tga - blendfunc filter - detail - tcmod scale 0.01 0.01 - tcMod scroll -0.05 0.05 - tcmod transform 1 0 1 1 1 1 - - } - - -} - -textures/terrain/mpterra2_1 - -{ - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - - { - - map textures/stone/pjrock12b_2.tga - rgbGen vertex - tcmod scale 0.1 0.1 - - } - - { - - map textures/skies2/clouds.tga - blendfunc filter - detail - tcmod scale 0.01 0.01 - tcMod scroll -0.05 0.05 - tcmod transform 1 0 1 1 1 1 - - } - - -} - -textures/terrain/mpterra2_2 -{ - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - - { - - map textures/stone/pjrock10b_2.tga - tcmod scale 0.05 0.05 - rgbGen vertex - } - - { - map textures/skies2/clouds.tga - blendfunc filter - detail - tcmod scale 0.01 0.01 - tcMod scroll -0.05 0.05 - tcmod transform 1 0 1 1 1 1 - - } - -} - -textures/terrain/mpterra2_0to1 - -{ - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - - { - map textures/stone/pjrock9b_2.tga - rgbGen vertex - alphaGen vertex - tcmod scale 0.125 0.125 - } - - { - map textures/stone/pjrock12b_2.tga - tcmod scale 0.1 0.1 - rgbGen vertex - alphaGen vertex - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - - { - map textures/skies2/clouds.tga - blendfunc filter - detail - tcmod scale 0.01 0.01 - tcMod scroll -0.05 0.05 - tcmod transform 1 0 1 1 1 1 - } - - -} - -textures/terrain/mpterra2_0to2 -{ - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - { - map textures/stone/pjrock9b_2.tga - rgbGen vertex - alphaGen vertex - tcmod scale 0.125 0.125 - } - { - map textures/stone/pjrock10b_2.tga - rgbGen vertex - alphaGen vertex - tcmod scale 0.05 0.05 - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - - { - map textures/skies2/clouds.tga - blendfunc filter - detail - tcmod scale 0.01 0.01 - tcMod scroll -0.05 0.05 - tcmod transform 1 0 1 1 1 1 - - } - - -} - -textures/terrain/mpterra2_1to2 -{ - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - - { - map textures/stone/pjrock12b_2.tga - rgbGen vertex - alphaGen vertex - tcmod scale 0.1 0.1 - } - - { - map textures/stone/pjrock10b_2.tga - tcmod scale 0.05 0.05 - rgbGen vertex - alphaGen vertex - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - - { - map textures/skies2/clouds.tga - blendfunc filter - detail - tcmod scale 0.01 0.01 - tcMod scroll -0.05 0.05 - tcmod transform 1 0 1 1 1 1 - } - - -} - -////////////////////////////////////////////// -// // -// x_mpterra // -// // -////////////////////////////////////////////// - -textures/terrain/vxmpterra3 - -{ - surfaceparm nolightmap - surfaceparm dust - { - map textures/proto2/px02.tga - tcmod scale .1 .1 - rgbGen vertex - } - -} - - - -textures/proto2/xproto_0to1 - -{ - surfaceparm nolightmap - surfaceparm dust - - { - map textures/proto2/px01.tga - tcmod scale .1 .1 - rgbGen vertex - - } - - { - map textures/proto2/px02.tga - rgbGen vertex - alphaGen vertex - tcmod scale .1 .1 - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - - -} - -textures/proto2/xproto_1to2 - -{ - surfaceparm nolightmap - surfaceparm dust - { - map textures/proto2/px02.tga - tcmod scale .1 .1 - rgbGen vertex - alphaGen vertex - } - - { - map textures/proto2/px03.tga - rgbGen vertex - alphaGen vertex - tcmod scale .1 .1 - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - - -} - -textures/proto2/xproto_0to2 - -{ - surfaceparm nolightmap - surfaceparm dust - - { - map textures/proto2/px01.tga - tcmod scale .1 .1 - rgbGen vertex - } - { - map textures/proto2/px03.tga - rgbGen vertex - alphaGen vertex - tcmod scale .1 .1 - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - - -} - - - -textures/proto2/xproto_0 - -{ - surfaceparm nolightmap - surfaceparm dust - { - map textures/proto2/px01.tga - tcmod scale .1 .1 - rgbGen vertex - } -} - -textures/proto2/xproto_1 - -{ - surfaceparm nolightmap - surfaceparm dust - { - map textures/proto2/px02.tga - tcmod scale .1 .1 - rgbGen vertex - } -} - -textures/proto2/xproto_2 - -{ - surfaceparm nolightmap - surfaceparm dust - { - map textures/proto2/px03.tga - tcmod scale .1 .1 - rgbGen vertex - } - -} - - - -// ************************************************* -// * -// * MPTerra1 terrain shaders (Tim) -// * -// ************************************************* - -textures/terrain/mpterra1_0 -{ - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - { - map textures/stone/pjrock9c.tga - rgbGen vertex - tcmod scale 0.125 0.125 - } - { - map textures/skies2/clouds2.tga - blendfunc filter - tcmod scale 0.01 0.01 - tcMod scroll -0.1 0.1 - - } - -} - -textures/terrain/mpterra1_1 -{ - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - { - map textures/stone/pjrock12c.tga - rgbGen vertex - tcmod scale 0.125 0.125 - } - { - map textures/skies2/clouds2.tga - blendfunc filter - tcmod scale 0.01 0.01 - tcMod scroll -0.1 0.1 - - } - -} - -textures/terrain/mpterra1_2 -{ - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - { - map textures/stone/pjrock10c.tga - tcmod scale 0.05 0.05 - rgbGen vertex - } - { - map textures/skies2/clouds2.tga - blendfunc filter - tcmod scale 0.01 0.01 - tcMod scroll -0.1 0.1 - - } - -} - -textures/terrain/mpterra1_0to1 -{ - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - { - map textures/stone/pjrock9c.tga - rgbGen vertex - alphaGen vertex - tcmod scale 0.125 0.125 - } - { - map textures/stone/pjrock12c.tga - tcmod scale 0.125 0.125 - rgbGen vertex - alphaGen vertex - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - { - map textures/skies2/clouds2.tga - blendfunc filter - tcmod scale 0.01 0.01 - tcMod scroll -0.1 0.1 - - } - -} - -textures/terrain/mpterra1_0to2 -{ - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - { - map textures/stone/pjrock9c.tga - rgbGen vertex - alphaGen vertex - tcmod scale 0.125 0.125 - } - { - map textures/stone/pjrock10c.tga - tcmod scale 0.05 0.05 - rgbGen vertex - alphaGen vertex - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - { - map textures/skies2/clouds2.tga - blendfunc filter - tcmod scale 0.01 0.01 - tcMod scroll -0.1 0.1 - - } - -} - -textures/terrain/mpterra1_1to2 -{ - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - { - map textures/stone/pjrock12c.tga - rgbGen vertex - alphaGen vertex - tcmod scale 0.125 0.125 - } - { - map textures/stone/pjrock10c.tga - tcmod scale 0.05 0.05 - rgbGen vertex - alphaGen vertex - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - { - map textures/skies2/clouds2.tga - blendfunc filter - tcmod scale 0.01 0.01 - tcMod scroll -0.1 0.1 - - } -} - -// ********************************************************* -// MP Terra 3 Textures (Xian) -// ********************************************************* - -textures/proto2/x_sandy01 -{ - qer_editorimage textures/proto2/xsandy01.tga - surfaceparm nolightmap - { - map textures/proto2/xsandy01.tga - tcmod scale .8 .8 - rgbGen vertex - } -} - -textures/proto2/x_rocky01 -{ - qer_editorimage textures/proto2/xrocky01.tga - surfaceparm nolightmap - { - map textures/proto2/xrocky01.tga - tcmod scale .8 .8 - rgbGen vertex - } -} - - -textures/proto2/tproto_0to1 -{ - surfaceparm nolightmap - { - map textures/proto2/xsandy01.tga - tcmod scale .3 .3 - rgbGen vertex - alphaGen vertex - } - { - map textures/proto2/xrocky01.tga - rgbGen vertex - alphaGen vertex - tcmod scale .1 .1 - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - - -textures/proto2/tproto_0 -{ - surfaceparm nolightmap - { - map textures/proto2/xsandy01.tga - tcmod scale .2 .2 - rgbGen vertex - } -} - -textures/proto2/tproto_1 -{ - surfaceparm nolightmap - { - map textures/proto2/xrocky01.tga - tcmod scale .1 .1 - rgbGen vertex - } -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/test.shader.svn-base b/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/test.shader.svn-base deleted file mode 100644 index 8b40d0b..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/.svn/text-base/test.shader.svn-base +++ /dev/null @@ -1,943 +0,0 @@ -//**********************************************************************// -// test.shader sorted and updated on Phase 2 // -// by Eutectic - 12 May 2000 // -// This file is irrelevant for Q3Radiant and the shaders // -// in this file must NOT be used to make new maps. // -// It was updated for the sake of completeness: // -// some shaders that belonged in other files were moved to those // -// shader files // -// // -// SHADERS THAT DIDN'T BELONG HERE AND MOVED TO PROPER FILE: 8 // -// textures/base/bluemet1 // -// textures/common/transwater // -// textures/gothic_trim/hellodolly // -// textures/sfx/kenelectric // -// textures/sfx/mkc_fog_dm1 // -// textures/sfx/mkc_fog_dm1a // -// textures/sfx/mkc_fog_dm4 // -// textures/skies/mkc_sky // -// SHADERS THAT BELONGED HERE BUT WERE IN ANOTHER FILE: 0 // -//**********************************************************************// - -// ************************************************* -// * TEST SHADERS * -// * DO NOT USE IN PROJECT MAPS * -// ************************************************* - -textures/bwhtest/crackedearth -{ - { - map textures/bwhtest/crackedearth.tga - } -} - -// Rogues sorting trimmed glass// - -textures/bwhtest/lightning -{ - cull disable - { - map textures/bwhtest/lightning.tga - blendfunc GL_ONE GL_ONE - tcMod turb 0 0.1 0 1 - } -} - -textures/dont_use/flameshader -{ -// ************************************************* -// * test flames * -// ************************************************* - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - cull none - fogparms .3 .1 .1 0 32 - tesssize 16 - deformVertexes wave 100 sin 2.5 5 10 .1 - -// END -} - -textures/dont_use/foggentest_shader -{ -// ************************************************* -// * Kevin's fogggen test * -// ************************************************* - - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms .2 .1 .3 0 0 - foggen sin .1 .1 .1 .1 - - cull backsided - - - -// END -} - -textures/dont_use/foglightshader -{ -// ************************************************* -// * Kevin's simplified fog * -// ************************************************* - - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - cull backsided - { - map textures/dont_use/fogkc.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 1 1 - tcMod scale .25 .25 - tcMod turb .1 .1 .1 .1 - } - - -// END -} - -textures/dont_use/metal2_2kc -{ - - surfaceparm nolightmap - cull none - { - map textures/dont_use/metal2_2kc.tga - alphaMap $fromBlack - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - depthWrite - } -} - -textures/dont_use/nightsky_kc -{ - -// ************************************************* -// * Kevin's strange test sky * -// ************************************************* - surfaceparm sky - surfaceparm noimpact - surfaceparm nolightmap - q3map_surfacelight 200 - - cloudparms 256 half - - - { - map textures/dont_use/strangesky3_kc.tga - tcMod scroll .03 .03 - } - - - { - map textures/dont_use/strangesky.tga - blendfunc GL_ONE GL_SRC_COLOR - tcMod scroll .05 .05 - } - - - { - map textures/dont_use/strangesky2_kc.tga - blendFunc GL_DST_COLOR GL_SRC_COLOR - tcMod scroll 0.01 0.01 - tcMod scale .5 .5 - } - -//END -} - -textures/dont_use/nightsky_kcold -{ - -// ************************************************* -// * Kevin's four layer storm sky * -// ************************************************* - surfaceparm sky - surfaceparm noimpact - surfaceparm nolightmap - q3map_surfacelight 200 - - cloudparms 256 full - lightning - - { - map textures/dont_use/tileclouds3_kc.tga - tcMod scroll 0.01 0.01 - tcMod scale 2 2 - } - - - { - map textures/dont_use/tileclouds4_kc.tga - blendFunc GL_ONE GL_ONE - tcMod scroll .04 .05 - } - - - { - map textures/dont_use/lightningsky8_kc.tga - blendfunc GL_DST_COLOR GL_ONE - tcMod scroll .1 .1 - tcMod scale 4 4 - } - - { - map textures/dont_use/tileclouds3b_kc.tga - blendFunc GL_DST_COLOR GL_ONE - tcMod scroll 0.01 .02 - } - -//END -} - -textures/dont_use/openwindow -{ - - surfaceparm nolightmap - cull none - - { - map textures/dont_use/openwindow.tga - alphaMap openwindow.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - depthWrite - } -} - -textures/dont_use/rustysupport -{ - - surfaceparm nolightmap - cull none - { - map textures/dont_use/rustysupport.tga - alphaMap $fromBlack - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - depthWrite - } -} - -textures/dont_use/shader2 -{ -// ************************************************* -// * test shader2 for test use * -// ************************************************* - surfaceparm trans - surfaceparm nonsolid - surfaceparm nolightmap - { - map textures/dont_use/shader2.tga - blendfunc GL_ONE GL_ONE - tcMod turb .2 .01 0 .1 - tcMod scroll 0 0 - } -// END -} - -textures/dont_use/shader3 -{ -// ************************************************* -// * test shader3 for test use * -// ************************************************* - surfaceparm trans - surfaceparm nonsolid - surfaceparm nolightmap - - tesssize 64 - deformVertexes wave 100 sin 2 2 10 .01 - - { - map textures/dont_use/blood2.tga - tcMod turb .1 .1 0 0.02 - tcMod scroll .1 .1 - } - - -// END -} - -textures/dont_use/shader4 -{ -// ************************************************* -// * test shader4 for test use * -// ************************************************* - surfaceparm trans - surfaceparm nonsolid - surfaceparm nolightmap - tesssize 64 - deformVertexes wave 100 sin 1 1 1 .1 - - q3map_surfacelight 100 - - { - map textures/dont_use/slimetest7c.tga - blendfunc GL_ONE_MINUS_DST_COLOR GL_ZERO - tcMod turb .01 .2 10 0.01 - tcMod scroll .2 .1 - } - { - map textures/dont_use/bubbleslimeelectricc.tga - blendfunc GL_DST_COLOR GL_ONE - tcMod turb .5 .5 10 0.01 - tcMod scroll .2 .2 - tcMod scale .1 .1 - } - - - - -// END -} - -textures/dont_use/shader5 -{ -// ************************************************* -// * test shader5 for test use * -// ************************************************* - surfaceparm trans - surfaceparm nonsolid - surfaceparm nolightmap - tesssize 64 - - { - map textures/dont_use/firetestb.tga - blendfunc gl_one gl_one - tcMod scroll 5 15 - tcMod scale .25 .25 - tcMod turb .2 .2 .1 1 - } - - { - map textures/dont_use/firetest.tga - blendFunc GL_dst_color gl_src_alpha - tcMod scroll 0 10 - tcMod scale .1 .1 - tcMod turb .2 .1 .1 1 - rgbGen wave SIN .5 .5 1 .1 - } - - { - map textures/dont_use/firetest2.tga - blendFunc GL_dst_color gl_one - tcMod scroll 10 50 - tcMod turb .1 .1 .5 .5 - rgbGen wave SIN .5 .5 1 .1 - } - - -// END -} - -textures/dont_use/shader5old -{ -// ************************************************* -// * test shader5 for test use * -// ************************************************* - surfaceparm trans - surfaceparm nonsolid - surfaceparm nolightmap - tesssize 64 - - - { - map textures/dont_use/firetestb.tga - blendfunc gl_one gl_one - tcMod scroll 5 15 - tcMod scale .25 .25 - tcMod turb .2 .2 .1 1 - } - - { - map textures/dont_use/firetest.tga - blendFunc GL_dst_color gl_src_alpha - tcMod scroll 0 10 - tcMod scale .1 .1 - tcMod turb .2 .1 .1 1 - } - - { - map textures/dont_use/firetest2.tga - blendFunc GL_dst_color gl_one - tcMod scroll 10 50 - tcMod turb .1 .1 .5 .5 - } - -// END -} - -textures/dont_use/sign_test_glow -{ - surfaceparm trans - surfaceparm nolightmap - q3map_surfacelight 100 - - { - map textures/dont_use/sign_test.tga - alphaMap $fromBlack - blendFunc GL_ONE GL_ONE - } - - { - map textures/dont_use/sign_test_glow.tga - alphaMap $fromBlack - blendFunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 1 .1 - } - -// END -} - -textures/dont_use/sky_test -{ - surfaceparm sky - surfaceparm noimpact - q3map_surfacelight 100 - surfaceparm nolightmap - sky textures/dont_use/sky_test -} - -textures/dont_use/train1kc_shader -{ -// ************************************************* -// * test shader wall * -// ************************************************* - - - { - map $lightmap - rgbGen identity - } - - { - map textures/common/pjrock5b.tga - blendFunc GL_DST_COLOR GL_SRC_COLOR - rgbGen identity - detail - tcmod scale 9.1 9.2 - } - - { - map textures/common/pjrock5.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - -// END -} - -textures/dont_use/web -{ - - surfaceparm nolightmap - cull twosided - { - map textures/dont_use/web.tga - alphaMap $fromBlack - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - depthWrite - } -} - -textures/test/blocks10pent -{ - - // ************************************************* - // * TEST BORDER WALL * - // * Feb 24 1999 * - // * Please Comment Changes * - // ************************************************* - - q3map_surfacelight 1000 - surfaceparm nodamage - qer_lightimage textures/test/jumpadsmall.tga - - - { - map textures/sfx/bouncepad01block18b.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/test/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin .6 .4 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - - // END -} - -textures/test/electricity3 -{ - // ************************************************* - // * Ripply Water Feb 16 1999 * - // * IF YOU CHANGE THIS PLEASE COMMENT THE CHANGE * - // ************************************************* - - qer_trans .5 - - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - - cull disable - tesssize 64 - deformVertexes wave 100 triangle 2 2 1 0.1 - - - - { - map textures/test/fub.tga - blendFunc GL_ZERO GL_ONE - alphafunc GT0 - tcMod scale .1 .01 - tcmod turb 0 .01 .3 .1 - alphaGen wave sin .5 .5 0 .01 - tcMod scroll .1 .1 - depthWrite - } - { - map textures/liquids/pool2.tga - blendfunc GL_ONE GL_SRC_COLOR - tcMod scale .03 .03 - tcMod scroll .001 .001 - } - - - - { - map textures/test/electricity9.tga - blendfunc GL_DST_COLOR GL_ONE - tcmod turb 0 .01 .3 10 - tcMod scale .5 .5 - tcMod rotate 1 - depthfunc equal - tcMod scroll -.01 -.05 - } - - { - map textures/test/electricity9.tga - blendfunc GL_DST_COLOR GL_ONE - tcmod turb 0 .01 .3 10 - tcMod scale .5 .5 - tcMod rotate 1 - depthfunc equal - tcMod scroll -.01 -.05 - } - - // END -} - -textures/test/densewaterfog -{ - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - backsided - fogparms 0.7 0.7 0.7 128 64 -} - -textures/test/fire2 -{ - - { - map textures/test/fire2.tga - } - { - map textures/test/fire3.tga - tcMod turb 0 .1 0 .7 - tcMod scroll 0 10 - rgbGen wave sin 1 2 0 1 - } - { - map textures/test/fire3.blend.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 0 10 - } -} - -textures/test/fogtestshader -{ -// ************************************************* -// * Kevin's simplified fog * -// ************************************************* - - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - cull disable - fogparms .2 .225 .25 0 0 - tesssize 64 - - { - map textures/test/cloud2.tga - blendFunc GL_DST_COLOR GL_ONE - tcGen environment - tcMod turb .5 .5 .5 0.03 - tcMod scroll .25 .25 - tcMod scale .5 .5 - } - -// END -} - -textures/test/lavacrustshader -{ -// ************************************************* -// * Kevin's brown lava crust * -// ************************************************* - - surfaceparm trans - //surfaceparm nonsolid - //surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - -// light 1 - q3map_surfacelight 100 - - tesssize 64 - deformVertexes wave 100 sin 1 1 0 .03 - cull disable - - { - map textures/test/lavatest.tga - tcMod turb .25 0.1 1 0.02 - tcMod scroll .2 .2 - } - { - map textures/test/lavacrust.tga - blendfunc GL_DST_COLOR GL_SRC_ALPHA - tcMod turb .5 .5 5 0.01 - tcMod scroll .1 .1 - tcMod scale .1 .1 - rgbGen wave triangle 1 1 2 1 - } - { - map textures/test/lavacrust.tga - blendfunc GL_ONE GL_SRC_ALPHA - tcMod turb .2 .01 5 .01 - tcMod scroll -.01 -.01 - } - - -// END -} - -textures/test/lavatest -{ -// ************************************************* -// * Kevin's simplified version of lava * -// ************************************************* - - surfaceparm trans - surfaceparm nonsolid - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - -// light 1 - q3map_surfacelight 100 - - tesssize 128 - cull disable - deformVertexes wave 100 sin 5 5 .5 0.02 - - { - map textures/test/lavatest.tga - tcMod turb .25 0.2 1 0.02 - tcMod scroll .25 .25 - } - -// END -} - -textures/test/river -{ -// ************************************************* -// * Kevin's test river shader * -// ************************************************* - - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - - cull disable - tesssize 64 - deformVertexes wave 100 sin 1 1 1 .05 - - { - map textures/test/watertest8c.tga - blendFunc GL_DST_COLOR GL_SRC_COLOR - tcMod turb .01 .01 0 0.1 - tcMod scroll -5 0 - tcMod scale .5 .5 - } - { - map textures/test/watertest10f.tga - blendfunc GL_DST_COLOR GL_SRC_COLOR - tcMod turb .01 .01 0 0.1 - rgbGen wave sin .8 .01 1 1 - tcMod scroll -6 0 - tcMod scale .5 .5 - } - { - map textures/test/watertest8e.tga - blendFunc GL_DST_COLOR GL_ONE - tcMod turb .01 .01 .1 .1 - tcMod scroll -10 0 - } - -// END -} - -textures/test/rnd_ledm1 -{ - surfaceparm nolightmap - surfaceparm trans - qer_trans 0.5 - qer_editorimage textures/test/rnd_ledm1.tga - - { - map textures/test/rnd_ledm1.tga - blendFunc GL_ONE GL_ONE - rgbGen identity - } - { - map textures/test/rnd_ledm2.tga - blendFunc GL_ZERO GL_SRC_COLOR - rgbGen identity - } -} - -textures/test/slimeshader -{ -// ************************************************* -// * Kevin's temp slime with electricity * -// ************************************************* - - surfaceparm trans - surfaceparm nonsolid - surfaceparm slime - surfaceparm nolightmap - - tesssize 64 - cull disable - deformVertexes wave 100 sin .5 .5 1 .05 - - q3map_surfacelight 500 - - { - map textures/test/slimetest6.tga - tcMod turb .25 0.1 1 0.02 - tcMod scroll .2 .2 - } - { - map textures/test/slimecrust5d.tga - blendfunc GL_DST_COLOR GL_SRC_ALPHA - tcMod turb .5 .5 1 .02 - tcMod scroll .1 .01 - tcMod scale .1 .1 - } - { - map textures/test/electricslime.tga - tcMod turb 1 1 1 .01 - tcMod scroll 1 5 - tcMod scale .5 .5 - blendfunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 0 .1 - } - { - map textures/test/slimecrust5d.tga - blendfunc GL_ONE GL_SRC_ALPHA - tcMod turb .2 .1 5 .01 - tcMod scroll -.01 -.01 - } - -// FOG - surfaceparm fog - fogparms .2 1 .25 0 256 - -// END -} - -textures/test/waterfall -{ -// ************************************************* -// * Kevin's test waterfall shader * -// ************************************************* - - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - - cull disable - tesssize 16 - deformVertexes wave 100 sin 0 2 1 .1 - - - { - map textures/test/watertest8e.tga - blendFunc GL_ONE GL_SRC_ALPHA - tcMod turb .01 .01 0 0.1 - tcMod scroll 15 0 - } - { - map textures/test/watertest10f.tga - blendfunc GL_DST_COLOR GL_SRC_COLOR - tcMod turb .01 .01 0 0.1 - rgbGen wave sin .8 .01 1 1 - tcMod scroll 20 0 - } - { - map textures/test/watertest10c.tga - blendFunc GL_ONE GL_SRC_ALPHA - //tcMod turb .05 .05 .1 0.1 - tcMod scroll 17 1 - tcMod scale .5 .5 - } - - -// END -} - -textures/test/watertile -{ -// ************************************************* -// * Kevin's test water tile with shader * -// ************************************************* - - cull disable - - { - map textures/paulbase/tilefloor2.tga - } - //{ - //map textures/test/watertest7f.tga - //blendFunc GL_ONE GL_SRC_COLOR - //tcMod turb .01 .02 0 0.05 - //tcMod scroll .01 .01 - //} - //{ - //map textures/test/watertest7h.tga - //blendFunc GL_ONE GL_SRC_COLOR - //tcMod turb .01 .03 0 0.05 - //tcMod scroll -.01 -.01 - //} - -// END -} - -textures/test/water_trans -{ -// ************************************************** -// * Kevin's simplified version of translucent water* -// * Should be used for small pools * -// ************************************************** - - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - - cull disable - tesssize 64 - deformVertexes wave 100 sin 1 1 1 .1 - - - { - map textures/test/watertest8d.tga - blendfunc GL_ONE GL_SRC_COLOR - tcMod scale .03 .03 - tcMod scroll .001 .001 - } - - { - map textures/test/watertest12e.tga - blendfunc GL_DST_COLOR GL_ONE - tcMod scale .2 .2 - tcMod stretch sin 1 .1 .02 .05 - rgbGen wave sin .8 .2 .02 .05 - tcMod scroll -.001 .001 - } - - { - map textures/test/watertest12e7.tga - blendfunc GL_DST_COLOR GL_ONE - tcMod turb .1 .1 0 .01 - tcMod scale .5 .5 - tcMod scroll -.025 .02 - } - - { - map textures/test/watertest12e6.tga - blendfunc GL_DST_COLOR GL_ONE - tcMod scale .3 .3 - tcMod turb .1 .01 .01 .01 - tcMod stretch sin 1 .3 .015 .015 - rgbGen wave sin .7 .3 .02 .02 - tcMod scroll .001 -.001 - } - -// END -} - -textures/test/wispy -{ - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - - deformVertexes wave 100 sin 0 3 0 0.1 - tesssize 64 - - { - map env/alphaclouds.tga - blendfunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - tcMod scroll 1 0.8 - tcMod scale 0.1 0.1 - tcMod turb 0 0.3 0 0.1 - } - -} - -textures/vector -// testing tcgen vector -{ - nomipmaps - { - map textures/gothic_block/blocks10.tga - tcGen vector ( 0.0001 0.0001 0.0001 ) ( 0 0 0 ) - tcMod scroll 0.01 0 - rgbGen identity - } -} - diff --git a/install/installs/Q3Pack/install/baseq3/scripts/base_button.shader b/install/installs/Q3Pack/install/baseq3/scripts/base_button.shader deleted file mode 100644 index f9de754..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/base_button.shader +++ /dev/null @@ -1,21 +0,0 @@ - -textures/base_button/shootme2 -{ - qer_editorimage textures/base_button/metal3_3_shootme.tga - q3map_lightimage textures/base_button/shootme_glow.tga - q3map_surfacelight 1000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_support/metal3_3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_button/shootme_glow.tga - rgbGen wave sin 0.5 1.0 0 .3 - blendFunc GL_ONE GL_ONE - } -} diff --git a/install/installs/Q3Pack/install/baseq3/scripts/base_door.shader b/install/installs/Q3Pack/install/baseq3/scripts/base_door.shader deleted file mode 100644 index e697701..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/base_door.shader +++ /dev/null @@ -1,97 +0,0 @@ - -textures/base_door/shinymetaldoor -{ - - { - //map $lightmap - map textures/base_wall/chrome_env.tga - tcGen environment - tcmod scale .25 .25 - rgbGen identity - } - - - { - map textures/base_door/shinymetaldoor.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - - { - map textures/base_door/quake3sign.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - - - { - map $lightmap - rgbgen identity - blendFunc GL_DST_COLOR GL_ZERO - } - -} - -textures/base_door/shinymetaldoor_outside -{ - - { - map textures/base_wall/chrome_env.tga - tcGen environment - tcmod scale .25 .25 - rgbGen identity - } - - - { - map textures/base_door/shinymetaldoor_outside.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - - { - map textures/base_door/quake3sign_outside.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - - - { - map $lightmap - rgbgen identity - blendFunc GL_DST_COLOR GL_ZERO - } - -} - -textures/base_door/shinymetaldoor_outside3a2 -{ - - { - map textures/base_wall/chrome_env.tga - tcGen environment - tcmod scale .25 .25 - rgbGen identity - } - - - { - map textures/base_door/shinymetaldoor_outside3a2.tga - blendFunc blend - rgbGen identity - } - - - { - map $lightmap - rgbgen identity - blendFunc filter - } - - { - map textures/base_door/shinymetaldoor_outside3glow.tga - blendFunc add - rgbGen wave sin .9 .1 0 5 - } - -} diff --git a/install/installs/Q3Pack/install/baseq3/scripts/base_floor.shader b/install/installs/Q3Pack/install/baseq3/scripts/base_floor.shader deleted file mode 100644 index b6c754a..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/base_floor.shader +++ /dev/null @@ -1,900 +0,0 @@ -textures/base_floor/clang_floor3blava -{ - surfaceparm nolightmap - { - map textures/liquids/protolava2.tga - tcmod scale .2 .2 - tcmod scroll .04 .03 - tcMod turb 0 .1 0 .01 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_floor/clang_floor3blava.tga - blendfunc blend - - } - -} - -textures/base_floor/clangdark -{ - surfaceparm metalsteps - - // metal that makes metalsteps sound - { - map $lightmap - rgbGen identity - } - { - map textures/base_floor/clangdark.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - -} - -textures/base_floor/clangdark_ow -{ - surfaceparm metalsteps - - // metal that makes metalsteps sound - { - map $lightmap - rgbGen identity - } - { - map textures/base_floor/clangdark_ow.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - -} - -textures/base_floor/clangdark_ow3 -{ - surfaceparm metalsteps - - { - map textures/sfx/proto_zzztblu2.tga - tcMod turb 0 .5 0 9.6 - tcmod scale 2 2 - tcmod scroll 9 5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_floor/clangdark_ow3.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_floor/clangdarkspot -{ - surfaceparm metalsteps - //{ - // map textures/base_floor/clangdarkspot.tga - // rgbGen identity - //} - - { - map textures/liquids/proto_grueldark.tga - //tcGen environment - blendFunc GL_ONE GL_ZERO - tcmod scale 2 2 - tcMod scroll .01 .03 - - tcMod turb 0 0.05 0 .05 - //rgbGen identity - } - - { - map textures/effects/tinfx3.tga - //tcGen environment - blendFunc GL_ONE GL_ONE - tcGen environment - //tcMod turb 0 0.01 0 9 - //rgbGen identity - } - - { - map textures/base_floor/clangdarkspot.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_floor/clangfloor_noisy -{ - qer_editorimage textures/base_floor/clang_floor.tga - surfaceparm metalsteps - { - map $lightmap - rgbGen identity - } - - { - map textures/base_floor/clang_floor.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbgen identity - - } - -} - -textures/base_floor/clangspot2 -{ - surfaceparm metalsteps - - { - map textures/liquids/proto_grueldark.tga - //tcGen environment - blendFunc GL_ONE GL_ZERO - tcmod scale 2 2 - tcMod scroll .01 .03 - - tcMod turb 0 0.05 0 .05 - //rgbGen identity - } - - { - map textures/effects/tinfx3.tga - //tcGen environment - blendFunc GL_ONE GL_ONE - tcGen environment - //tcMod turb 0 0.01 0 9 - //rgbGen identity - } - - { - map textures/base_floor/clangspot2.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_floor/concretefloor1 -{ - - { - map textures/base_wall/chrome_env.tga - tcgen environment - rgbgen wave sin .25 0 0 0 - } - - - { - map textures/base_floor/concretefloor1.tga - blendFunc GL_ZERO GL_SRC_ALPHA - tcmod scale .1 .1 - rgbgen identity - } - - { - map textures/base_floor/concretefloor1.tga - blendFunc GL_ONE GL_SRC_ALPHA - rgbgen identity - } - - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbgen identity - } - - - - -} - -textures/base_floor/cybergrate2 -{ - cull disable - surfaceparm alphashadow - surfaceparm metalsteps - surfaceparm nomarks - { - map textures/base_floor/cybergrate2.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - { - map $lightmap - rgbGen identity - blendFunc filter - depthFunc equal - } - - -} - -textures/base_floor/cybergrate3 -{ - cull disable - surfaceparm alphashadow - surfaceparm metalsteps - surfaceparm nomarks - { - map textures/sfx/hologirl.tga - blendFunc add - tcmod scale 1.2 .5 - tcmod scroll 3.1 1.1 - - } - { - map textures/base_floor/cybergrate3.tga - alphaFunc GE128 - depthWrite - } - { - map $lightmap - rgbGen identity - blendFunc filter - depthFunc equal - } - - -} - -textures/base_floor/diamond2c_ow -{ - surfaceparm metalsteps - - { - map textures/sfx/proto_zzztblu2.tga - tcMod turb 0 .5 0 9.6 - tcmod scale 2 2 - tcmod scroll 9 5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_floor/diamond2c_ow.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_floor/diamond2cspot -{ - surfaceparm metalsteps - - { - map textures/liquids/proto_grueldark2.tga - blendFunc GL_ONE GL_ZERO - tcmod scale 2 2 - tcMod scroll .01 .03 - tcMod turb 0 0.05 0 .05 - } - - { - map textures/effects/tinfx3.tga - blendFunc GL_ONE GL_ONE - tcGen environment - } - - { - map textures/base_floor/diamond2cspot.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_floor/diamond_noisy -{ - qer_editorimage textures/base_floor/diamond2.tga - surfaceparm metalsteps - - // metal that makes metalsteps sound - { - map $lightmap - rgbGen identity - } - { - map textures/base_floor/diamond2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/base_floor/floor3_3dark_ow -{ - - { - map textures/effects/envmapblue.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 5.6 - tcmod scale 1.5 1.5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - - { - map textures/base_floor/floor3_3dark_ow.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc filter - rgbGen identity - } -} - -textures/base_floor/hfloor3 -{ - //deformVertexes wave 100 sin 3 2 .1 3 - { - rgbGen identity - map $lightmap - } - { - map textures/base_floor/hfloor3.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - { - map textures/effects/tinfx.tga - tcgen environment - blendFunc GL_ONE GL_ONE - rgbGen identity - } - - { - map textures/base_floor/hfloor3.tga - //blendFunc GL_ONE GL_ONE - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - -} - -textures/base_floor/metalbridge04dbroke -{ - surfaceparm metalsteps - - { - map textures/sfx/proto_zzztblu2.tga - tcMod turb 0 .5 0 9.6 - tcmod scale 2 2 - tcmod scroll 9 5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_floor/metalbridge04dbroke.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_floor/nomarkstone_1 -{ - qer_editorimage textures/base_floor/smallstone.tga - q3map_lightimage textures/base_floor/smallstone.tga - q3map_globaltexture - surfaceparm nomarks - surfaceparm noimpact - - // A stone that isn't marked by weapons. Used below red fog in pj_dm10 - { - map $lightmap - rgbGen identity - } - { - map textures/base_floor/smallstone.tga - tcMod scale 2 2 - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/base_floor/pjgrate1 -{ - surfaceparm metalsteps - cull none - - // A GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES - { - map textures/base_floor/pjgrate1.tga - tcMod scale 2 2 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_floor/pjgrate2 -{ - surfaceparm metalsteps - cull none - - // A RUSTED GRATE THAT CAN BE SEEN FROM BOTH SIDES - { - map textures/base_floor/pjgrate2.tga - tcMod scale 2.0 2.0 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - rgbGen identity - } -} - -textures/base_floor/pool_floor2 -{ - - - { - map textures/liquids/pool3d_5e.tga - tcmod scale -.25 -.25 - tcmod scroll .025 .025 - rgbgen wave sin .75 0 0 0 - - } - - { - map textures/liquids/pool3d_6e.tga - blendFunc GL_one GL_ONE - tcmod scale .25 .25 - tcmod scroll .025 .025 - rgbgen wave sin .75 0 0 0 - } - - { - map textures/base_floor/pool_floor2.tga - blendFunc GL_one GL_src_color - rgbgen identity - } - - - { - rgbGen identity - map $lightmap - blendfunc gl_dst_color gl_zero - } - - -} - -textures/base_floor/pool_floor3 -{ - qer_editorimage textures/base_wall/patch10rusty5.tga - - { - map textures/liquids/pool3d_5e.tga - tcmod scale -.25 -.25 - tcmod scroll .025 .025 - rgbgen wave sin .75 0 0 0 - - } - - { - map textures/liquids/pool3d_6e.tga - blendFunc GL_one GL_ONE - tcmod scale .25 .25 - tcmod scroll .025 .025 - rgbgen wave sin .75 0 0 0 - } - - { - map textures/base_wall/patch10rusty5.tga - blendFunc GL_one GL_src_color - rgbgen identity - } - - - { - rgbGen identity - map $lightmap - blendfunc gl_dst_color gl_zero - } - - -} - -textures/base_floor/pool_side2 -{ - - - { - map textures/liquids/pool3d_5e.tga - tcmod scale -.5 -.25 - tcmod scroll .025 .025 - rgbgen wave sin .75 0 0 0 - } - - { - map textures/liquids/pool3d_6e.tga - blendFunc GL_one GL_ONE - tcmod scale .5 .25 - tcmod scroll .025 .025 - rgbgen wave sin .75 0 0 0 - } - - { - map textures/base_floor/pool_side2.tga - blendFunc GL_one GL_src_color - tcmod scale .5 .5 - rgbgen identity - } - - - { - rgbGen identity - map $lightmap - blendfunc gl_dst_color gl_zero - } - - -} - -textures/base_floor/pool_side3 -{ - qer_editorimage textures/base_wall/patch10rusty5.tga - - { - map textures/liquids/pool3d_5e.tga - tcmod scale -.5 -.25 - tcmod scroll .025 .025 - rgbgen wave sin .75 0 0 0 - } - - { - map textures/liquids/pool3d_6e.tga - blendFunc GL_one GL_ONE - tcmod scale .5 .25 - tcmod scroll .025 .025 - rgbgen wave sin .75 0 0 0 - } - - { - map textures/base_wall/patch10rusty5.tga - blendFunc GL_one GL_src_color - tcmod scale .5 .5 - rgbgen identity - } - - - { - rgbGen identity - map $lightmap - blendfunc gl_dst_color gl_zero - } - - -} - -textures/base_floor/proto_grate -{ - surfaceparm metalsteps - surfaceparm trans - cull none - nopicmip - - // A GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES - { - map textures/base_floor/proto_grate.tga - //tcMod scale 2 2 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_floor/proto_grate3 -{ - surfaceparm metalsteps - surfaceparm trans - cull none - nopicmip - // A GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES - { - map textures/base_floor/proto_grate3.tga - //tcMod scale 2 2 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_floor/proto_grate4 -{ - surfaceparm metalsteps - surfaceparm trans - surfaceparm nonsolid //Tim's fuckage - cull none - nopicmip - - // A GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES - { - map textures/base_floor/proto_grate4.tga - //tcMod scale 2 2 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_floor/proto_rustygrate -{ - surfaceparm metalsteps - surfaceparm trans - surfaceparm alphashadow - cull none - nopicmip - // A RUSTY GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES - { - map textures/base_floor/proto_rustygrate.tga - // tcMod scale 2 2 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_floor/proto_rustygrate2 -{ - surfaceparm metalsteps - surfaceparm trans - surfaceparm alphashadow - cull none - nopicmip - // A RUSTY GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES - { - map textures/base_floor/proto_rustygrate2.tga - // tcMod scale 2 2 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_floor/rusty_pentagrate -{ - surfaceparm metalsteps - surfaceparm trans - surfaceparm alphashadow - - cull none - nopicmip - // A RUSTY and Eeevil grate THAT CAN BE SEEN FROM BOTH SIDES - { - map textures/base_floor/rusty_pentagrate.tga - // tcMod scale 2 2 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_floor/skylight1 -{ - q3map_lightimage textures/base_floor/skylight1_lm.tga - q3map_surfacelight 100 - - { - map $lightmap - rgbGen identity - } - { - map textures/base_floor/skylight1.tga - blendfunc gl_dst_color gl_zero - rgbGen identity - } - { - map textures/base_floor/skylight1_lm.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle .2 2 0 7.7 - } - { - map textures/base_floor/skylight1_lm.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle .2 5 1 5.1 - } - -} - -textures/base_floor/skylight_spec -{ - { - rgbGen identity - map $lightmap - } - { - map textures/base_floor/skylight_spec.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/base_floor/techfloor -{ - surfaceparm metalsteps - - { - map textures/sfx/proto_zzztpink.tga - tcMod turb 0 .5 0 9.6 - tcmod scale 2 2 - tcmod scroll 9 5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - //clampmap textures/gothic_block/blocks18cgeomtrn2.tga - clampmap textures/base_floor/techfloor2.tga - blendFunc blend - tcmod rotate 170 - tcMod stretch sin .8 0.2 0 .4 - rgbGen identity - } - { - map textures/base_floor/techfloor.tga - blendFunc blend - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_floor/techfloor2 -{ - cull disable - //surfaceparm trans - surfaceparm nomarks - //nomipmaps - - { - clampmap textures/base_floor/techfloor2.tga - alphaFunc GE128 - tcmod rotate 70 - tcMod stretch sin .8 0.2 0 .3 - rgbGen identity - } - { - clampmap textures/base_floor/techfloor2.tga - alphaFunc GE128 - tcmod rotate -50 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - clampmap textures/base_floor/techfloor2.tga - alphaFunc GE128 - tcmod rotate 30 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } - -} - -textures/base_floor/tilefloor7_ow -{ - q3map_lightimage textures/base_floor/tilefloor7_owfx.tga - q3map_surfacelight 100 - - { - map $lightmap - rgbGen identity - } - { - map textures/base_floor/tilefloor7_ow.tga - blendfunc gl_dst_color gl_zero - rgbGen identity - } - { - map textures/base_floor/tilefloor7_owfx.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle 1 2 0 7 - } - { - map textures/base_floor/tilefloor7_owfx.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle 1 5 1 3 - } - -} - diff --git a/install/installs/Q3Pack/install/baseq3/scripts/base_light.shader b/install/installs/Q3Pack/install/baseq3/scripts/base_light.shader deleted file mode 100644 index 07ade96..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/base_light.shader +++ /dev/null @@ -1,1683 +0,0 @@ -textures/base_light/baslt4_1_2k -{ - qer_editorimage textures/base_light/baslt4_1.tga - surfaceparm nomarks - q3map_surfacelight 2000 - //light 1 - - // New Fluorescent light - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/baslt4_1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/baslt4_1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/baslt4_1_4k -{ - qer_editorimage textures/base_light/baslt4_1.tga - surfaceparm nomarks - q3map_surfacelight 4000 - //light 1 - - // New Fluorescent light - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/baslt4_1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/baslt4_1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/border11light -{ - q3map_surfacelight 500 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/border11light.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/border11light.blend.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/border11light_300 -{ - qer_editorimage textures/base_light/border11light.tga - q3map_lightimage textures/base_light/border11light.blend.tga - - q3map_surfacelight 235 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/border11light.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/border11light.blend.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/border7_ceil50 -{ - qer_editorimage textures/base_light/border7_ceil50.tga - q3map_surfacelight 100 - // Square dirty white llight - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/border7_ceil50.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/border7_ceil50glow.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_22a -{ - surfaceparm nomarks - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_22a.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_22a.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_22a_8k -{ - surfaceparm nomarks - qer_editorimage textures/base_light/ceil1_22a.tga - q3map_surfacelight 8000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_22a.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_22a.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_22a_trans -{ - qer_editorimage textures/base_light/ceil1_22a.tga - surfaceparm nomarks - surfaceparm nonsolid - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_22a.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_22a.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_30 -{ - surfaceparm nomarks - q3map_surfacelight 10000 -// light 1 - // Square rich blue light - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_30.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_30.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_30_8k -{ - surfaceparm nomarks - qer_editorimage textures/base_light/ceil1_30.tga - q3map_surfacelight 8000 -// light 1 - // Square rich blue light (8k light wattage - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_30.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_30.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_30_trans -{ - qer_editorimage textures/base_light/ceil1_30.tga - surfaceparm nomarks - surfaceparm nonsolid - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_30.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_30.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_34 -{ - surfaceparm nomarks - q3map_surfacelight 10000 -// light 1 - // Square tourquoise light - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_34.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_34.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_34_10k -{ - qer_editorimage textures/base_light/ceil1_34.tga - surfaceparm nomarks - q3map_surfacelight 10000 -// light 1 - // Square tourquoise light - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_34.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_34.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_34_1k -{ - qer_editorimage textures/base_light/ceil1_34.tga - q3map_lightimage textures/base_light/ceil1_34.blend.tga - surfaceparm nomarks - q3map_surfacelight 1000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_34.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_34.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_34_2k -{ - qer_editorimage textures/base_light/ceil1_34.tga - q3map_lightimage textures/base_light/ceil1_34.blend.tga - surfaceparm nomarks - q3map_surfacelight 2000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_34.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_34.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_34_5k -{ - qer_editorimage textures/base_light/ceil1_34.tga - surfaceparm nomarks - q3map_surfacelight 5000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_34.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_34.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_37 -{ - surfaceparm nomarks - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_37.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_37.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_38 -{ - surfaceparm nomarks - q3map_surfacelight 2500 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_38_10k -{ - qer_editorimage textures/base_light/ceil1_38.tga - surfaceparm nomarks - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_38_20k -{ - qer_editorimage textures/base_light/ceil1_38.tga - surfaceparm nomarks - q3map_surfacelight 20000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_38_30k -{ - qer_editorimage textures/base_light/ceil1_38.tga - surfaceparm nomarks - q3map_surfacelight 30000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_38_40k -{ - qer_editorimage textures/base_light/ceil1_38.tga - surfaceparm nomarks - q3map_surfacelight 40000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_38_50k -{ - qer_editorimage textures/base_light/ceil1_38.tga - surfaceparm nomarks - q3map_surfacelight 50000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_38_70k -{ - qer_editorimage textures/base_light/ceil1_38.tga - surfaceparm nomarks - q3map_surfacelight 70000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_38_90k -{ - qer_editorimage textures/base_light/ceil1_38.tga - surfaceparm nomarks - q3map_surfacelight 90000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_39 -{ - surfaceparm nomarks - q3map_surfacelight 7500 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_4 -{ - surfaceparm nomarks - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_4.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_4.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil_white5k -{ - qer_editorimage textures/base_light/ceil1_38.tga - surfaceparm nomarks - q3map_surfacelight 5000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/cornerlight -{ - q3map_lightimage textures/base_light/cornerlight.glow.tga - surfaceparm nomarks - q3map_surfacelight 2500 - { - map textures/base_light/cornerlight.tga - rgbGen identity - } - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - - - { - map textures/base_light/cornerlight.glow.tga - blendfunc GL_one gl_one - rgbgen wave sawtooth .6 .1 0 7 - } -} - -textures/base_light/geolight -{ - q3map_lightimage textures/base_light/geolight_glow.tga - surfaceparm nomarks - q3map_surfacelight 4000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/geolight.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - { - map textures/base_light/geolight_glow.tga - blendFunc add - rgbgen wave sin .575 .025 0 10 - } - -} - -textures/base_light/jaildr03_1 -{ - surfaceparm nomarks - q3map_surfacelight 1000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/jaildr03_1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/jaildr03_1.tga - rgbGen wave sin 0.5 0.5 1 1 - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/jaildr03_2 -{ - surfaceparm nomarks - q3map_surfacelight 1000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/jaildr03_2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/jaildr03_2.blend.tga - rgbGen wave sin 0.5 0.5 1 1 - blendfunc GL_ONE GL_ONE - } - -} - -textures/base_light/jaildr1_3 -{ - surfaceparm nomarks - q3map_surfacelight 1000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/jaildr1_3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/jaildr1_3.blend.tga - rgbGen wave sin 0.5 0.5 1 1 - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light1_1500 -{ - qer_editorimage textures/base_light/light1.tga - surfaceparm nomarks - q3map_surfacelight 1500 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1.blend.tga - //rgbGen wave sin 0.5 0.5 0 3 - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/light1_3000 -{ - qer_editorimage textures/base_light/light1.tga - surfaceparm nomarks - q3map_surfacelight 1500 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1.blend.tga - //rgbGen wave sin 0.5 0.5 0 3 - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/light1_5000 -{ - qer_editorimage textures/base_light/light1.tga - q3map_lightimage textures/base_light/light1.blend.tga - surfaceparm nomarks - q3map_surfacelight 5000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light1blue_1500 -{ - qer_editorimage textures/base_light/light1blue.tga - q3map_lightimage textures/base_light/light1blue.blend.tga - surfaceparm nomarks - q3map_surfacelight 1500 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1blue.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1blue.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light1blue_2000 -{ - qer_editorimage textures/base_light/light1blue.tga - q3map_lightimage textures/base_light/light1blue.blend.tga - surfaceparm nomarks - q3map_surfacelight 2000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1blue.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1blue.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light1blue_5000 -{ - qer_editorimage textures/base_light/light1blue.tga - q3map_lightimage textures/base_light/light1blue.blend.tga - surfaceparm nomarks - q3map_surfacelight 5000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1blue.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1blue.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light1blue_800 -{ - qer_editorimage textures/base_light/light1blue.tga - q3map_lightimage textures/base_light/light1blue.blend.tga - surfaceparm nomarks - q3map_surfacelight 800 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1blue.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1blue.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light1dark -{ - qer_editorimage textures/base_light/light1.tga - q3map_lightimage textures/base_light/light1.blend.tga - surfaceparm nomarks - q3map_surfacelight 6000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light1red_2000 -{ - qer_editorimage textures/base_light/light1red.tga - q3map_lightimage textures/base_light/light1red.blend.tga - surfaceparm nomarks - q3map_surfacelight 2000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1red.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1red.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light1red_5000 -{ - qer_editorimage textures/base_light/light1red.tga - q3map_lightimage textures/base_light/light1red.blend.tga - surfaceparm nomarks - q3map_surfacelight 5000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1red.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1red.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light5_10k -{ - qer_editorimage textures/base_light/light5.tga - q3map_lightimage textures/base_light/xlight5.blend.tga -// light 1 - surfaceparm nomarks - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/xlight5.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/xlight5.blend.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/light5_15k -{ - qer_editorimage textures/base_light/light5.tga - q3map_lightimage textures/base_light/light5.blend.tga - surfaceparm nomarks - q3map_surfacelight 15000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light5.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light5.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/light5_3000 -{ - qer_editorimage textures/base_light/light5.tga -// light 1 - surfaceparm nomarks - q3map_surfacelight 3000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/xlight5.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/xlight5.blend.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/light5_5k -{ - qer_editorimage textures/base_light/light5.tga - //light 1 - surfaceparm nomarks - surfaceparm nolightmap - q3map_surfacelight 5000 - { - map textures/base_light/light5.tga - rgbGen identity - } -} - -textures/base_light/lt2_2000 -{ - qer_editorimage textures/base_light/light2.tga -// light 1 - surfaceparm nomarks - q3map_surfacelight 2000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light2.blend.tga - rgbGen wave sin 0.6 0.1 .1 .1 - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/lt2_4000 -{ - qer_editorimage textures/base_light/light2.tga - //light 1 - surfaceparm nomarks - q3map_surfacelight 4000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light2.blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/lt2_8000 -{ - qer_editorimage textures/base_light/light2.tga - surfaceparm nomarks - q3map_surfacelight 8000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light2.blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/patch10_pj_lite -{ - q3map_surfacelight 2500 - surfaceparm nomarks -// light 1 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/patch10_pj_lite.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/patch10_pj_lite.blend.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/patch10_pj_lite2 -{ - q3map_surfacelight 2000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/patch10_pj_lite2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/patch10_pj_lite2.blend.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/patch10_pj_lite2_1000 -{ - qer_editorimage textures/base_light/patch10_pj_lite2.tga - q3map_surfacelight 1000 - surfaceparm nomarks - //light 1 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/patch10_pj_lite2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/patch10_pj_lite2.blend.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/pjceil1_39_1K -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 1000 -// light 1 - // Square dirty white - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/pjceil1_39_1p5k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 1500 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/proto_light -{ - q3map_lightimage textures/base_light/proto_lightmap.tga - surfaceparm nomarks - q3map_surfacelight 1000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/proto_light.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/proto_lightmap.tga - blendfunc GL_ONE GL_ONE - rgbGen wave sin .5 0.5 1 .1 - } - { - map textures/base_light/proto_light2.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle 1 5 1 3 - } - { - map textures/base_light/proto_light2.tga - blendfunc GL_ONE GL_ONE - tcmod scale -1 -1 - rgbgen wave triangle 1 2 0 7 - } -} - -textures/base_light/proto_light_2k -{ - qer_editorimage textures/base_light/proto_light.tga - q3map_lightimage textures/base_light/proto_lightmap.tga - surfaceparm nomarks - q3map_surfacelight 2000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/proto_light.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/proto_lightmap.tga - blendfunc GL_ONE GL_ONE - rgbGen wave sin .5 0.5 1 .1 - } - { - map textures/base_light/proto_light2.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle 1 5 1 3 - } - { - map textures/base_light/proto_light2.tga - blendfunc GL_ONE GL_ONE - tcmod scale -1 -1 - rgbgen wave triangle 1 2 0 7 - } -} - -textures/base_light/proto_lightred -{ - q3map_lightimage textures/base_light/proto_lightred.tga - surfaceparm nomarks - q3map_surfacelight 300 -// light 1 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/proto_lightred.tga - blendFunc filter - rgbGen identity - } - { - map textures/base_light/proto_lightred.tga - blendFunc add - } - -} - -textures/base_light/proto_lightred2 -{ - q3map_lightimage textures/base_light/proto_lightred.tga - qer_editorimage textures/base_light/proto_lightred.tga - surfaceparm nomarks - q3map_surfacelight 1000 -// light 1 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/proto_lightred.tga - blendFunc filter - rgbGen identity - } - { - map textures/base_light/proto_lightred.tga - blendFunc add - rgbGen wave square .5 .5 0 1 - } - -} - -textures/base_light/runway -{ - q3map_lightimage textures/base_light/runway_glow.tga - surfaceparm nomarks - q3map_surfacelight 400 - { - map textures/base_light/runway_glow.tga - tcmod scale 1 .25 - rgbgen wave square -1 2 .5 8 - tcmod scroll 0 .5 - } - - { - map textures/base_light/runway.tga - blendFunc blend - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc filter - } - - { - map textures/base_light/runwayb.tga - blendFunc add - rgbGen identity - } - - -} - -textures/base_light/s_proto_light -{ - q3map_lightimage textures/base_light/s_proto_lightmap.tga - qer_editorimage textures/base_light/proto_light.tga - surfaceparm nomarks - q3map_surfacelight 100 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/proto_light.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/proto_lightmap.tga - blendfunc GL_ONE GL_ONE - rgbGen wave sin .5 0.5 1 .1 - } - { - map textures/base_light/proto_light2.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle 1 5 1 3 - } - { - map textures/base_light/proto_light2.tga - blendfunc GL_ONE GL_ONE - tcmod scale -1 -1 - rgbgen wave triangle 1 2 0 7 - } -} - -textures/base_light/scrolllight -{ - q3map_lightimage textures/sfx/scrolllight2.tga - q3map_surfacelight 100 - - { - map $lightmap - rgbGen identity - } - { - Map textures/base_light/scrolllight.tga - blendfunc gl_dst_color gl_zero - rgbGen identity - } - { - Map textures/base_light/scrolllight2.tga - blendFunc GL_ONE GL_ONE - tcmod scroll -1 0 - } - { - Map textures/base_light/scrolllight2.tga - blendFunc GL_ONE GL_ONE - tcmod scroll -2 0 - } - - -} - -textures/base_light/trianglelight -{ - q3map_lightimage textures/base_light/trianglelight.blend.tga - surfaceparm nomarks - q3map_surfacelight 2500 - { - map textures/base_light/trianglelight.tga - rgbGen identity - } - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - - - { - map textures/base_light/trianglelight.blend.tga - blendfunc GL_one gl_one - rgbgen wave sawtooth .6 .1 0 7 - } - - -} - -textures/base_light/wsupprt1_12 -{ - surfaceparm nomarks - q3map_surfacelight 1000 - //light1 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/wsupprt1_12.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/wsupprt1_12.blend.tga - rgbGen wave sin 0.5 0.5 1 1 - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39 -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 20000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_1 -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_10k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_110k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 110000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_15k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 15000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_20k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 20000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_2k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 2000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_30k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 30000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_500k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 500000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_50k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 50000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_5k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 5000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_70k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 70000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_90k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 90000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_a -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 30000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_b -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 40000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} diff --git a/install/installs/Q3Pack/install/baseq3/scripts/base_object.shader b/install/installs/Q3Pack/install/baseq3/scripts/base_object.shader deleted file mode 100644 index 964e334..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/base_object.shader +++ /dev/null @@ -1,30 +0,0 @@ - -textures/base_object/boxQ3_3 -{ - // A red box side with a specular map on it - { - map $lightmap - rgbGen identity - } - { - map textures/base_object/boxQ3_3.tga - rgbGen identity - alphaGen lightingSpecular - blendFunc GL_DST_COLOR GL_SRC_ALPHA - } -} - -textures/base_object/boxq3_4 -{ - // A golden yellow box with a specular map on it - { - map $lightmap - rgbGen identity - } - { - map textures/base_object/boxq3_4.tga - rgbGen identity - alphaGen lightingSpecular - blendFunc GL_DST_COLOR GL_SRC_ALPHA - } -} diff --git a/install/installs/Q3Pack/install/baseq3/scripts/base_support.shader b/install/installs/Q3Pack/install/baseq3/scripts/base_support.shader deleted file mode 100644 index 03647ee..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/base_support.shader +++ /dev/null @@ -1,211 +0,0 @@ - -textures/base_support/cable_trans -{ - - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/base_support/cable_trans.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/base_support/grate1_3 -{ - - { - map $lightmap - rgbgen identity - } - - { - map textures/base_support/grate1_3.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - alphaGen lightingSpecular - rgbGen identity - } - -} - -textures/base_support/pj_metal14_1 -//Paul Jaquays uses this on the tops of metal frameworks -{ - qer_editorimage textures/base_support/metal14_1.tga - surfaceparm metalsteps - - // metal that makes metalsteps sound - { - map $lightmap - rgbGen identity - } - { - map textures/base_support/metal14_1.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } -} - -textures/base_support/support1rust -{ - //deformVertexes wave 100 sin 3 2 .1 3 - { - rgbGen identity - map $lightmap - } - { - map textures/base_support/support1rust.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - { - map textures/base_trim/tinfx.tga - tcgen environment - blendFunc GL_ONE GL_ONE - rgbGen identity - } - - { - map textures/base_support/support1rust.tga - //blendFunc GL_ONE GL_ONE - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/base_support/support1shiny -{ - - { - map textures/effects/tinfx.tga - tcGen environment - rgbGen identity - } - { - map textures/base_support/support1shiny.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - - -textures/base_support/support2rust -{ - qer_editorimage textures/base_support/support1rust.tga - { - rgbGen identity - map $lightmap - } - { - map textures/base_support/support1rust.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/base_support/x_support -{ - surfaceparm metalsteps - surfaceparm trans - surfaceparm alphashadow - surfaceparm nomarks - cull none - nopicmip - { - map textures/base_support/x_support.tga - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_support/x_support2 -{ - surfaceparm metalsteps - surfaceparm trans - surfaceparm alphashadow - surfaceparm playerclip - surfaceparm nonsolid - surfaceparm nomarks - cull none - nopicmip - { - map textures/base_support/x_support2.tga - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_support/x_support3 -{ - surfaceparm metalsteps - surfaceparm trans - surfaceparm alphashadow - surfaceparm nomarks - cull none - nopicmip - { - map textures/base_support/x_support3.tga - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_support/z_support -{ - surfaceparm metalsteps - surfaceparm trans - surfaceparm alphashadow - surfaceparm nomarks - cull none - nopicmip - { - map textures/base_support/z_support.tga - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - diff --git a/install/installs/Q3Pack/install/baseq3/scripts/base_trim.shader b/install/installs/Q3Pack/install/baseq3/scripts/base_trim.shader deleted file mode 100644 index c0582be..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/base_trim.shader +++ /dev/null @@ -1,591 +0,0 @@ - -textures/base_trim/border11_250 -{ - qer_editorimage textures/base_trim/border11light.tga - q3map_surfacelight 250 - q3map_lightimage textures/base_trim/border11light.glow.tga - { - map $lightmap - rgbGen identity - } - { - map textures/base_trim/border11light.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } - { - map textures/base_trim/border11light.glow.tga - blendfunc GL_ONE GL_ONE - rgbgen wave sin .9 .1 0 10 - } -} - -textures/base_trim/border11light -{ - q3map_surfacelight 500 - Q3map_lightimage textures/base_trim/border11light.glow.tga - { - map $lightmap - rgbGen identity - } - { - map textures/base_trim/border11light.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } - { - map textures/base_trim/border11light.glow.tga - blendfunc GL_ONE GL_ONE - rgbgen wave sin .9 .1 0 10 - } -} - -textures/base_trim/border12b -{ - q3map_surfacelight 1000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_trim/border12b.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } - { - map textures/base_trim/border12bfx.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_trim/border12b_pj -{ - qer_editorimage textures/base_trim/border12b.tga - q3map_surfacelight 150 - q3map_lightimage textures/base_trim/border12bfx.tga - { - map $lightmap - rgbGen identity - } - { - map textures/base_trim/border12b.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } - { - map textures/base_trim/border12bfx.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_trim/dark_tin2 -{ - - { - map textures/effects/tinfx.tga - tcGen environment - rgbGen vertex - } - { - map textures/base_trim/dark_tin2.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - -} - -textures/base_trim/dark_tin2_trans -{ - qer_editorimage textures/base_trim/dark_tin2.tga - surfaceparm nonsolid - - { - map textures/effects/tinfx.tga - tcGen environment - rgbGen vertex - } - { - map textures/base_trim/dark_tin2.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - -} - -textures/base_trim/deeprust_trans -{ - qer_editorimage textures/base_trim/deeprust.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/base_trim/deeprust.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/base_trim/electricwall -{ - qer_editorimage textures/organics/wire02a_f.tga - q3map_surfacelight 400 - - { - map $lightmap - rgbGen identity - } - { - map textures/organics/wire02a_f.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } - { - map textures/organics/wire02a_f.tga - blendFunc GL_ONE GL_ONE - } - { - map textures/sfx/electric2.blend.tga - rgbGen wave sin 0.6 1 0 2 - tcMod scroll 0.53 0.43 - blendfunc GL_ONE GL_ONE - } -} - -textures/base_trim/panel_glo -{ - - { - map textures/sfx/firegorre2.tga - - tcMod turb 0 .6 0 0.06 - tcmod scale .53 .61 - tcmod scroll 0 4 - blendFunc GL_ONE GL_ZERO - rgbGen wave sin 1 1 0 .1 - } - { - map textures/base_trim/panel_glo.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_trim/panel_shiny -{ - - { - map textures/effects/tinfx.tga - tcGen environment - rgbGen identity - } - { - map textures/base_trim/panel_shiny.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_trim/panelbrn010w -{ - q3map_lightimage textures/base_trim/panelbrn010wfx.tga - - { - map textures/base_trim/panelbrn010w.tga - } - - { - map textures/sfx/hologirl2.tga - tcmod scale .4 .4 - tcmod scroll 6 2 - blendFunc GL_ONE GL_ONE - rgbGen identity - } - { - map textures/base_trim/panelbrn010w.tga - blendfunc blend - - } - { - map $lightmap - rgbGen identity - blendFunc filter - } - -} - -textures/base_trim/pewter_nonsolid -{ - qer_editorimage textures/base_trim/dirty_pewter.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/base_trim/dirty_pewter.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/base_trim/pewter_shiney -{ - - { - map textures/effects/tinfx.tga - tcGen environment - rgbGen identity - } - { - map textures/base_trim/pewter_shiney.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_trim/pewter_spec -{ - { - rgbGen identity - map $lightmap - } - { - map textures/base_trim/pewter_spec.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - -} - -textures/base_trim/proto_comp -{ - { - map textures/base_trim/proto_comp2.tga - tcmod scroll 0 -.2 - rgbGen wave sin .5 .5 0 3 - rgbGen identity - } - { - clampmap textures/sfx/console03.tga - tcmod rotate -33 - tcMod stretch sin .8 0 0 0 - blendfunc add - rgbGen wave sin .6 0 0 0 - } - { - clampmap textures/sfx/console02.tga - tcmod rotate -333 - tcMod stretch sin .8 0 0 0 - blendfunc add - rgbGen wave sin .3 0 0 0 - } - { - map textures/effects/tinfx2c.tga - tcGen environment - blendfunc add - rgbGen identity - } - { - map textures/base_trim/proto_comp.tga - blendfunc blend - } - { - map $lightmap - blendFunc filter - rgbGen identity - } -} - -textures/base_trim/proto_fence -{ - surfaceparm trans - cull none - nopicmip - - { - map textures/base_trim/proto_fence.tga - tcMod scale 3 3 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_trim/spiderbit -{ - q3map_lightimage textures/base_trim/spiderbit_fx.tga - q3map_surfacelight 100 - - { - map $lightmap - rgbGen identity - } - { - map textures/base_trim/spiderbit.tga - blendfunc gl_dst_color gl_zero - rgbGen identity - } - { - map textures/base_trim/spiderbit_fx.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle .1 .5 0 7 - } - -} - -textures/base_trim/spiderbite -{ - - { - map textures/sfx/proto_zzztblu2.tga - tcMod turb 0 .3 0 .2 - tcmod scroll 6 .7 - tcmod scale .4 1 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_trim/spiderbite.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - tcMod stretch sin .8 0.4 0 .2 - tcmod scroll .3 0 - rgbGen identity - } - { - map textures/base_trim/spiderbite.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - tcMod stretch sin .8 0.2 0 .1 - tcmod scroll -.5 0 - rgbGen identity - } - { - map textures/base_trim/spiderbite.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_trim/spidertrim3 -{ - - { - map textures/effects/tinfx.tga - tcGen environment - rgbGen identity - } - { - map textures/base_trim/spidertrim3.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_trim/spidertrim4 -{ - - { - map textures/effects/tinfx.tga - tcGen environment - rgbGen identity - } - { - map textures/base_trim/spidertrim4.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_trim/techborder -{ - q3map_surfacelight 300 - q3map_lightimage textures/base_trim/techborder_fx.tga - { - map $lightmap - rgbGen identity - } - { - map textures/base_trim/techborder.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } - { - map textures/base_trim/techborder_fx.tga - //tcmod scale .1 1 - tcmod scroll .1 0 - - blendfunc GL_ONE GL_ONE - } - { - map textures/base_trim/techborder_fx.tga - tcmod scale .1 1 - tcmod scroll .1 0 - - blendfunc GL_ONE GL_ONE - } -} - -textures/base_trim/tin -{ - { - rgbGen identity - map $lightmap - } - { - map textures/base_trim/tin.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - { - map textures/base_trim/tinfx.tga - tcgen environment - blendFunc GL_ONE GL_ONE - rgbGen identity - } - - { - map textures/base_trim/tin.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/base_trim/wires01 -{ - cull disable - surfaceparm alphashadow - deformVertexes autoSprite2 - surfaceparm trans - { - map textures/base_trim/wires01.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - { - map $lightmap - rgbGen identity - blendFunc filter - depthFunc equal - } - - -} - -textures/base_trim/wires01_ass -{ - cull disable - surfaceparm alphashadow - deformVertexes autoSprite2 - { - map textures/base_trim/wires01_ass.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - { - map $lightmap - rgbGen identity - blendFunc filter - depthFunc equal - } - - -} - -textures/base_trim/wires02 -{ - cull disable - surfaceparm alphashadow - surfaceparm trans - { - map textures/base_trim/wires02.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - { - map $lightmap - rgbGen identity - blendFunc filter - depthFunc equal - } - - -} - -textures/base_trim/xborder12b -{ - qer_editorimage textures/base_trim/border12b.tga - q3map_surfacelight 100 - q3map_lightimage textures/base_trim/border12bfx.tga - { - map $lightmap - rgbGen identity - } - { - map textures/base_trim/border12b.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } - { - map textures/base_trim/border12bfx.tga - blendfunc GL_ONE GL_ONE - } -} diff --git a/install/installs/Q3Pack/install/baseq3/scripts/base_wall.shader b/install/installs/Q3Pack/install/baseq3/scripts/base_wall.shader deleted file mode 100644 index 82730f6..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/base_wall.shader +++ /dev/null @@ -1,1406 +0,0 @@ - -textures/base_wall/atech1_alpha -{ - - { - map textures/sfx/hologirl.tga - tcmod scale 2 .4 - tcmod scroll 6 .6 - //tcMod turb 0 .1 0 .01 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_wall/atech1_alpha.tga - blendfunc blend - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc filter - } - -} - -textures/base_wall/atechengine_ax -{ - q3map_lightimage textures/base_wall/atechengine_ax2.tga - q3map_surfacelight 300 - { - map textures/sfx/proto_zzztpink.tga - tcmod rotate 60 - tcMod turb 0 .5 0 9.6 - tcmod scale 2 2 - tcmod scroll 9 5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_wall/atechengine_ax.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_wall/basewall01_ow -{ - q3map_lightimage textures/base_wall/basewall01_owfx.tga - - { - map $lightmap - rgbGen identity - } - { - map textures/base_wall/basewall01_ow.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_wall/basewall01_owfx.tga - blendfunc GL_ONE GL_ONE - rgbGen wave sin .5 0.5 0 .5 - } - -} - -textures/base_wall/basewall01bit -{ - q3map_lightimage textures/base_wall/basewall01bitfx.tga - q3map_surfacelight 300 - { - map textures/base_wall/basewall01bit.tga - rgbGen identity - } - - { - map textures/base_wall/basewall01bitfx.tga - blendfunc GL_ONE GL_ONE - tcmod scroll 3.3 1 - rgbGen wave sin .5 0.5 0 5 - } - { - map textures/effects/envmap2.tga - tcGen environment - tcmod scale 4 4 - blendFunc GL_ONE GL_ONE - rgbGen identity - } - { - map textures/base_wall/basewall01bit.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - - -} - -textures/base_wall/bluemetal1b_chrome -{ - qer_editorimage textures/base_wall/bluemetal1b_shiny.tga - - { - map textures/base_wall/chrome_env2.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetal1b_shiny.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } -} - -textures/base_wall/bluemetal1b_shiny -{ - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/bluemetal1b_shiny.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/base_wall/bluemetal2_noisy -{ - qer_editorimage textures/base_wall/bluemetal2_shiny.tga - surfaceparm metalsteps - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/bluemetal2_shiny.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/base_wall/bluemetal2_shiny -{ - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/bluemetal2_shiny.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/base_wall/bluemetal2_shiny_trans -{ - qer_editorimage textures/base_wall/bluemetal2_shiny.tga - surfaceparm nonsolid - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/bluemetal2_shiny.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/base_wall/bluemetalsupport2 -{ - - - { - map textures/base_wall/chrome_env2.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } -} - -textures/base_wall/bluemetalsupport2b -{ - - q3map_surfacelight 100 - q3map_lightimage textures/base_wall/bluemetalsupport2bglow.tga - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2b.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - - - { - map textures/base_wall/bluemetalsupport2bglow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin 0.5 0.5 0 .2 - } -} - -textures/base_wall/bluemetalsupport2c -{ - - - { - map textures/base_wall/chrome_env2.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2c.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } -} - -textures/base_wall/bluemetalsupport2c_1 -{ - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2c_1.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } -} - -textures/base_wall/bluemetalsupport2c_1vent -{ - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2c_1vent.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } -} - -textures/base_wall/bluemetalsupport2clight -{ - surfaceparm nomarks - q3map_surfacelight 500 - - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2clight.tga - blendFunc blend - rgbGen identity - } - - { - map $lightmap - blendfunc filter - rgbGen identity - } - - - { - map textures/base_wall/bluemetalsupport2clight.glow.tga - blendFunc add - rgbgen wave sawtooth .6 .1 0 4 - } -} - -textures/base_wall/bluemetalsupport2d_1 -{ - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2d_1.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } -} - -textures/base_wall/bluemetalsupport2e -{ - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2e.tga - blendFunc blend - rgbGen identity - } - - { - map $lightmap - blendfunc filter - rgbGen identity - } -} - -textures/base_wall/bluemetalsupport2e2 -{ - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2e2.tga - blendFunc blend - rgbGen identity - } - - { - map $lightmap - blendfunc filter - rgbGen identity - } -} - -textures/base_wall/bluemetalsupport2eye -{ - - surfaceparm nomarks - q3map_surfacelight 300 - q3map_lightimage textures/base_wall/bluemetalsupport2eyel.tga - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2eye.tga - blendFunc blend - rgbGen identity - } - - { - map $lightmap - blendfunc filter - rgbGen identity - } - { - map textures/base_wall/bluemetalsupport2eyel.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle .5 .5 0 .5 - } -} - -textures/base_wall/bluemetalsupport2f -{ - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2f.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } -} - -textures/base_wall/bluemetalsupport2fline -{ - q3map_surfacelight 100 - q3map_lightimage textures/base_wall/bluemetalsupport2fline_glow.tga - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2fline.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } - - { - map textures/base_wall/bluemetalsupport2fline_glow.tga - blendFunc add - rgbGen wave sin .5 .5 0 1 - } - - -} - -textures/base_wall/bluemetalsupport2ftv -{ - q3map_surfacelight 100 - q3map_lightimage textures/base_wall/bluemetalsupport2ftv_glow.tga - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2ftv.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } - - { - map textures/base_wall/bluemetalsupport2ftv_glow.tga - blendFunc add - rgbGen wave sawtooth .4 .05 0 10 - } - - -} - -textures/base_wall/blumtlspt2b -{ - - q3map_surfacelight 100 - q3map_lightimage textures/base_wall/blumtlspt2bglow.tga - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/blumtlspt2b.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - - - { - map textures/base_wall/bluemetalsupport2bglow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin 0.5 0.5 0 .2 - } -} - -textures/base_wall/c_met5_2_trans -{ - qer_editorimage textures/base_wall/c_met5_2.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/base_wall/c_met5_2.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/base_wall/chrome_metal -{ - { - map textures/base_wall/chrome_env.tga - tcGen environment - tcmod scale .25 .25 - - } - - { - map textures/base_wall/chrome_metal.tga - blendFunc GL_ONE GL_ONE - detail - tcMod scale 0.0693 0.0712 - rgbGen identity - } - - - { - map $lightmap - rgbgen identity - blendFunc GL_DST_COLOR GL_ZERO - - } - - - -} - -textures/base_wall/comp3 -{ - q3map_lightimage textures/base_wall/comp3env.tga - qer_editorimage textures/base_wall/comp3_qer.tga - q3map_surfacelight 1000 - { - map textures/base_wall/comp3text.tga - rgbGen identity - tcmod scroll 3 1 - } - - { - map textures/base_wall/comp3env.tga - tcGen environment - blendFunc GL_ONE GL_ONE - rgbGen wave sin .98 .02 0 5 - } - - { - map $lightmap - tcGen environment - blendFunc GL_DST_COLOR GL_ONE - } - - - { - map textures/base_wall/comp3.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - -} - -textures/base_wall/comp3b -{ - q3map_lightimage textures/base_wall/comp3textb.tga - qer_editorimage textures/base_wall/comp3b_qer.tga - q3map_surfacelight 1000 - { - map textures/base_wall/comp3textb.tga - rgbGen identity - tcmod scroll 3 3 - } - - { - map textures/base_wall/comp3env.tga - tcGen environment - blendFunc GL_ONE GL_ONE - rgbGen wave sin .98 .02 0 5 - } - - { - map $lightmap - tcGen environment - blendFunc GL_DST_COLOR GL_ONE - } - - - { - map textures/base_wall/comp3b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - -} - -textures/base_wall/comp3b_dark -{ - q3map_lightimage textures/base_wall/comp3textb.tga - qer_editorimage textures/base_wall/comp3b_qer.tga - q3map_surfacelight 1 - { - map textures/base_wall/comp3textb.tga - rgbGen identity - tcmod scroll 3 3 - } - - { - map textures/base_wall/comp3env.tga - tcGen environment - blendFunc GL_ONE GL_ONE - rgbGen wave sin .98 .02 0 5 - } - - { - map $lightmap - tcGen environment - blendFunc GL_DST_COLOR GL_ONE - } - - - { - map textures/base_wall/comp3b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - -} - -textures/base_wall/comp3c -{ - qer_editorimage textures/base_wall/comp3c_qer.tga - - { - map textures/base_wall/comp3env.tga - rgbGen identity - tcGen environment - } - - { - map $lightmap - tcGen environment - blendFunc GL_ONE GL_ONE - } - - { - map textures/base_wall/comp3c.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - -} - -textures/base_wall/concrete_ow -{ - - { - map textures/sfx/proto_zzztblu2.tga - tcMod turb 0 .5 0 9.6 - tcmod scale 2 2 - tcmod scroll 9 5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_wall/concrete_ow.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_wall/dooreye -{ - surfaceparm nomarks - q3map_surfacelight 300 - q3map_lightimage textures/base_wall/dooreyelight.tga - - - { - map $lightmap - rgbGen identity - } - - { - map textures/base_wall/dooreye.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - { - map textures/base_wall/dooreyelight.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle .5 .5 0 .5 - } - - -} - -textures/base_wall/dooreye2 -{ - surfaceparm nomarks - q3map_surfacelight 300 - q3map_lightimage textures/base_wall/dooreyelight.tga - - - { - map $lightmap - rgbGen identity - } - - { - map textures/base_wall/dooreye2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - { - map textures/base_wall/dooreyelight.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle .5 .5 0 .5 - } - - -} - -textures/base_wall/dooreye3 -{ - surfaceparm nomarks - q3map_surfacelight 300 - q3map_lightimage textures/base_wall/dooreyelight.tga - - - { - map $lightmap - rgbGen identity - } - - { - map textures/base_wall/dooreye3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - { - map textures/base_wall/dooreyelight.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle .5 .5 0 .5 - } - - -} - -textures/base_wall/girders1i_yellofin -{ - qer_editorimage textures/base_wall/girders1i_yellodark_fin.tga - surfaceparm metalsteps - surfaceparm trans - surfaceparm alphashadow - surfaceparm playerclip - surfaceparm nonsolid - surfaceparm nomarks - cull none - nopicmip - { - map textures/base_wall/girders1i_yellodark_fin.tga - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_wall/glass01 -{ - qer_editorimage textures/base_wall/shiny3.tga - surfaceparm trans - cull none - qer_trans 0.5 - - { - map textures/effects/tinfx.tga - tcgen environment - blendFunc GL_ONE GL_ONE - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc filter - } - -} - -textures/base_wall/glass_frame -{ - cull none - surfaceparm alphashadow - - { - map textures/effects/tinfx2.tga - blendFunc GL_ONE GL_ONE - tcgen environment - rgbGen identity - } - { - map textures/base_wall/glass_frame.tga - alphaFunc GE128 - depthWrite - //rgbGen vertex - //blendfunc blend - } - { - map $lightmap - rgbGen identity - blendFunc filter - } - -} - -textures/base_wall/grill -{ - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/grill.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } -} - -textures/base_wall/main_q3abanner -{ - q3map_lightimage textures/base_wall/main_q3abanner.tga - q3map_surfacelight 100 - - - { - map textures/base_wall/main_q3abanner.tga - rgbGen wave square 0 1 0 .5 - } - - { - map textures/base_wall/comp3text.tga - blendfunc add - rgbGen identity - tcmod scroll 3 3 - } - - { - map textures/base_wall/comp3textb.tga - blendfunc add - rgbGen identity - tcmod scroll 3 3 - } - - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map $lightmap - tcgen environment - tcmod scale .5 .5 - rgbGen wave sin .25 0 0 0 - blendfunc add - } -} - -textures/base_wall/medal_impressive -{ - qer_editorimage textures/base_wall/medal_impressive.tga - q3map_surfacelight 100 - - - { - animMap .25 textures/base_wall/medal_impressive.tga textures/base_wall/medal_gauntlet.tga textures/base_wall/medal_excellent.tga textures/base_wall/medal_accuracy.tga textures/base_wall/medal_victory.tga textures/base_wall/medal_frags.tga - rgbGen wave sawtooth 0 1 0 .25 - - } - - { - map textures/base_wall/comp3textd.tga - blendfunc add - tcmod scroll 5 .25 - rgbGen wave inversesawtooth 0 1 0 .25 - } - - { - map textures/base_wall/chrome_env.tga - tcgen environment - tcmod scale .5 .5 - blendfunc add - rgbgen wave triangle .5 .05 0 10 - } - - { - map textures/base_wall/comp3frame.tga - blendfunc blend - rgbgen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - -} - -textures/base_wall/metalfloor_wall_14_specular -{ - qer_editorimage textures/base_wall/metalfloor_wall_14_specular.tga - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/metalfloor_wall_14_specular.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/base_wall/metalfloor_wall_15ow -{ - { - map textures/base_wall/metalfloor_wall_15ow.tga - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - - { - map textures/sfx/hologirl.tga - tcmod scale 2 .4 - tcmod scroll 6 .6 - //tcMod turb 0 .1 0 .01 - blendFunc GL_ONE GL_ONE - rgbGen identity - - } - { - map textures/base_wall/metalfloor_wall_15ow.tga - blendfunc blend - rgbGen identity - } - { - map $lightmap - blendFunc filter - //blendfunc dst_color gl_zero - } - -} - -textures/base_wall/metaltechgeomtrn -{ - - - { - map textures/sfx/fire_ctfblue.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 2 2 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_wall/metaltechgeomtrn.tga - blendFunc blend - tcmod rotate 30 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - map textures/base_wall/metaltechgeomtrn2.tga - blendFunc blend - tcmod rotate 20 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - map textures/base_wall/metaltechgeomtrn.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_wall/patch10shiny -{ - qer_editorimage textures/base_wall/patch10_beatup4_alpha.tga - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/patch10_beatup4_alpha.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/base_wall/patch10shiny_trans -{ - qer_editorimage textures/base_wall/patch10_beatup4_alpha.tga - surfaceparm nonsolid - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/patch10_beatup4_alpha.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/base_wall/protobanner -{ - cull disable - surfaceparm alphashadow - surfaceparm trans - surfaceparm nomarks - tessSize 64 - deformVertexes wave 30 sin 0 3 0 .2 - deformVertexes wave 100 sin 0 3 0 .7 - - { - map textures/base_wall/protobanner.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - { - map $lightmap - rgbGen identity - blendFunc filter - depthFunc equal - } - - -} - -textures/base_wall/protobanner_ow -{ - cull disable - surfaceparm alphashadow - surfaceparm trans - surfaceparm nomarks - deformVertexes wave 100 sin 0 1 0 .1 - deformVertexes wave 100 sin 0 1 0 .2 - - { - map textures/base_wall/protobanner_ow.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - { - map $lightmap - rgbGen identity - blendFunc filter - depthFunc equal - } - - -} - -textures/base_wall/protobanner_still -{ - qer_editorimage textures/base_wall/protobanner.tga - cull disable - surfaceparm alphashadow - surfaceparm trans - surfaceparm nomarks - tessSize 64 - //deformVertexes wave 30 sin 0 3 0 .2 - //deformVertexes wave 100 sin 0 3 0 .7 - - { - map textures/base_wall/protobanner.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - { - map $lightmap - rgbGen identity - blendFunc filter - depthFunc equal - } - - -} - -textures/base_wall/q3tourneyscreen -{ - qer_editorimage textures/base_wall/q3tourney1.tga - q3map_surfacelight 100 - - - - { - animMap .25 textures/base_wall/q3tourney1.tga textures/base_wall/q3tourney2.tga textures/base_wall/q3tourney3.tga textures/base_wall/q3tourney4.tga textures/base_wall/q3tourney5.tga - rgbGen wave sawtooth 0 1 0 .25 - - } - - { - map textures/base_wall/comp3textd.tga - blendfunc add - rgbGen wave inversesawtooth 0 1 0 .25 - tcmod scroll 5 .25 - } - - { - map textures/base_wall/chrome_env.tga - tcgen environment - tcmod scale .5 .5 - blendfunc add - rgbgen wave triangle .5 .05 0 10 - } - - { - map textures/base_wall/comp3frame.tga - blendfunc blend - rgbgen identity - } - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbgen identity - } - -} - -textures/base_wall/shinybluemetal1 -{ - - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/shinybluemetal1.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/base_wall/shinygrate1_4 -{ - - { - map $lightmap - tcgen environment - tcmod scale .25 .25 - rgbgen identity - } - - - { - map textures/base_wall/shinygrate1_4.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - - - { - map $lightmap - rgbgen identity - blendFunc GL_DST_COLOR GL_ZERO - } - - -} - -textures/base_wall/steed1gf -{ - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/steed1gf.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/base_wall/symbol_bluelt1 -{ - q3map_lightimage textures/base_wall/symbol_bluelt1_mask.tga - q3map_surfacelight 100 -// light 1 - - { - map $lightmap - rgbGen identity - } - - - { - map textures/base_wall/symbol_bluelt1.tga - blendfunc filter - rgbgen identity - } - - { - map textures/base_wall/symbol_bluelt1_mask.tga - blendfunc add - rgbgen wave sawtooth .2 .05 0 7 - } -} - -textures/base_wall/train1 -{ - - { - map textures/base_wall/chrome_env.tga - tcGen environment - tcmod scale .25 .1 - rgbGen identity - } - - - { - map textures/base_wall/train1.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - - { - map $lightmap - rgbgen identity - blendFunc GL_DST_COLOR GL_ZERO - } - -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/baseq3/scripts/common.shader b/install/installs/Q3Pack/install/baseq3/scripts/common.shader deleted file mode 100644 index afd3096..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/common.shader +++ /dev/null @@ -1,462 +0,0 @@ -textures/common/areaportal -{ - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm structural - surfaceparm trans - surfaceparm nomarks - surfaceparm areaportal -} - -textures/common/caulk -{ - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nomarks -} - -textures/common/clip -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip -} - -textures/common/clusterportal -{ - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm clusterportal -} - -textures/common/cushion -{ - qer_nocarve - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm nodamage -} - -textures/common/donotenter -{ - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm donotenter -} - -// never used -// -//textures/common/energypad -//{ -// qer_editorimage textures/sfx/bluegoal.tga -// surfaceparm nolightmap -// cull twosided -// { -// map textures//bluegoal.tga -// blendFunc GL_ONE GL_SRC_ALPHA -// tcGen environment -// tcMod turb 0 0.25 0 0.05 -// } -//} - -textures/common/full_clip // silly shader, use weapclip instead -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm playerclip -} - -textures/common/hint // should NOT use surfaceparm hint... strange but true -{ - qer_nocarve - qer_trans 0.30 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm structural - surfaceparm trans - surfaceparm noimpact - surfaceparm hint // ydnar: yes it should. -} - -// Obsidian: Local hint works like normal hint but doesn't create portals beyond local structural brushes. Experimental, use with caution. -textures/common/hintlocal -{ - qer_nocarve - qer_trans 0.30 - qer_editorImage textures/common/hintlocal.tga - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm structural - surfaceparm trans - surfaceparm noimpact -} - -textures/common/invisible // solid, transparent polygons, casts shadows -{ - surfaceparm nolightmap - { - map textures/common/invisible.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } -} - -textures/common/mirror1 -{ - qer_editorimage textures/common/mirror1.tga - surfaceparm nolightmap - portal - { - map textures/common/mirror1.tga - blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA - depthWrite - } -} - -textures/common/mirror2 -{ - qer_editorimage textures/common/qer_mirror.tga - surfaceparm nolightmap - portal - { - map textures/common/mirror1.tga - blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA - depthWrite - } - { - map textures/sfx/mirror.tga - blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR - } -} - -textures/common/missileclip -{ - qer_trans 0.40 - surfaceparm nodamage - surfaceparm nomarks - surfaceparm nodraw - //surfaceparm nonsolid - surfaceparm playerclip - surfaceparm trans -} - -textures/common/nodraw -{ - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks -} - -textures/common/nodrawnonsolid -{ - surfaceparm nonsolid - surfaceparm nolightmap - surfaceparm nodraw -} - -textures/common/nodrop -{ - qer_nocarve - qer_trans 0.5 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm nodrop -} - -textures/common/noimpact -{ - qer_editorimage textures/common/nolightmap.tga - surfaceparm noimpact -} - -textures/common/nolightmap -{ - surfaceparm nolightmap -} - -textures/common/origin -{ - qer_nocarve - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm origin -} - -textures/common/portal -{ - qer_editorimage textures/common/qer_portal.tga - surfaceparm nolightmap - portal - { - map textures/common/mirror1.tga - tcMod turb 0 0.25 0 0.05 - blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA - depthWrite - } -} - -textures/common/slick -{ - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nomarks - surfaceparm trans - surfaceparm slick -} - -textures/common/terrain -{ - q3map_terrain - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nomarks -} - -textures/common/terrain2 -{ - q3map_terrain - qer_editorimage textures/common/terrain.tga - surfaceparm dust - surfaceparm nodraw - surfaceparm nomarks - surfaceparm nolightmap -} - -textures/common/timportal -{ - qer_editorimage textures/common/qer_portal.tga - portal - surfaceparm nolightmap - { - map textures/common/portal.tga - tcMod turb 0 0.25 0 0.05 - blendFunc GL_ONE GL_SRC_ALPHA - depthWrite - } -} - -textures/common/trigger -{ - qer_trans 0.50 - qer_nocarve - surfaceparm nodraw -} - -textures/common/weapclip -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks -} - -textures/common/metalclip -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm metalsteps -} - -textures/common/botclip -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm botclip -} - -// ydnar q3map lightgrid bounds -// -// the min/max bounds of brushes with this shader in a map -// will define the bounds of the map's lightgrid (model lighting) -// note: make it as small as possible around player space -// to minimize bsp size and compile time - -textures/common/lightgrid -{ - qer_trans 0.5 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm detail - surfaceparm nomarks - surfaceparm trans - surfaceparm lightgrid -} - - - - -//****************************************************************************** -// Obsidian 2007-08-24 (update 2010-12-03) -// Q3Map2 "common" shaders -//****************************************************************************** - - -// ydnar: antiportal works like hint, but supresses portals -// add this to your common.shader file -textures/common/antiportal -{ - qer_nocarve - qer_trans 0.30 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm structural - surfaceparm trans - surfaceparm noimpact - surfaceparm antiportal -} - - -// ydnar: skip works like quake 2 hint: it doesn't generate bsp splits -// use on sides of hint brushes where you don't want bsp splits or portals -// add this to your common.shader file -textures/common/skip -{ - qer_nocarve - qer_trans 0.30 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm structural - surfaceparm trans - surfaceparm noimpact - surfaceparm skip -} - -// Obsidian: same as skip but name changed to allow Radiant to filter both hint and skip -textures/common/hintskip -{ - qer_nocarve - qer_trans 0.30 - qer_editorImage textures/common/skip.tga - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm structural - surfaceparm trans - surfaceparm noimpact - surfaceparm skip -} - - -// Obsidian: 2 usages for watercaulk depending on water brush complexity -// SIMPLE WATER BRUSHES - use watercaulk on faces between water brushes -// COMPLEX WATER BRUSHES - overlap complex water brushes with watercaulk. -// Water shader should be nodraw, nonsolid, trans, *sans-water* -textures/common/watercaulk -{ - qer_trans 0.5 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm trans - surfaceparm water -} - -textures/common/slimecaulk -{ - qer_trans 0.5 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm trans - surfaceparm slime -} - -textures/common/lavacaulk -{ - qer_trans 0.5 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm trans - surfaceparm lava -} - -// alpha fade shaders -// (c) 2004 randy reddig -// http://www.shaderlab.com -// distribution, in part or in whole, in any medium, permitted - -textures/common/alpha_100 -{ - qer_trans 0.5 - q3map_alphaMod volume - q3map_alphaMod scale 1.0 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm trans -} - -textures/common/alpha_75 -{ - qer_trans 0.5 - q3map_alphaMod volume - q3map_alphaMod scale 0.75 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm trans -} - -textures/common/alpha_50 -{ - qer_trans 0.5 - q3map_alphaMod volume - q3map_alphaMod scale 0.5 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm trans -} - -textures/common/alpha_25 -{ - qer_trans 0.5 - q3map_alphaMod volume - q3map_alphaMod scale 0.25 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm trans -} - -textures/common/alpha_0 -{ - qer_trans 0.5 - q3map_alphaMod volume - q3map_alphaMod scale 0 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm trans -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/baseq3/scripts/ctf.shader b/install/installs/Q3Pack/install/baseq3/scripts/ctf.shader deleted file mode 100644 index 6a28038..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/ctf.shader +++ /dev/null @@ -1,577 +0,0 @@ - -textures/ctf/blue_telep -{ - cull disable - surfaceparm nomarks - surfaceparm trans - sort additive - - { - - clampmap textures/ctf/blue_telep.tga - blendFunc add - //depthWrite - //tcMod stretch sin .9 0.1 0 .5 - tcmod rotate 327 - rgbGen identity - } - { - clampmap textures/ctf/blue_telep2.tga - blendFunc add - //depthWrite - //tcMod stretch sin .9 0.1 0 .1 - tcmod rotate -211 - rgbGen identity - } - { - clampmap textures/ctf/telep.tga - alphaFunc GE128 - depthWrite - tcmod rotate 20 - rgbGen identity - } - { - clampmap textures/ctf/telep.tga - alphaFunc GE128 - depthWrite - tcMod stretch sin .7 0 0 0 - tcmod rotate -20 - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } - - - -} - -textures/ctf/ctf_arch_b_shiny -{ - qer_editorimage textures/ctf/ctf_arch_b.tga - { - map textures/ctf/ctf_arch_b.tga - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/sfx/specular.tga - blendFunc GL_ONE GL_ONE - tcGen environment - tcmod scale 10 10 - rgbGen identity - } - { - map textures/ctf/ctf_arch_b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - -} - -textures/ctf/ctf_arch_r_shiny -{ - qer_editorimage textures/ctf/ctf_arch_r.tga - { - map textures/ctf/ctf_arch_r.tga - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/sfx/specular.tga - blendFunc GL_ONE GL_ONE - tcGen environment - tcmod scale 10 10 - rgbGen identity - } - { - map textures/ctf/ctf_arch_r.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - -} - -textures/ctf/ctf_blueflag -{ - tessSize 64 - deformVertexes wave 194 sin 0 3 0 .4 - deformVertexes normal .5 .1 - surfaceparm nomarks - cull none - - { - map textures/ctf/ctf_blueflag.tga - rgbGen identity - } - { - map textures/effects/redflagmap.tga - tcGen environment - tcmod scale 9 3 - tcmod scroll .1 .7 - - blendFunc GL_ONE GL_ONE - rgbGen identity - } - { - map textures/ctf/ctf_blueflag.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - { - map textures/sfx/shadow.tga - tcGen environment - //blendFunc GL_ONE GL_ONE - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/ctf/ctf_redflag -{ - tessSize 64 - deformVertexes wave 194 sin 0 3 0 .4 - deformVertexes normal .3 .2 - surfaceparm nomarks - cull none - - { - map textures/ctf/ctf_redflag.tga - rgbGen identity - } - { - map textures/effects/blueflagmap.tga - tcGen environment - tcmod scale 9 3 - tcmod scroll .1 .7 - - blendFunc GL_ONE GL_ONE - rgbGen identity - } - { - map textures/ctf/ctf_redflag.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - { - - map textures/sfx/shadow.tga - tcGen environment - //blendFunc GL_ONE GL_ONE - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/ctf/ctf_tower_bluefin_shiny -{ -qer_editorimage textures/ctf/ctf_tower_bluefin.tga - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/ctf_tower_bluefin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/ctf_tower_redfin_shiny -{ -qer_editorimage textures/ctf/ctf_tower_redfin.tga - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/ctf_tower_redfin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/killblockctf_b -{ - qer_editorimage textures/gothic_block/killblockgeomtrn.tga - - { - map textures/sfx/fire_ctfblue.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 2 2 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/gothic_block/blocks18cgeomtrn2.tga - //blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - blendFunc blend - tcmod rotate 30 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - map textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 20 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - map textures/gothic_block/killblockgeomtrn.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/ctf/killblockctf_r -{ - qer_editorimage textures/gothic_block/blocks15cgeomtrn.tga - - { - map textures/sfx/fire_ctfred.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 2 2 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/gothic_block/blocks18cgeomtrn2.tga - //blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - blendFunc blend - tcmod rotate 30 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - map textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 20 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - map textures/gothic_block/blocks15cgeomtrn.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/ctf/metalbase09_bluekillblock_shiny -{ -qer_editorimage textures/ctf/metalbase09_bluekillblock.tga - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/metalbase09_bluekillblock.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/red_scary4_cfin -{ - - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/red_scary4_cfin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/red_scary4_csansfacefin -{ - - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/red_scary4_csansfacefin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/red_scary4_d3fin -{ - - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/red_scary4_d3fin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/red_telep -{ - cull disable - surfaceparm nomarks - surfaceparm trans - - { - - clampmap textures/ctf/red_telep.tga - blendFunc add - //tcMod stretch sin .9 0.1 0 .5 - tcmod rotate 327 - rgbGen identity - } - { - clampmap textures/ctf/red_telep2.tga - blendFunc add - //tcMod stretch sin .9 0.1 0 .1 - tcmod rotate -211 - rgbGen identity - } - { - clampmap textures/ctf/telep.tga - alphaFunc GE128 - tcmod rotate 20 - rgbGen identity - } - { - clampmap textures/ctf/telep.tga - alphaFunc GE128 - tcMod stretch sin .7 0 0 0 - tcmod rotate -20 - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } - - - -} - -textures/ctf/tallblue_1L_fin_shiny -{ -qer_editorimage textures/ctf/tallblue_1L_fin.tga - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/tallblue_1L_fin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/tallblue_1R_fin_shiny -{ -qer_editorimage textures/ctf/tallblue_1R_fin.tga - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/tallblue_1R_fin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/tallblue_2_fin -{ - - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/tallblue_2_fin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/tallblue_2b_fin -{ - - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/tallblue_2b_fin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/tallblue_4bsmall_fin -{ - - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/tallblue_4bsmall_fin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/tallblue_4c_fin_shiny -{ -qer_editorimage textures/ctf/tallblue_4c_fin.tga - - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/tallblue_4c_fin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/tallblue_5esmallb_fin -{ - - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/tallblue_5esmallb_fin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/test2_r_trans -{ - qer_editorimage textures/ctf/test2_r.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/ctf/test2_r.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } -} - -textures/ctf/test2_trans -{ - qer_editorimage textures/ctf/test2.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - } - { - map textures/ctf/test2.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } - -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/baseq3/scripts/default_project.proj b/install/installs/Q3Pack/install/baseq3/scripts/default_project.proj deleted file mode 100644 index 42ccdb4..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/default_project.proj +++ /dev/null @@ -1,62 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/install/installs/Q3Pack/install/baseq3/scripts/default_shaderlist.txt b/install/installs/Q3Pack/install/baseq3/scripts/default_shaderlist.txt deleted file mode 100644 index 04ad521..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/default_shaderlist.txt +++ /dev/null @@ -1,47 +0,0 @@ -//**********************************************************************// -// shaderlist.txt modified for Q3Radiant // -// by Eutectic - 13 May 2000 // -// // -// Rev history: // -// 08/11/2000 -// TTimo - changed liquid to liquids and sky to skies for better // -// consistency with the directories and actual shader names // -// // -// Added the names of the new shader files created as a result // -// of the cleanup of the old shader files so Q3Radiant will read // -// and display all the shaders in the texture window. // -// // -// SHADER FILE NAMES ADDED: // -// base_door // -// gothic_button // -// gothic_door // -//**********************************************************************// - -// this file lists all the separate shader files -base_button -base_door -base_floor -base_light -base_object -base_support -base_trim -base_wall -common -ctf -//eerie -//gfx -//hell -gothic_block -gothic_button -gothic_door -gothic_floor -gothic_light -gothic_trim -gothic_wall -liquids -//menu -//models -organics -sfx -skin -skies \ No newline at end of file diff --git a/install/installs/Q3Pack/install/baseq3/scripts/entities.def b/install/installs/Q3Pack/install/baseq3/scripts/entities.def deleted file mode 100644 index f2f4174..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/entities.def +++ /dev/null @@ -1,2190 +0,0 @@ -// Quake3 Arena entity definition file for Q3Radiant -// Based on draft by Suicide 20 7.30.99 and inolen 9-3-99 -// Upgraded by Eutectic: eutectic@ritualistic.com -// (visible models added by raYGunn - paths provided by Suicide 20) -// (terrain information added to func_group entity by Paul Jaquays) -// Q3Map2 entities/keys added by ydnar -// Additional Q3Map2 and Q3A PR 1.32 entities/keys added by Obsidian -// Entities.def for GtkRadiant 1.4 and ZeroRadiant 1.6 -// Entities.ent for GtkRadiant 1.5 -// Version: 1.7.3 -// Updated: 2011-03-02 - - -//============================================================================= - -// Q3MAP2 ENTITIES - -//============================================================================= - -/*QUAKED _decal (0 1.0 0) ? --------- KEYS -------- -target : The name of the entity targeted for projection. --------- SPAWNFLAGS -------- -(none) --------- NOTES -------- -Compiler-only entity that specifies a decal to be projected. Should contain 1 or more patch meshes (curves) and target an info_null entity. Patch mesh should be using a shader with "polygonoffset" (or other blending methods) or z-fighting will occur. The distance between the center of the _decal entity and the target is the axis and distance of projection.*/ - -//============================================================================= - -/*QUAKED _skybox (0.77 0.88 1.0) (-4 -4 -4) (4 4 4) --------- KEYS -------- -angle : Rotation angle of the sky surfaces. -angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0). -_scale : Scaling factor (default 64), good values are between 50 and 300, depending on the map. --------- SPAWNFLAGS -------- -(none) --------- NOTES -------- -Compiler-only entity that specifies the origin of a skybox (a wholly contained, separate area of the map), similar to some games portal skies. When compiled with Q3Map2, the skybox surfaces will be visible from any place where sky is normally visible. It will cast shadows on the normal parts of the map, and can be used with cloud layers and other effects.*/ - -//============================================================================= - -AMMO_* ENTITIES - -//============================================================================= - -/*QUAKED ammo_bfg (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -BFG ammo. Gives the player 15 by default. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -count : Sets the amount of ammo given to the player when picked up (default 15). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/bfgam.md3"*/ - -//============================================================================= - -/*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Machine Gun ammo. Gives the player 50 by default. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -count : Sets the amount of ammo given to the player when picked up (default 50). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/machinegunam.md3"*/ - -//============================================================================= - -/*QUAKED ammo_cells (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Plasma Gun ammo. Gives the player 30 by default. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -count : Sets the amount of ammo given to the player when picked up (default 30). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/plasmaam.md3"*/ - -//============================================================================= - -/*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Grenade Launcher ammo. Gives the player 5 by default. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -count : Sets the amount of ammo given to the player when picked up (default 5). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/grenadeam.md3"*/ - -//============================================================================= - -/*QUAKED ammo_lightning (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Lightning Gun ammo. Gives the player 60 by default. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -count : Sets the amount of ammo given to the player when picked up (default 60). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/lightningam.md3"*/ - -//============================================================================= - -/*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Rocket Launcher ammo. Gives the player 5 by default. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -count : Sets the amount of ammo given to the player when picked up (default 5). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/rocketam.md3"*/ - -//============================================================================= - -/*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Shotgun ammo. Gives the player 10 by default. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -count : Sets the amount of ammo given to the player when picked up (default 10). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/shotgunam.md3"*/ - -//============================================================================= - -/*QUAKED ammo_slugs (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Railgun ammo. Gives the player 10 by default. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -count : Sets the amount of ammo given to the player when picked up (default 10). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/railgunam.md3"*/ - -//============================================================================= - -FUNC_* ENTITIES - -//============================================================================= - -/*QUAKED func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS -Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the "noise" key is set. Will crush the player when blocked. --------- KEYS -------- -speed : Amount of time in seconds for one complete oscillation cycle (default 4). -height : Sets the amount of travel of the oscillation movement (default 32). -phase : Sets the start offset of the oscillation cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0). -noise : Path/name of .wav file to play. Use looping sounds only (e.g. sound/world/drone6.wav - see notes). -model2 : Path/name of model to include (.md3 files only, e.g. models/mapobjects/jets/jets01.md3). -origin : Alternate method of setting XYZ origin of sound and .md3 model included with entity (see notes). -light : ConstantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : ConstantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : Floating point value scales the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: Omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value denotes number of unique root shaders that will be used on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- SPAWNFLAGS -------- -X_AXIS : Entity will bob along the X axis. -Y_AXIS : Entity will bob along the Y axis. --------- NOTES -------- -In order for the sound to be emitted from the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. - -Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/ - -//============================================================================= - -/*QUAKED func_button (0 .5 .8) ? -When a button is touched by a player, it moves in the direction set by the "angle" key, triggers all its targets, stays pressed by an amount of time set by the "wait" key, then returns to it's original position where it can be operated again. --------- KEYS -------- -angle : Determines the direction in which the button will move (up = -1, down = -2). -target : All entities with a matching targetname will be triggered. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -speed : Speed of button's displacement (default 40). -wait : Number of seconds button stays pressed (default 1, -1 = return immediately). -lip : Lip remaining at end of move (default 4 units). -health : If set to any non-zero value, the button must take damage (any amount) to activate (default 0). -light : ConstantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : ConstantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -model2 : Path/name of model to include (.md3 files only, e.g. models/mapobjects/pipe/pipe02.md3). -origin : Alternate method of setting XYZ origin of .md3 model included with entity (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. --------- Q3MAP2 KEYS -------- -targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : Floating point value scales the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: Omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value denotes number of unique root shaders that will be used on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. - -Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname"). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off"*/ - -//============================================================================= - -/*QUAKED func_door (0 .5 .8) ? START_OPEN - CRUSHER -Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it. --------- KEYS -------- -angle : Determines the opening direction of door (up = -1, down = -2). -speed : Determines how fast the door moves (default is around 200). -wait : Number of seconds before door returns (default 2, -1 = return immediately). -lip : Lip remaining at end of move (default 8). -targetname : If set, a func_button or trigger is required to activate the door. -health : If set to any non-zero value, the button must take damage (any amount) to activate (default 0). -dmg : Damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set. -team : Assign the same team name to multiple doors that should operate together (see notes). -light : ConstantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : ConstantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -model2 : Path/name of model to include (.md3 files only, e.g. models/mapobjects/pipe/pipe02.md3). -origin : Alternate method of setting XYZ origin of .md3 model included with entity (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. --------- Q3MAP2 KEYS -------- -_lightmapscale : Floating point value scales the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: Omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value denotes number of unique root shaders that will be used on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- SPAWNFLAGS -------- -START_OPEN : The door will spawn in the open state and operate in reverse. -CRUSHER : Door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way. --------- NOTES -------- -Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.*/ - -//============================================================================= - -/*QUAKED func_group (0 .5 .8) ? -This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this. -//-------- OLD TERRAIN KEYS (Note: Obsolete with Q3Map2) -------- -//alphamap : This is the path/name for the art file used to guide the mapping of textures on the terrain surface. -//layers : This Integer value denotes number of unique root shaders that will be used on the terrain. -//shader : This is the path to the metashader used to assign textures to the terrain entity. -//terrain : This is an on/off flag. When set to 1, the entity becomes a terrain entity. Note: Unnecessary when compiling with Q3Map2. See Q3Map2 keys. --------- Q3MAP2 KEYS -------- -_lightmapscale : Floating point value scales the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: Omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value denotes number of unique root shaders that will be used on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation.*/ - -//============================================================================= - -/*QUAKED func_pendulum (0 .5 .8) ? -Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. Pendulum frequency is a physical constant based on the length of the beam and gravity. Blocking the pendulum instantly kills a player. --------- KEYS -------- -angle : Angle offset of axis of rotation from default X axis (default 0). -speed : Angle of swing arc in either direction from initial position (default 30). -phase : Sets the start offset of the swinging cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0). -noise : Path/name of .wav file to play. Use looping sounds only (e.g. sound/world/drone6.wav). -model2 : Path/name of model to include (.md3 files only, e.g. models/mapobjects/jets/jets01.md3). -origin : Alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default 0 0 0 - see notes). -light : ConstantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : ConstantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. --------- Q3MAP2 KEYS -------- -targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : Floating point value scales the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: Omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value denotes number of unique root shaders that will be used on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Very crude operation: Pendulum cannot rotate along Z axis, the speed of swing (frequency) is not adjustable. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. - -Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/ - -//============================================================================= - -/*QUAKED func_plat (0 .5 .8) ? -Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position. The plat will stay in the raised position until the player steps off. There are no proper sounds for this entity, only beep noises. It will spawn in the game and work properly but it sounds silly (see notes). --------- KEYS -------- -speed : Determines how fast the plat moves (default 150). -lip : Lip remaining at end of move (default 16). Has no effect if "height" is set. -height : If set, this will determine the total amount of vertical travel of the plat. -dmg : Damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked. -targetname : If set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it. -light : ConstantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : ConstantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -model2 : Path/name of model to include (.md3 files only, e.g. models/mapobjects/pipe/pipe02.md3). -origin : Alternate method of setting XYZ origin of .md3 model included with entity (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. --------- Q3MAP2 KEYS -------- -_lightmapscale : Floating point value scales the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: Omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value denotes number of unique root shaders that will be used on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip value. But if the "height" key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat and regardless of the value of the "lip" key. Using the "height" key is the best method for any kind of platforms and the only possible one for thin plats which need to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. - -There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if you're up to it. Thanks to Fragzilla for the tip.*/ - -//============================================================================= - -/*QUAKED func_rotating (0 .5 .8) ? - - X_AXIS Y_AXIS -Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable. --------- KEYS -------- -speed : Determines how fast entity rotates (default 100). -noise : Path/name of .wav file to play. Use looping sounds only (e.g. sound/world/drone6.wav). -model2 : Path/name of model to include (.md3 files only, e.g. models/mapobjects/bitch/fembotbig.md3). -origin : Alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default 0 0 0 - see notes). -light : ConstantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : ConstantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. --------- Q3MAP2 KEYS -------- -targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : Floating point value scales the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: Omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value denotes number of unique root shaders that will be used on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- SPAWNFLAGS -------- -X_AXIS : Entity will rotate along the X axis. -Y_AXIS : Entity will rotate along the Y axis. --------- NOTES -------- -You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. - -Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/ - -//============================================================================= - -/*QUAKED func_static (0 .5 .8) ? -Static non-solid bspmodel. Can be used for conditional walls and models. --------- KEYS -------- -model2 : Path/name of model to include (.md3 files only, e.g. models/mapobjects/bitch/fembotbig.md3). -origin : Alternate method of setting XYZ origin of .md3 model included with entity (see notes). -light : ConstantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : ConstantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -targetname : NOT SUPPORTED BY RENDERER - if set, a func_button or trigger can make entity disappear from the game (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. --------- Q3MAP2 KEYS -------- -targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : Floating point value scales the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: Omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value denotes number of unique root shaders that will be used on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. If a model is included with a targeted func_static, the brush(es) of the entity will be removed from the game but the .md3 model won't: It will automatically be moved to the (0 0 0) world origin so you should NOT include an .md3 model to a targeted func_static. - -Because the map has only a single bot navigation file, func_static's cannot be used to make significant changes in game play flow between differing game types. - -Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/ - -//============================================================================= - -/*QUAKED func_timer (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON -Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off. --------- KEYS -------- -wait : Delay in seconds between each triggering of its targets (default 1). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -target : This points to the entities to trigger. -targetname : A func_button or trigger that points to this will toggle the timer on/off when activated. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. --------- SPAWNFLAGS -------- -START_ON : Timer will start on in the game and continuously fire its targets. --------- NOTES -------- -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off"*/ - -//============================================================================= - -/*QUAKED func_train (0 .5 .8) ? -Trains are moving solids that follow a string of path_corner entities. Trains in Q3A are very basic, they also require an origin brush (see notes). --------- KEYS -------- -speed : Speed of displacement of train (default 100 or overridden by speed value of path). -target : This points to the first path_corner of the path which is also the spawn location of the train's origin. -model2 : Path/name of model to include (.md3 files only, e.g. models/mapobjects/pipe/pipe02.md3). -origin : Alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (see notes). -light : ConstantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : ConstantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. --------- Q3MAP2 KEYS -------- -targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : Floating point value scales the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: Omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value denotes number of unique root shaders that will be used on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -1. Trains always start on in the game. -2. Trains do not damage the played when blocked. -3. Trains cannot emit sound. -4. Trains are not triggerable or toggle-able. -5. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it. - -Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. - -Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/ - -//============================================================================= - -HOLDABLE_* ENTITIES - -//============================================================================= - -/*QUAKED holdable_medkit (.7 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Medkit that can be picked up and used later. Brings the player's health back to 100 when used. Player can only carry one holdable item at a time. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 60, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/holdable/medkit.md3"*/ - -//============================================================================= - -/*QUAKED holdable_teleporter (.7 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Teleporter item that can be picked up and used later. Teleports the player to a random player spawn point when used. Player can only carry one holdable item at a time. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 60, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/holdable/teleporter.md3"*/ - -//============================================================================= - -INFO_* ENTITIES - -//============================================================================= - -/*QUAKED info_camp (0 .5 0) (-8 -8 -8) (8 8 8) -This atttracts bots which have a camping preference in their AI characteristics. It should be placed at least 32 units away from any brush surface. --------- KEYS -------- -range : Number of units that the bot can move away from camp entity while camping on it. -weight : Number that is compared against the weight assigned to all the other camp spots in the map to determine if a bot chooses to camp there. The value is normalized against all other weight values. --------- NOTES -------- -Examples of bots which have a high camping preference are: Razor, Tank Jr., Grunt, Patriot and Doom. Examples of bots which have a low camping preference are: Klesk, Mynx, Sarge, Keel and Xaero.*/ - -//============================================================================= - -/*QUAKED info_notnull (0 .5 0) (-8 -8 -8) (8 8 8) -Used as a positional target for entities that can use directional pointing. A target_position can be used instead of this but was kept in Q3A for legacy purposes. --------- KEYS -------- -targetname : Must match the target key of entity that uses this for pointing. -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament.*/ - -//============================================================================= - -/*QUAKED info_null (0 .5 0) (-8 -8 -8) (8 8 8) -Used as a positional target for light entities to create a spotlight effect. A target_position can be used instead of this but was kept in Q3A for legacy purposes. --------- KEYS -------- -targetname : Must match the target key of entity that uses this for pointing. -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament.*/ - -//============================================================================= - -/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) INITIAL -Normal player spawning location for Q3A levels. --------- KEYS -------- -angle : Direction in which player will look when spawning in the game. Does not apply to bots. -target : This can point at a target_give entity for respawn freebies. -nobots : When set to 1, bots will never use this spawn point to respawn in the game. -nohumans : When set to 1, human players will never use this spawn point to respawn in the game. -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. --------- SPAWNFLAGS -------- -INITIAL : Makes the spawnpoint the initial place for the player to spawn at the beginning of the game.*/ - -//============================================================================= - -/*QUAKED info_player_intermission (1 0 1) (-16 -16 -16) (16 16 16) -Camera for intermission screen between matches. This also automatically generates the podium for bot arena matches (see notes). Can be aimed by setting the "angles" key or targeting an pointing to an aiming entity. Use only one per level. --------- KEYS -------- -angles : Alternate "pitch, yaw, roll" angles method of aiming intermission camera (default 0 0 0). -target : Point this to an info_notnull or target_position entity to set the camera's pointing angles. --------- NOTES -------- -In genuine bot arena matches, the podium for the 1st, 2nd and 3rd place players at the end of the match is generated by this entity. The podium's origin will automatically be located 128 units in the direction of the camera's view and 84 units down from the y height of the view line at that point. It will also always be generated on a level plane regardless of the pointing angle of the camera so if that angle is too steep, part of the podium model might not be visible. Make sure you leave at least 106 units of free space in front of where the camera points to otherwise the podium model won't be visible at all.*/ - -//============================================================================= - -/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32) -Player spawn location. It works in Quake III Arena, but it is not used in the Id maps. Use info_player_deathmatch instead. --------- KEYS -------- -angle : Direction in which player will look when spawning in the game. -target : This can point at a target_give entity for respawn freebies.*/ - -//============================================================================= - -//QUAKED info_spectator_start (1 0 0) (-16 -16 -24) (16 16 32) -//Spectator spawn location. Doesn't appear to work in game. Commented out. -//-------- KEYS -------- -//notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -//notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -//notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). - -//============================================================================= - -ITEM_* ENTITIES - -//============================================================================= - -/*QUAKED item_armor_body (.6 0 0) (-16 -16 -16) (16 16 16) SUSPENDED -Red Armor - 100 points. All armor can be cumulated up to a maximum of 200 points and slowly wears out to 100 points. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 25, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/armor/armor_red.md3"*/ - -//============================================================================= - -/*QUAKED item_armor_combat (1 .75 .3) (-16 -16 -16) (16 16 16) SUSPENDED -Yellow Armor - 50 points. All armor can be cumulated up to a maximum of 200 points and slowly wears out to 100 points. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 25, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/armor/armor_yel.md3"*/ - -//============================================================================= - -/*QUAKED item_armor_shard (0 .7 0) (-16 -16 -16) (16 16 16) SUSPENDED -Green Armor Shard - 5 points. All armor can be cumulated up to a maximum of 200 points and slowly wears out to 100 points. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 25, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/armor/shard.md3"*/ - -//============================================================================= - -/*QUAKED item_botroam (1 0.5 0) (-8 -8 -8) (8 8 8) SUSPENDED -Game Function: An invisible entity which attracts a bot to it. Use to move bots to parts of a map that might otherwise not be used (NEW ENTITY). --------- KEYS -------- -weight : Non-zero floating point value, most often in the range 0 to 400. (Higher values are allowed but keep in mind that the bot should also be attracted to normal items. Don't make the weight value too high. -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The item_botroam entity can be used when a bot does not roam the whole level or prefers to go to only specific areas. This (invisible) item can be placed in a map just like regular items. Nobody can actually pick up the item it's only used to attract bots to certain places of the map. The value is the weight of the roam_item is relative to the weight assigned other items in the map (each bot has its own weights). The bot character specific item weights are stored with the bot characters AI files ("botname"_i.c for items and "botname"_w.c for weapons) in the botfiles/bots/ sub-folder in the .pk3 file.*/ - -//============================================================================= - -/*QUAKED item_enviro (.5 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Battle Suit power-up - Gives protection against slime, lava and weapon splash damage. Lasts 30 seconds. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 120, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -count : Time in seconds power-up will last when picked up (default 30). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/instant/enviro.md3"*/ - -//============================================================================= - -/*QUAKED item_flight (.5 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Flight power-up. Lasts 60 seconds. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 120, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -count : Time in seconds power-up will last when picked up (default 60). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/instant/flight.md3"*/ - -//============================================================================= - -/*QUAKED item_haste (.5 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Speed power-up. Makes player run at double speed for 30 seconds. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 120, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -count : Time in seconds power-up will last when picked up (default 30). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/instant/haste.md3"*/ - -//============================================================================= - -/*QUAKED item_health (.8 .8 0) (-16 -16 -16) (16 16 16) SUSPENDED -Yellow cross bubble - 25 Health. Cannot be picked up over 100 health. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 35, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -count : Sets the amount of health points given to the player when item is picked up (default 25). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/health/medium_cross.md3"*/ - -//============================================================================= - -/*QUAKED item_health_large (1 0 0) (-16 -16 -16) (16 16 16) SUSPENDED -Gold cross bubble - 50 Health. Cannot be picked up over 100 health. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 35, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -count : Sets the amount of health points given to the player when item is picked up (default 50). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/health/large_cross.md3"*/ - -//============================================================================= - -/*QUAKED item_health_mega (0 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Blue M bubble - 100 Health. Adds 100 health points to current health up to a maximum of 200. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -count : Sets the amount of health points given to the player when item is picked up (default 100). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/health/mega_cross.md3"*/ - -//============================================================================= - -/*QUAKED item_health_small (0 1 0) (-16 -16 -16) (16 16 16) SUSPENDED -Green cross bubble - 5 Health. Can be picked up over 100 health but slowly wears out to 100 afterwards. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 35, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -count : Sets the amount of health points given to the player when item is picked up (default 5). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/health/small_cross.md3"*/ - -//============================================================================= - -/*QUAKED item_invis (.5 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Invisibility power-up. Lasts 30 seconds. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 120, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -count : Time in seconds power-up will last when picked up (default 30). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/instant/invis.md3"*/ - -//============================================================================= - -/*QUAKED item_quad (.4 .6 1) (-16 -16 -16) (16 16 16) SUSPENDED -Quad Damage power-up. Lasts 30 seconds. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 120, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -count : Time in seconds power-up will last when picked up (default 30). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/instant/quad.md3"*/ - -//============================================================================= - -/*QUAKED item_regen (.5 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Health Regeneration power-up. This will boost your current health by 5 points every second for a period of up to 30 seconds or up to 200 points whichever comes first. Afterwards, any health points over 100 slowly wears out to 100. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 120, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -count : Time in seconds power-up will last when picked up (default 30). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/instant/regen.md3"*/ - -//============================================================================= - -LIGHT ENTITY - -//============================================================================= - -/*QUAKED light (.65 .65 1) (-8 -8 -8) (8 8 8) LINEAR NOANGLE UNUSED1 UNUSED2 NOGRIDLIGHT -Non-displayed point light source. The -pointscale and -scale arguments to Q3Map2 affect the brightness of these lights. The -skyscale argument affects brightness of entity sun lights. --------- KEYS -------- -_light OR light : Overrides the default 300 intensity. Negative values may be used for negative lights. -_color : Weighted RGB value of light color (default 1.0 1.0 1.0 = white). -target : Lights pointed at a target will be spotlights. -radius : Overrides the default 64 unit radius of a spotlight at the target point. --------- Q3MAP2 KEYS -------- -_sun : Set this key to 1 on a spotlight to make an infinite sun light. -fade : Fades light attenuation. Only affects linear lights. -scale : Scales light attenuation, from SOF2/JK2. Scales the "light" value. -_deviance : Penumbra effect - distance measured in world units for point/spot lights, and degrees for suns (~0.5-3). -_samples : Penumbra effect - the number of random jitters distributed over the solid arc (~16). -_filter : Set this key to 1 to toggle on lightmap filtering. -_filterradius : Filters lightmaps within set radius. -_anglescale : Scales light attenuation. Smaller values lessens angle attenuation, larger values for sharper, more faceted lighting (default 1.0). -style : Light style index number associated with worldspawn light style. Values are between 1 and 31. --------- SPAWNFLAGS -------- -LINEAR : Use a linear falloff. Default is inverse distance squared (more realistic). -NOANGLE : Ignore angle attenuation. -NOGRIDLIGHT : Do not affect the lightgrid (dynamic entity lighting).*/ - -//============================================================================= - -/*QUAKED lightJunior (0 0.7 0.3) (-6 -6 -6) (6 6 6) LINEAR NOANGLE UNUSED1 UNUSED2 NOGRIDLIGHT -Non-displayed point light source THAT ONLY AFFECTS ENTITIES (lightgrid). The -pointscale and -scale arguments to Q3Map2 affect the brightness of these lights. The -skyscale argument affects brightness of entity sun lights. --------- KEYS -------- -_light OR light : Overrides the default 300 intensity. -_color : Weighted RGB value of light color (default 1.0 1.0 1.0 = white). -target : Lights pointed at a target will be spotlights. -radius : Overrides the default 64 unit radius of a spotlight at the target point. --------- Q3MAP2 KEYS -------- -_sun : Set this key to 1 on a spotlight to make an infinite sun light. -fade : Fades light attenuation. Only affects linear lights. -scale : Scales light attenuation, from SOF2/JK2. Scales the "light" value. --------- SPAWNFLAGS -------- -LINEAR : Use a linear falloff. Default is inverse distance squared (more realistic). -NOANGLE : Ignore angle attenuation. -NOGRIDLIGHT : Do not affect the lightgrid (dynamic entity lighting). Setting this spawnflag will disable this light entirely.*/ - -//============================================================================= - -MISC_* ENTITIES - -//============================================================================= - -/*QUAKED misc_model (1 .5 .25) (-16 -16 -16) (16 16 16) UNUSED1 CLIPMODEL FORCEMETA -Generic placeholder for inserting MD3 models in game. Requires compilation of map geometry to be added to level. If the map is compiled with Q3Map2, then ASE, 3DS, OBJ and other model formats are supported. --------- KEYS -------- -angle : Direction in which model will be oriented. -model : Path/name of model to use (e.g. models/mapobjects/teleporter/teleporter.md3). --------- Q3MAP2 KEYS -------- -angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0). -modelscale : Floating-point value used to scale a model up or down (default 1.0). -modelscale_vec : Floating-point vector used to scale a model's axes individually (default 1.0 1.0 1.0). -_remap : Used to remap textures/shaders in the model. To remap all shaders to a given shader, use "*;models/mymodel/mytexture". To remap a specific shader, use "models/mymodel/old;models/mymodel/new". To remap additional shaders, use _remap2, _remap3, etc. -target : Used to attach the misc_model to a brush entity, where its "targetname" key is the same value. -_lightmapscale : Floating point value scales the resolution of lightmaps on this model (if model is using lightmapped shaders) (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: Omit the "textures/" prefix. --------- SPAWNFLAGS -------- -CLIPMODEL : Clips the model for player/weapon collisions. For use on large architectural or terrain models, not for small decorative models. -FORCEMETA : Toggles on q3map_forceMeta for lightmapped models.*/ - -//============================================================================= - -/*QUAKED misc_portal_camera (1 .5 .25) (-8 -8 -8) (8 8 8) SLOWROTATE FASTROTATE NOWOBBLE -Portal camera. This camera is used to project its view onto a portal surface in the level through the intermediary of a misc_portal_surface entity. Use the "angles" key or target a target_position or info_notnull entity to set the camera's pointing direction. --------- KEYS -------- -angles: This sets the pitch and yaw aiming angles of the portal camera (default 0 0). Use "roll" key to set roll angle. -target : Point this to a target_position entity to set the camera's pointing direction. -targetname : A misc_portal_surface portal surface indicator must point to this. -roll : Roll angle of camera. A value of 0 is upside down and 180 is the same as the player's view. -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. --------- SPAWNFLAGS -------- -SLOWROTATE : Makes the portal camera rotate slowly along the roll axis. -FASTROTATE : Makes the portal camera rotate faster along the roll axis. -NOWOBBLE : Stops the camera portal from wobbling. Q3A point release 1.32 only. --------- NOTES -------- -Both the setting "angles" key or "targeting a target_position" methods can be used to aim the camera. However, the target_position method is simpler. In both cases, the "roll" key must be used to set the roll angle. If either the SLOWROTATE or FASTROTATE spawnflag is set, then the "roll" value is irrelevant.*/ - -//============================================================================= - -/*QUAKED misc_portal_surface (1 .5 .25) (-8 -8 -8) (8 8 8) -Portal surface indicator. This will "lock on" the brush face closest to it and identify as a portal. The view displayed on the portal surface is the view of the misc_portal_camera that this entity targets. Also used for mirrors (see notes). --------- KEYS -------- -target : Point this to a misc_portal_camera that "sees" the view you want to display on the portal. -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. --------- NOTES -------- -The entity must be no farther than 64 units away from the portal surface to lock onto it. To make a mirror, apply the common/mirror shader to the surface, place this entity near it but don't target a misc_portal_camera.*/ - -//============================================================================= - -/*QUAKED misc_teleporter_dest (1 .5 .25) (-32 -32 -24) (32 32 -16) -Teleport destination location point for trigger_teleporter entities. --------- KEYS -------- -angle : Direction in which player will look when teleported. -targetname : Make the trigger_teleporter point to this. -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament.*/ - -//============================================================================= - -PATH_* ENTITIES - -//============================================================================= - -/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8) -Path corner entity that func_trains can be made to follow. --------- KEYS -------- -target : Point to next path_corner in the path. -targetname : The train following the path or the previous path_corner in the path points to this. -speed : Speed of func_train while moving to the next path corner. This will override the speed value of the train. -wait : Number of seconds func_train will pause on path corner before moving to next path corner (default 0 - see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. --------- NOTES -------- -Setting the wait key to -1 will not make the train stop on the path corner, it will simply default to 0.*/ - -//============================================================================= - -SHOOTER_* ENTITIES - -//============================================================================= - -/*QUAKED shooter_grenade (1 0 .5) (-8 -8 -8) (8 8 8) -This will shoot a grenade each time it's triggered. Aiming is done by setting the "angles" key or by targeting an info_notnull or target_position entity. --------- KEYS -------- -angles : This sets the pitch and yaw aiming angles of shooter (default 0 0). The roll angle does not apply. -target : This points to a target_position entity for aiming the grenades. -targetname : Activating trigger points to this. -random : Random aiming variance in degrees from the straight line to the targeted entity (default 0 - see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. --------- NOTES -------- -When the random key is set, its value is used to calculate a maximum angle deviation from the normal trajectory formed by a straight line between the shooter and the aiming entity it targets. The final trajectory will be a random value anywhere between no deviation at all (0) to maximum deviation (value of the random key). - -Both the setting "angles" key or "targeting a target_position" methods can be used to aim the shooter. However, the target_position method is simpler.*/ - -//============================================================================= - -/*QUAKED shooter_plasma (1 0 .5) (-8 -8 -8) (8 8 8) -This will shoot a plasma ball each time it's triggered. Aiming is done by setting the "angles" key or by targeting an info_notnull or target_position entity. --------- KEYS -------- -angles : This sets the pitch and yaw aiming angles of shooter (default 0 0). The roll angle does not apply. -target : This points to a target_position entity for aiming the plasma balls. -targetname : Activating trigger points to this. -random : Random aiming variance in degrees from the straight line to the targeted entity (default 0 - see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. --------- NOTES -------- -When the random key is set, its value is used to calculate a maximum angle deviation from the normal trajectory formed by a straight line between the shooter and the aiming entity it targets. The final trajectory will be a random value anywhere between no deviation at all (0) to maximum deviation (value of the random key). - -Both the setting "angles" key or "targeting a target_position" methods can be used to aim the shooter. However, the target_position method is simpler.*/ - -//============================================================================= - -/*QUAKED shooter_rocket (1 0 .5) (-8 -8 -8) (8 8 8) -This will shoot a rocket each time it's triggered. Aiming is done by setting the "angles" key or by targeting an info_notnull or target_position entity. --------- KEYS -------- -angles : This sets the pitch and yaw aiming angles of shooter (default 0 0). The roll angle does not apply. -target : This points to a target_position entity for aiming the rockets. -targetname : Activating trigger points to this. -random : Random aiming variance in degrees from the straight line to the targeted entity (default 0 - see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. --------- NOTES -------- -When the random key is set, its value is used to calculate a maximum angle deviation from the normal trajectory formed by a straight line between the shooter and the aiming entity it targets. The final trajectory will be a random value anywhere between no deviation at all (0) to maximum deviation (value of the random key). - -Both the setting "angles" key or "targeting a target_position" methods can be used to aim the shooter. However, the target_position method is simpler.*/ - -//============================================================================= - -TARGET_* ENTITIES - -//============================================================================= - -/*QUAKED target_delay (0 .7 .7) (-8 -8 -8) (8 8 8) -Time delay trigger intermediary. Like a target_relay, this can only be fired by other triggers which will cause it in turn to fire its own targets. --------- KEYS -------- -target : This points to entities to activate when this entity is triggered. -targetname : Activating trigger points to this. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -wait : Delay in seconds from when this gets triggered to when it fires its own targets (default approx. 1). -delay : Same as wait. For consistency, wait is preferred. -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. --------- NOTES -------- -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off"*/ - -//============================================================================= - -/*QUAKED target_give (0 .5 0) (-8 -8 -8) (8 8 8) -This is used to give ammo, weapons, health or items to the player who activates it. --------- KEYS -------- -target : This points to the item(s) to give when activated. -targetname : Activating trigger or spawn entity points to this. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. --------- NOTES -------- -There are 2 ways to use this entity. -a) Automatically give items to players when they spawn in the game: Make a spawn location entity like info_player_deathmatch or CTF respawn points target this entity, then make it target the item(s) to give to the player upon respawn. -b) Give items to players during the game: Make a trigger_multiple target this entity, then make it target the item(s) to give to the player when the trigger is touched. - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off"*/ - -//============================================================================= - -/*QUAKED target_kill (0 .5 0) (-8 -8 -8) (8 8 8) -This will kill the player who activates the trigger that fires this target. --------- KEYS -------- -targetname : The activating trigger points to this. -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament.*/ - -//============================================================================= - -//QUAKED target_laser (0 .5 0) (-8 -8 -8) (8 8 8) START_ON -//Generates a red laser beam. I think this can somehow spawn in the game, I saw it once but it's too inconsistent to be usable. Commented out. -//-------- KEYS -------- -//angles : Alternate "pitch, yaw, roll" angles method of aiming laser (default 0 0 0). -//target : Point this to a target_position entity to set the laser's aiming direction. -//targetname : The activating trigger points to this. -//dmg (damage???) : number of points of damage inflicted to player per server frame (default 5 - integer values only). -//notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -//notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -//notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -//gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -//-------- SPAWNFLAGS -------- -//START_ON : When set, the laser will start on in the game. - -//============================================================================= - -/*QUAKED target_location (0 .5 0) (-8 -8 -8) (8 8 8) -Location marker used by bots and players for team orders and team chat in the course of Teamplay games. The closest target_location in sight is used for the location. If none is in sight, the closest in distance is used. --------- KEYS -------- -message : Name of the location (text string). Displayed in parentheses in front of all team chat and order messages. -count : Color of the location text displayed in parentheses during team chat. Set to 0-7 for color. - 0 : White (default) - 1 : Red - 2 : Green - 3 : Yellow - 4 : Blue - 5 : Cyan - 6 : Magenta - 7 : White -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament.*/ - -//============================================================================= - -/*QUAKED target_position (0 .5 0) (-8 -8 -8) (8 8 8) -Aiming target for entities like light, misc_portal_camera and trigger_push (jump pads) in particular. --------- KEYS -------- -targetname : The entity that requires an aiming direction points to this. -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. --------- NOTES -------- -To make a jump pad, place this entity at the highest point of the jump and target it with a trigger_push entity.*/ - -//============================================================================= - -/*QUAKED target_print (0 .5 0) (-8 -8 -8) (8 8 8) REDTEAM BLUETEAM PRIVATE -This will print a message on the center of the screen when triggered. By default, all the clients will see the message. --------- KEYS -------- -message : Text string to print on screen. -targetname : The activating trigger points to this. -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. --------- SPAWNFLAGS -------- -REDTEAM : Only the red team players will see the message. -BLUETEAM : Only the blue team players will see the message. -PRIVATE : Only the player that activates the target will see the message.*/ - -//============================================================================= - -/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) BOUNCEPAD -This can be used to create jump pads and launch ramps. The direction of push can be set by the "angles" key or pointing to a target_position or info_notnull entity. Unlike trigger_push, this is NOT client side predicted and must be activated by a trigger. --------- KEYS -------- -angles : This sets the pitch and yaw aiming angles of push entity (default 0 0). The roll angle does not apply. -speed : Speed of push (default 1000). Has no effect if entity targets an aiming entity. -target : This points to the aiming entity to which the player will jump. -targetname : The activating trigger points to this. Push originates from the location of the trigger. -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. --------- SPAWNFLAGS -------- -BOUNCEPAD : If set, trigger will play bounce noise instead of beep noise when activated (recommended). --------- NOTES -------- -To make a jump pad or launch ramp, create a trigger_multiple where the jump must originate. Place the target_push directly above the trigger_multiple and place the target_position entity at the highest point of the jump. Target the trigger_multiple to the target_push and target the target_push to the target_position/info_notnull (or set the target_push's "angles" key). Note that the "angle" key also works.*/ - -//============================================================================= - -/*QUAKED target_relay (0 .7 .7) (-8 -8 -8) (8 8 8) RED_ONLY BLUE_ONLY RANDOM -This can only be activated by other triggers which will cause it in turn to activate its own targets. --------- KEYS -------- -target : This points to entities to activate when this entity is triggered. -targetname : Activating trigger points to this. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. --------- SPAWNFLAGS -------- -RED_ONLY : Only red team players can activate trigger. -BLUE_ONLY : Only red team players can activate trigger. -RANDOM : One one of the targeted entities will be triggered at random. --------- NOTES -------- -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off"*/ - -//============================================================================= - -/*QUAKED target_remove_powerups (0 .7 .7) (-8 -8 -8) (8 8 8) -This takes away any and all item_* type powerups from player except health and armor (holdable_* items are not taken away either). Must be activated by a button or trigger_multiple entity. The player that activates the trigger will lose any powerup(s) currently in his possession. --------- KEYS -------- -targetname : Activating trigger points to this. -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament.*/ - -//============================================================================= - -/*QUAKED target_score (0 .5 0) (-8 -8 -8) (8 8 8) -This is used to automatically give frag points to the player who activates this. A spawn location entity like info_player_* or CTF respawn points can target this entity to give points to the player when he spawns in the game. Or a trigger can also be used to activate this. The activator of the trigger will get the points. --------- KEYS -------- -targetname : Activating entity points to this. -count : Number of frag points to give to player (default 1). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament.*/ - -//============================================================================= - -/*QUAKED target_speaker (0 .7 .7) (-8 -8 -8) (8 8 8) LOOPED_ON LOOPED_OFF GLOBAL ACTIVATOR -Sound generating entity that plays .wav files. Normal non-looping sounds play each time the target_speaker is triggered. Looping sounds can be set to play by themselves (no activating trigger) or be toggled on/off by a trigger. --------- KEYS -------- -noise : Path/name of .wav file to play (e.g. sound/world/growl1.wav - see notes). -wait : Delay in seconds between each time the sound is played ("random" key must be set - see notes). -random : Random time variance in seconds added or subtracted from "wait" delay ("wait" key must be set - see notes). -targetname : The activating button or trigger points to this. -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. --------- SPAWNFLAGS -------- -LOOPED_ON : Sound will loop and initially start on in level (will toggle on/off when triggered). -LOOPED_OFF : Sound will loop and initially start off in level (will toggle on/off when triggered). -GLOBAL : Sound will play full volume throughout the level. -ACTIVATOR : Sound will play only for the player that activated the target. --------- NOTES -------- -The path portion value of the "noise" key can be replaced by the implicit folder character "*" for triggered sounds that belong to a particular player model. For example, if you want to create a "bottomless pit" in which the player screams and dies when he falls into, you would place a trigger_multiple over the floor of the pit and target a target_speaker with it. Then, you would set the "noise" key to "*falling1.wav". The * character means the current player model's sound folder. So if your current player model is Visor, * = sound/player/visor, if your current player model is Sarge, * = sound/player/sarge, etc. This cool feature provides an excellent way to create "player-specific" triggered sounds in your levels. - -The combination of the "wait" and "random" keys can be used to play non-looping sounds without requiring an activating trigger but both keys must be used together. The value of the "random" key is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).*/ - -//============================================================================= - -/*QUAKED target_teleporter (0 .5 0) (-8 -8 -8) (8 8 8) -Activating this will teleport players to the location of the targeted misc_teleporter_dest entity. Unlike trigger_teleport, this entity must be activated by a trigger and does NOT allow client prediction of events. --------- KEYS -------- -target : This must point to a misc_teleporter_dest entity. -targetname : Activating trigger points to this. -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament.*/ - -//============================================================================= - -TEAM_* ENTITIES - -//============================================================================= - -/*QUAKED team_CTF_blueflag (0 .2 1) (-16 -16 -16) (16 16 16) -Blue team flag for CTF games. --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/flags/b_flag.md3"*/ - -//============================================================================= - -/*QUAKED team_CTF_blueplayer (0 .2 1) (-16 -16 -24) (16 16 32) -Initial Blue team spawning position for CTF games. This is where players spawn when they join the Blue team. --------- KEYS -------- -target : This can point at a target_give entity for respawn freebies.*/ - -//============================================================================= - -/*QUAKED team_CTF_bluespawn (0 .2 1) (-16 -16 -24) (16 16 32) -Blue team respawning position for CTF games. This is where Blue team players respawn after they get fragged. --------- KEYS -------- -target : This can point at a target_give entity for respawn freebies.*/ - -//============================================================================= - -/*QUAKED team_CTF_redflag (1 .2 0) (-16 -16 -16) (16 16 16) -Red team flag for CTF games. --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/flags/r_flag.md3"*/ - -//============================================================================= - -/*QUAKED team_CTF_redplayer (1 .2 0) (-16 -16 -24) (16 16 32) -Initial Red team spawning position for CTF games. This is where players spawn when they join the Red team. --------- KEYS -------- -target : This can point at a target_give entity for respawn freebies.*/ - -//============================================================================= - -/*QUAKED team_CTF_redspawn (0 .2 1) (-16 -16 -24) (16 16 32) -Red team respawning position for CTF games. This is where Red team players respawn after they get fragged. --------- KEYS -------- -target : This can point at a target_give entity for respawn freebies.*/ - -//============================================================================= - -TRIGGER_* ENTITIES - -//============================================================================= - -/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8) -Automatic trigger. It will fire the entities it targets as soon as it spawns in the game. --------- KEYS -------- -target : This points to the entity to activate. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. --------- NOTES -------- -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off"*/ - -//============================================================================= - -/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW -Any player that touches this will be hurt by "dmg" points of damage once per server frame (very fast). A sizzling sound is also played while the player is being hurt. --------- KEYS -------- -dmg : Number of points of damage inflicted to player per server frame (default 5 - integer values only). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. --------- SPAWNFLAGS -------- -START_OFF : Needs to be triggered (toggle) for damage. -TOGGLE : Allows trigger_hurt to be toggled on/off. -SILENT : Suppresses the sizzling sound while player is being hurt. -NO_PROTECTION : Player will be hurt regardless of protection (see notes). -SLOW : Changes the damage rate to once per second. --------- NOTES -------- -The invulnerability power-up (item_enviro) does not protect the player from damage caused by this entity regardless of whether the NO_PROTECTION spawnflag is set or not. Triggering a trigger_hurt will have no effect if the START_OFF spawnflag is not set. A trigger_hurt always starts on in the game.*/ - -//============================================================================= - -/*QUAKED trigger_multiple (.5 .5 .5) ? -Variable size repeatable trigger. It will fire the entities it targets when touched by player. Can be made to operate like a trigger_once entity by setting the "wait" key to -1. It can also be activated by another trigger that targets it. --------- KEYS -------- -target : This points to the entity to activate. -targetname : Activating trigger points to this. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -wait : Time in seconds until trigger becomes re-triggerable after it's been touched (default 0.2, -1 = trigger once). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. --------- NOTES -------- -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off"*/ - -//============================================================================= - -/*QUAKED trigger_push (.5 .5 .5) ? -This is used to create jump pads and launch ramps. It MUST point to a target_position or info_notnull entity to work. Unlike target_push, this is client side predicted. --------- KEYS -------- -target : This points to the target_position to which the player will jump. -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. --------- NOTES -------- -To make a jump pad or launch ramp, place the target_position/info_notnull entity at the highest point of the jump and target it with this entity.*/ - -//============================================================================= - -/*QUAKED trigger_teleport (.5 .5 .5) ? -Touching this will teleport players to the location of the targeted misc_teleporter_dest entity. This entity allows client prediction of events. --------- KEYS -------- -target : This must point to a misc_teleporter_dest entity. -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament.*/ - -//============================================================================= - -WEAPON_* ENTITIES - -//============================================================================= - -/*QUAKED weapon_bfg (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Big Freaking Gun. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -count : Sets the amount of ammo given to the player when weapon is picked up (default 20). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/bfg/bfg.md3"*/ - -//============================================================================= - -/*QUAKED weapon_gauntlet (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Gauntlet. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/gauntlet/gauntlet.md3"*/ - -//============================================================================= - -/*QUAKED weapon_grapplinghook (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Grappling Hook. Spawns in the game and works but is unskinned. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/grapple/grapple.md3"*/ - -//============================================================================= - -/*QUAKED weapon_grenadelauncher (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Grenade Launcher. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -count : Sets the amount of ammo given to the player when weapon is picked up (default 10). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/grenadel/grenadel.md3"*/ - -//============================================================================= - -/*QUAKED weapon_lightning (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Lightning Gun. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -count : Sets the amount of ammo given to the player when weapon is picked up (default 100). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models\weapons2\lightning\lightning.md3"*/ - -//============================================================================= - -/*QUAKED weapon_machinegun (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Machine Gun. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -count : Sets the amount of ammo given to the player when weapon is picked up (default 100). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models\weapons2\machinegun\machinegun.md3"*/ - -//============================================================================= - -/*QUAKED weapon_plasmagun (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Plasma gun. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -count : Sets the amount of ammo given to the player when weapon is picked up (default 50). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/plasma/plasma.md3"*/ - -//============================================================================= - -/*QUAKED weapon_railgun (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Railgun. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -count : Sets the amount of ammo given to the player when weapon is picked up (default 10). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/railgun/railgun.md3"*/ - -//============================================================================= - -/*QUAKED weapon_rocketlauncher (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Rocket Launcher. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -count : Sets the amount of ammo given to the player when weapon is picked up (default 10). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/rocketl/rocketl.md3"*/ - -//============================================================================= - -/*QUAKED weapon_shotgun (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Shotgun. --------- KEYS -------- -wait : Time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : Random time variance in seconds added or subtracted from "wait" delay (default 0 - see notes). -count : Sets the amount of ammo given to the player when weapon is picked up (default 10). -team : Set this to team items. Teamed items will respawn randomly after team master is picked up (see notes). -target : Picking up the item will trigger the entity this points to. -targetname : A target_give entity can point to this for respawn freebies. -targetShaderName : Points to the name of the original shader to swap out for triggerable shader entities (see notes). -targetShaderNewName : Points to the name of the new shader to swap in for triggerable shader entities (see notes). -notfree : When set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : When set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : When set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : Defines the gametypes that will spawn this item. Q3A point release 1.32 only. Q3A values: ffa tournament single team ctf. Q3TA values: oneflag obelisk harvester teamtournament. -notbot : Used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : Item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). - -When the entity activates its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value. For example, turning a light on: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_on" -And this would turn it back off: -"targetShaderName" "textures/proto2/redlight_off" -"targetShaderNewName" "textures/proto2/redlight_off" --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/shotgun/shotgun.md3"*/ - -//============================================================================= - -WORLDSPAWN ENTITY - -//============================================================================= - -/*QUAKED worldspawn (0 0 0) ? -Only used for the world. --------- KEYS -------- -message : Text to print at user logon. Used for name of level. -music : Path/name of looping .wav file used for level's music (e.g. music/sonic5.wav). -_ambient OR ambient : Adds a constant value to overall lighting. Use is not recommended. Ambient light will have a tendency to flatten out variations in light and shade. -_color : RGB value for ambient light color (default 0 0 0). -gravity : Gravity of level (default 800 = normal gravity). -gridsize : Granularity of the lightgrid created by q3map. Value is three integers separated by spaces, representing number of units between grid points in X Y Z. Default gridsize value is 128 128 256. Use larger powers of 2 to reduce BSP size and compile time on very large maps. -_blocksize : Q3Map always splits the BSP tree along the planes X=_blocksize*n and Y=_blocksize*n. Increase the blocksize using larger powers of 2 to reduce compile times on very large maps with a low structural brush density (default 1024 1024 0, 0 values = disable). --------- Q3MAP2 KEYS -------- -_minlight : Minimum light value, levelwide. Uses the _color key to set color. Does not add, unlike ambient. -_minvertexlight : Minimum vertex lighting, levelwide. -_mingridlight : Minimum lightgrid (dynamic entity lighting) levelwide. -_keeplights : Keep light entities in the BSP. Normally stripped out by the BSP process and read from the .map file by the lighting phase. -_noshadersun : Ignore q3map_sun/sun directives in sky shaders and ONLY use entity sun lights. -_farplanedist : Limit on how many units the vis phase of compilation can see. Used in combination with level-wide fog, it can help reduce r_speeds on large, open maps. -_foghull : Shader to use for "fog hull". Foghull shader should be a sky shader. Omit the "textures/" prefix. -_lightmapscale : Floating point value scales the resolution of lightmaps on brushes/patches in the world. Can be overridden in func_group (or other entities) (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: Omit the "textures/" prefix. Overridable in entities. -_styleNalphaGen : *IMPORTANT* Replace "N" in the key "_styleNalphaGen" with an integer between 1 and 31 as your style index. Values takes standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5) -_styleNrgbGen : *IMPORTANT* Replace "N" in the key "_styleNrgbGen" with an integer between 1 and 31 as your style index. Values take standard shader waveform functions (e.g. wave sin 0.5 0.3 0.25 1.5) --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value denotes number of unique root shaders that will be used on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.*/ diff --git a/install/installs/Q3Pack/install/baseq3/scripts/gfx.shader b/install/installs/Q3Pack/install/baseq3/scripts/gfx.shader deleted file mode 100644 index e95ff57..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/gfx.shader +++ /dev/null @@ -1,1474 +0,0 @@ -//**********************************************************************// -// gfx.shader updated // -// by Eutectic - 23 Jan 2000 // -// This file is irrelevant for Q3Radiant // -// It was updated for sake of completeness: // -// shaders that belong here were moved from other shader files // -// // -// SHADERS THAT DIDN'T BELONG HERE AND MOVED TO PROPER FILE: 0 // -// SHADERS THAT BELONGED HERE BUT WERE IN ANOTHER FILE: 6 // -// powerups/blueflag // -// powerups/redflag // -// sprites/foe // -// sprites/friend // -// sprites/plasma1 // -// sprites/plasma2 // -//**********************************************************************// - -// GFX.SHADER -// -// this file contains shaders that are used by the programmers to -// generate special effects not attached to specific geometry. This -// also has 2D shaders such as fonts, etc. -// - -// the REGION shader is generated by the map editor on temporary -// brushes around a selected area for testing parts of maps - -textures/REGION -{ - surfaceparm nolightmap -} - -// the background for the netgraph -lagometer -{ - nopicmip - { - map gfx/2d/lag.tga - } -} - -// blinked on top of lagometer when connection is interrupted -disconnected -{ - nopicmip - { - map gfx/2d/net.tga - } -} - -white -{ - { - map *white - blendfunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbgen vertex - } -} - -console -{ - nopicmip - nomipmaps - - { - map gfx/misc/console01.tga - blendFunc GL_ONE GL_ZERO - tcMod scroll .02 0 - tcmod scale 2 1 - } - { - map gfx/misc/console02.tga - //map textures/sfx/firegorre3.tga - blendFunc add - tcMod turb 0 .1 0 .1 - tcMod scale 2 1 - tcmod scroll 0.2 .1 - } - -} - -menuback -{ - nopicmip - nomipmaps - //{ - // map textures/sfx/logo512.tga - //} - - //{ - // map textures/sfx/specular.tga - // //blendfunc add - // tcMod turb 0 .8 0 .2 - // tcmod scroll -.1 -.2 - //} - { - map textures/sfx/logo512.tga - // blendFunc blend - rgbgen identity - } - //{ - // map textures/sfx/proto_zzzdrk.tga - // blendFunc add - // tcMod turb 0 .1 0 .9 - // tcmod scale .2 .2 - // tcMod scroll .02 0.7 - // rgbgen identity - //} - -} -menubacknologo -{ - nopicmip - nomipmaps - - { - map gfx/colors/black.tga - //map textures/sfx/proto_zzzdrk.tga - // tcMod turb 0 .1 0 .9 - // tcmod scale .2 .2 - // tcMod scroll .02 0.7 - } - -} - -menubackRagePro // blends turn to shit on rage pro, so skip it -{ - nopicmip - nomipmaps - { - map textures/sfx/logo512.tga - } - -} - - -levelShotDetail -// used to break up the blur on levelshots -{ - nopicmip - { - map textures/sfx/detail.tga - blendFunc GL_DST_COLOR GL_SRC_COLOR - rgbgen identity - } -} - -// -// special effects as seen on players -// - -powerups/battleSuit -{ - deformVertexes wave 100 sin 1 0 0 0 - { - map textures/effects/envmapgold2.tga - //map textures/sfx/specular.tga - tcGen environment - tcMod turb 0 0.15 0 0.3 - tcmod rotate 333 - tcmod scroll .3 .3 - blendfunc GL_ONE GL_ONE - } -} - -powerups/battleWeapon -{ - deformVertexes wave 100 sin 0.5 0 0 0 - { - map textures/effects/envmapgold2.tga - //map textures/sfx/specular.tga - tcGen environment - tcMod turb 0 0.15 0 0.3 - tcmod rotate 333 - tcmod scroll .3 .3 - blendfunc GL_ONE GL_ONE - } -} - -powerups/invisibility -{ - { - map textures/effects/invismap.tga - //map textures/sfx/specular.tga - blendfunc GL_ONE GL_ONE - tcMod turb 0 0.15 0 0.25 - tcGen environment - } -} - -powerups/quad -{ - deformVertexes wave 100 sin 3 0 0 0 - { - map textures/effects/quadmap2.tga - blendfunc GL_ONE GL_ONE - tcGen environment - tcmod rotate 30 - //tcMod turb 0 0.2 0 .2 - tcmod scroll 1 .1 - } -} - -powerups/quadWeapon -{ - deformVertexes wave 100 sin 0.5 0 0 0 - { - map textures/effects/quadmap2.tga - blendfunc GL_ONE GL_ONE - tcGen environment - tcmod rotate 30 - //tcMod turb 0 0.2 0 .2 - tcmod scroll 1 .1 - } -} - -powerups/regen -{ - deformVertexes wave 100 sin 3 0 0 0 - { - map textures/effects/regenmap2.tga - blendfunc GL_ONE GL_ONE - tcGen environment - tcmod rotate 30 - //tcMod turb 0 0.2 0 .2 - tcmod scroll 1 .1 - } -} - -powerups/blueflag -{ - deformVertexes wave 100 sin 3 0 0 0 - { - map textures/effects/blueflagmap.tga - blendfunc GL_ONE GL_ONE - tcGen environment - tcMod turb 0 0.2 0 1 - } -} - -powerups/redflag -{ - deformVertexes wave 100 sin 3 0 0 0 - { - map textures/effects/redflagmap.tga - blendfunc GL_ONE GL_ONE - tcGen environment - tcMod turb 0 0.2 0 1 - } -} - - -//========================= - -// -// holdable item icons -// - -icons/medkit -{ - nopicmip - { - map icons/medkit.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/teleporter -{ - nopicmip - { - map icons/teleporter.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -// -// powerup icons -// - -icons/envirosuit -{ - nopicmip - { - map icons/envirosuit.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/flight -{ - nopicmip - { - map icons/flight.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/haste -{ - nopicmip - { - map icons/haste.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/invis -{ - nopicmip - { - map icons/invis.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/quad -{ - nopicmip - { - map icons/quad.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/regen -{ - nopicmip - { - map icons/regen.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - - -// reward medals used in the game floating over client's heads - -medal_excellent -{ - nopicmip - { - clampmap menu/medals/medal_excellent.tga - blendFunc blend - } -} - -medal_gauntlet -{ - nopicmip - { - clampmap menu/medals/medal_gauntlet.tga - blendFunc blend - } -} - -medal_impressive -{ - nopicmip - { - clampmap menu/medals/medal_impressive.tga - blendFunc blend - } -} - -// -// weapon icons -// - -icons/iconw_gauntlet -{ - nopicmip - { - map icons/iconw_gauntlet.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/iconw_machinegun -{ - nopicmip - { - map icons/iconw_machinegun.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/iconw_rocket -{ - nopicmip - { - map icons/iconw_rocket.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/iconw_shotgun -{ - nopicmip - { - map icons/iconw_shotgun.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbgen identitylighting - } -} - -icons/iconw_grenade -{ - nopicmip - { - map icons/iconw_grenade.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/iconw_lightning -{ - nopicmip - { - map icons/iconw_lightning.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/iconw_plasma -{ - nopicmip - { - map icons/iconw_plasma.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/iconw_railgun -{ - nopicmip - { - map icons/iconw_railgun.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/iconw_bfg -{ - nopicmip - { - map icons/iconw_bfg.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/iconw_grapple -{ - nopicmip - { - map icons/iconw_grapple.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -// -// ammo icons -// - -icons/icona_machinegun -{ - nopicmip - { - map icons/icona_machinegun.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/icona_rocket -{ - nopicmip - { - map icons/icona_rocket.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/icona_shotgun -{ - nopicmip - { - map icons/icona_shotgun.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbgen identitylighting - } -} - -icons/icona_grenade -{ - nopicmip - { - map icons/icona_grenade.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/icona_lightning -{ - nopicmip - { - map icons/icona_lightning.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/icona_plasma -{ - nopicmip - { - map icons/icona_plasma.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/icona_railgun -{ - nopicmip - { - map icons/icona_railgun.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/icona_bfg -{ - nopicmip - { - map icons/icona_bfg.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - - -// -// armor icons -// - -icons/iconr_shard -{ - nopicmip - { - map icons/iconr_shard.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/iconr_yellow -{ - nopicmip - { - map icons/iconr_yellow.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/iconr_red -{ - nopicmip - { - map icons/iconr_red.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -// -// health icons -// - -icons/iconh_green -{ - nopicmip - { - map icons/iconh_green.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/iconh_yellow -{ - nopicmip - { - map icons/iconh_yellow.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/iconh_red -{ - nopicmip - { - map icons/iconh_red.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - //{ - // clampmap icons/iconh_red2.tga - // blendFunc blend - // tcMod stretch sin .04 1 0 1 - //} -} - -icons/iconh_mega -{ - nopicmip - { - map icons/iconh_mega.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -// -// CTF icons -// - -icons/iconf_red -{ - nopicmip - { - map icons/iconf_red.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -icons/iconf_blu -{ - nopicmip - { - map icons/iconf_blu.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - - -//=================================================== - -gfx/2d/menuinfo -{ - nopicmip - { - map gfx/2d/menuinfo.tga - } -} - -gfx/2d/menuinfo2 -{ - nopicmip - { - map gfx/2d/menuinfo2.tga - } -} - -gfx/2d/quit -{ - nopicmip - nomipmaps - { - map gfx/2d/quit.tga - } -} - -gfx/2d/cursor -{ - nopicmip - nomipmaps - { - map gfx/2d/cursor.tga - } -} - -//========================================================================== - -// chat icon floating over client's heads in the game - -sprites/balloon3 -{ - { - map sprites/balloon4.tga - blendfunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -// friend and foe icons floating over client's heads in teamplay games - -sprites/foe -{ - nomipmaps - nopicmip - { - map sprites/foe2.tga - blendfunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -sprites/friend -{ - nomipmaps - nopicmip - { - map sprites/friend1.tga - blendfunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -sprites/plasma1 -{ - cull disable - { - clampmap sprites/plasmaa.tga - blendfunc GL_ONE GL_ONE - tcMod rotate 931 - } -} - -sprites/plasma2 -{ - cull disable - { - map sprites/plasma2.tga - blendfunc GL_ONE GL_ONE - } -} - -// this is an example of a crossfaded animation cycle - -textures/animationTest -{ - qer_editorimage textures/liquids/bloodwater1.tga - { - animMap 0.5 textures/liquids/bloodwater1.tga textures/liquids/pool.tga textures/liquids/slime7.tga - } - { - animMap 0.5 textures/liquids/pool.tga textures/liquids/slime7.tga textures/liquids/bloodwater1.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - alphaGen wave sawtooth 0 1 0 0.5 - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - } -} - -teleportEffect -{ - cull none - { - map gfx/misc/teleportEffect2.tga - blendFunc GL_ONE GL_ONE - rgbGen entity - tcMod scale 1 4 - tcMod scroll 0 2 - } -} - -// markShadow is the very cheap blurry blob underneat the player - -markShadow -{ - polygonOffset - { - map gfx/damage/shadow.tga - blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR - rgbGen exactVertex - } -} - -// projectionShadow is used for cheap squashed model shadows - -projectionShadow -{ - polygonOffset - deformVertexes projectionShadow - { - map *white - blendFunc GL_ONE GL_ZERO - rgbGen wave square 0 0 0 0 // just solid black - } -} - - -// wake is the mark on water surfaces for paddling players - -wake -{ - { - clampmap sprites/splash.tga - blendFunc GL_ONE GL_ONE - rgbGen vertex - tcmod rotate 250 - tcMod stretch sin .9 0.1 0 0.7 - rgbGen wave sin .7 .3 .25 .5 - } - { - clampmap sprites/splash.tga - blendFunc GL_ONE GL_ONE - rgbGen vertex - tcmod rotate -230 - tcMod stretch sin .9 0.05 0 0.9 - rgbGen wave sin .7 .3 .25 .4 - } -} - - -// viewBloodBlend gives the blended directional cue when you get hit - -viewBloodBlend -{ - sort nearest - { - //map models/weaphits/blood201.tga - map gfx/damage/blood_screen.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identityLighting - alphaGen vertex - } -} - -waterBubble -{ - sort underwater - cull none - entityMergable // allow all the sprites to be merged together - { - map sprites/bubble.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen vertex - alphaGen vertex - } -} - -smokePuff -{ - cull none - entityMergable // allow all the sprites to be merged together - { - map gfx/misc/smokepuff3.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen vertex - alphaGen vertex - } -} - -hasteSmokePuff // drops behind player's feet when speeded -{ - cull none - entityMergable // allow all the sprites to be merged together - { - map gfx/misc/smokepuff3.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - //blendfunc GL_ONE GL_ONE - rgbGen vertex - alphaGen vertex - } -} - -smokePuffRagePro -{ - cull none - entityMergable // allow all the sprites to be merged together - { - map gfx/misc/smokepuffragepro.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -shotgunSmokePuff -{ - cull none - { - map gfx/misc/smokepuff2b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - alphaGen entity - rgbGen entity - } -} - -flareShader -{ - cull none - { - map gfx/misc/flare.tga - blendFunc GL_ONE GL_ONE - rgbGen vertex - } -} - -sun -{ - cull none - { - map gfx/misc/sun.tga - blendFunc GL_ONE GL_ONE - rgbGen vertex - } -} - -railDisc -{ - sort nearest - cull none - deformVertexes wave 100 sin 0 .5 0 2.4 - { - clampmap gfx/misc/raildisc_mono2.tga - blendFunc GL_ONE GL_ONE - rgbGen vertex - tcMod rotate -30 - } -} - -railCore -{ - sort nearest - cull none - { - map gfx/misc/railcorethin_mono.tga - blendFunc GL_ONE GL_ONE - rgbGen vertex - tcMod scroll -1 0 - } -} - -lightningBolt -{ - cull none - { - map gfx/misc/lightning3.tga - blendFunc GL_ONE GL_ONE -// rgbgen wave sin 1 5.1 0 7.1 - rgbgen wave sin 1 0.5 0 7.1 - tcmod scale 2 1 - tcMod scroll -5 0 - } - { - map gfx/misc/lightning3.tga - blendFunc GL_ONE GL_ONE -// rgbgen wave sin 1 8.3 0 8.1 - rgbgen wave sin 1 0.8 0 8.1 - tcmod scale -1.3 -1 - tcMod scroll -7.2 0 - } -} - -// shader used on the occasional machinegun bullet tracers - -gfx/misc/tracer -{ - cull none - { - map gfx/misc/tracer2.tga - blendFunc GL_ONE GL_ONE - } -} - -// -// wall marks -// use blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR so that -// their "contribution" can be damped down in fog volumes -// with distance - -bloodMark -{ - nopicmip // make sure a border remains - polygonOffset - { - clampmap gfx/damage/blood_stain.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identityLighting - alphaGen vertex - } -} - -bloodTrail -{ - - nopicmip // make sure a border remains - entityMergable // allow all the sprites to be merged together - { - //clampmap gfx/misc/blood.tga - clampmap gfx/damage/blood_spurt.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen vertex - alphaGen vertex - } -} - -gfx/damage/bullet_mrk -{ - polygonOffset - { - map gfx/damage/bullet_mrk.tga - blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR - rgbGen exactVertex - } -} - -gfx/damage/burn_med_mrk -{ - polygonOffset - { - map gfx/damage/burn_med_mrk.tga - blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR - rgbGen exactVertex - } -} - -gfx/damage/hole_lg_mrk -{ - polygonOffset - { - map gfx/damage/hole_lg_mrk.tga - blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR - rgbGen exactVertex - } -} - -gfx/damage/plasma_mrk -{ - polygonOffset - { - map gfx/damage/plasma_mrk.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen vertex - alphaGen vertex - } -} - - -//=============================================================== - -// scoreboard header tabs - -scoreboardName -{ - nopicmip - nomipmaps - { - clampmap menu/tab/name.tga - blendfunc blend - } -} - -scoreboardScore -{ - nopicmip - nomipmaps - { - clampmap menu/tab/score.tga - blendfunc blend - } -} - -scoreboardTime -{ - nopicmip - nomipmaps - { - clampmap menu/tab/time.tga - blendfunc blend - } -} - -scoreboardPing -{ - nopicmip - nomipmaps - { - clampmap menu/tab/ping.tga - blendfunc blend - } -} - -//=============================================================== - -gfx/2d/crosshair -{ - nopicmip - { - map gfx/2d/crosshair.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } -} - -gfx/2d/crosshairb -{ - nopicmip - { - map gfx/2d/crosshairb.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } -} - -gfx/2d/crosshairc -{ - nopicmip - { - map gfx/2d/crosshairc.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } -} - -gfx/2d/crosshaird -{ - nopicmip - { - map gfx/2d/crosshaird.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } -} - -gfx/2d/crosshaire -{ - nopicmip - { - map gfx/2d/crosshaire.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } -} - -gfx/2d/crosshairf -{ - nopicmip - { - map gfx/2d/crosshairf.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } -} - -gfx/2d/crosshairg -{ - nopicmip - { - map gfx/2d/crosshairg.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } -} - -gfx/2d/crosshairh -{ - nopicmip - { - map gfx/2d/crosshairh.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } -} - -gfx/2d/crosshairi -{ - nopicmip - { - map gfx/2d/crosshairi.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - -} - -gfx/2d/crosshairj -{ - nopicmip - { - map gfx/2d/crosshairj.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } -} - -gfx/2d/crosshairk -{ - nopicmip - { - map gfx/2d/crosshairk.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } -} - -gfx/2d/bigchars -{ - nopicmip - nomipmaps - { - map gfx/2d/bigchars.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbgen vertex - } -} - -gfx/2d/select -{ - nopicmip - { - map gfx/2d/select.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - rgbgen vertex - } -} - -gfx/2d/assault1d -{ - nopicmip - { - map gfx/2d/assault1d.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -gfx/2d/armor1h -{ - nopicmip - { - map gfx/2d/armor1h.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -gfx/2d/health -{ - nopicmip - { - map gfx/2d/health.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -gfx/2d/blank -{ - nopicmip - { - map gfx/2d/blank.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - -gfx/2d/numbers/zero_32b -{ - nopicmip - { - map gfx/2d/numbers/zero_32b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbgen vertex - } -} - -gfx/2d/numbers/one_32b -{ - nopicmip - { - map gfx/2d/numbers/one_32b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbgen vertex - } -} - -gfx/2d/numbers/two_32b -{ - nopicmip - { - map gfx/2d/numbers/two_32b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbgen vertex - } -} - -gfx/2d/numbers/three_32b -{ - nopicmip - { - map gfx/2d/numbers/three_32b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbgen vertex - } -} - -gfx/2d/numbers/four_32b -{ - nopicmip - { - map gfx/2d/numbers/four_32b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbgen vertex - } -} - -gfx/2d/numbers/five_32b -{ - nopicmip - { - map gfx/2d/numbers/five_32b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbgen vertex - } -} - -gfx/2d/numbers/six_32b -{ - nopicmip - { - map gfx/2d/numbers/six_32b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbgen vertex - } -} - -gfx/2d/numbers/seven_32b -{ - nopicmip - { - map gfx/2d/numbers/seven_32b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbgen vertex - } -} - -gfx/2d/numbers/eight_32b -{ - nopicmip - { - map gfx/2d/numbers/eight_32b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbgen vertex - } -} - -gfx/2d/numbers/nine_32b -{ - nopicmip - { - map gfx/2d/numbers/nine_32b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbgen vertex - } -} - -gfx/2d/numbers/minus_32b -{ - nopicmip - { - map gfx/2d/numbers/minus_32b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbgen vertex - } -} - - -// -// weapon hits -// All of these will be put on entities with a shaderTime offset, so they -// can be expected to start at time 0 for each separate explosion -// -// Many of these are use smoothly morphed animating textures by pairing -// sawtooth and iverse sawtooth rgbGens - -plasmaExplosion -{ - cull disable - { - clampmap models/weaphits/plasmaboom.tga - blendfunc add - tcMod stretch triangle .6 0.1 0 8 - tcmod rotate 999 - rgbGen wave inversesawtooth 0 1 0 1.5 - } -} - -railExplosion -{ - cull disable - { - animmap 5 models/weaphits/ring02_1.tga models/weaphits/ring02_2.tga models/weaphits/ring02_3.tga models/weaphits/ring02_4.tga gfx/colors/black.tga - alphaGen wave inversesawtooth 0 1 0 5 - blendfunc blend - } - { - animmap 5 models/weaphits/ring02_2.tga models/weaphits/ring02_3.tga models/weaphits/ring02_4.tga gfx/colors/black.tga gfx/colors/black.tga - alphaGen wave sawtooth 0 1 0 5 - blendfunc blend - } -} - -lightningExplosion -{ - cull disable - { - animmap 5 models/weaphits/ring02_1.tga models/weaphits/ring02_3.tga models/weaphits/ring02_3.tga gfx/colors/black.tga - rgbGen wave inversesawtooth 0 1 0 5 - blendfunc add - } - { - animmap 5 models/weaphits/ring02_2.tga models/weaphits/ring02_3.tga gfx/colors/black.tga gfx/colors/black.tga - rgbGen wave sawtooth 0 1 0 5 - blendfunc add - } -} - -bulletExplosion -{ - cull disable - { - animmap 5 models/weaphits/bullet1.tga models/weaphits/bullet2.tga models/weaphits/bullet3.tga gfx/colors/black.tga - rgbGen wave inversesawtooth 0 1 0 5 - blendfunc add - } - { - animmap 5 models/weaphits/bullet2.tga models/weaphits/bullet3.tga gfx/colors/black.tga gfx/colors/black.tga - rgbGen wave sawtooth 0 1 0 5 - blendfunc add - } -} - -rocketExplosion -{ - cull disable - { - animmap 8 models/weaphits/rlboom/rlboom_1.tga models/weaphits/rlboom/rlboom_2.tga models/weaphits/rlboom/rlboom_3.tga models/weaphits/rlboom/rlboom_4.tga models/weaphits/rlboom/rlboom_5.tga models/weaphits/rlboom/rlboom_6.tga models/weaphits/rlboom/rlboom_7.tga models/weaphits/rlboom/rlboom_8.tga - rgbGen wave inversesawtooth 0 1 0 8 - blendfunc add - } - { - animmap 8 models/weaphits/rlboom/rlboom_2.tga models/weaphits/rlboom/rlboom_3.tga models/weaphits/rlboom/rlboom_4.tga models/weaphits/rlboom/rlboom_5.tga models/weaphits/rlboom/rlboom_6.tga models/weaphits/rlboom/rlboom_7.tga models/weaphits/rlboom/rlboom_8.tga gfx/colors/black.tga - rgbGen wave sawtooth 0 1 0 8 - blendfunc add - } -} - -grenadeExplosion -{ - cull disable - { - animmap 5 models/weaphits/glboom/glboom_1.tga models/weaphits/glboom/glboom_2.tga models/weaphits/glboom/glboom_3.tga - rgbGen wave inversesawtooth 0 1 0 5 - blendfunc add - } - { - animmap 5 models/weaphits/glboom/glboom_2.tga models/weaphits/glboom/glboom_3.tga gfx/colors/black.tga - rgbGen wave sawtooth 0 1 0 5 - blendfunc add - } -} - -bfgExplosion -{ - cull disable - { - animmap 5 models/weaphits/bfgboom/bfgboom_1.tga models/weaphits/bfgboom/bfgboom_2.tga models/weaphits/bfgboom/bfgboom_3.tga - rgbGen wave inversesawtooth 0 1 0 5 - blendfunc add - } - { - animmap 5 models/weaphits/bfgboom/bfgboom_2.tga models/weaphits/bfgboom/bfgboom_3.tga gfx/colors/black.tga - rgbGen wave sawtooth 0 1 0 5 - blendfunc add - } -} - -bloodExplosion // spurt of blood at point of impact -{ - cull disable - { - animmap 5 models/weaphits/blood201.tga models/weaphits/blood202.tga models/weaphits/blood203.tga models/weaphits/blood204.tga models/weaphits/blood205.tga - blendfunc blend - } -} - diff --git a/install/installs/Q3Pack/install/baseq3/scripts/gothic_block.shader b/install/installs/Q3Pack/install/baseq3/scripts/gothic_block.shader deleted file mode 100644 index 5a0569b..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/gothic_block.shader +++ /dev/null @@ -1,514 +0,0 @@ - -textures/gothic_block/blocks15cgeomtrn -{ - - { - map textures/sfx/firegorre.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 2 2 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/gothic_block/blocks18cgeomtrn2.tga - //blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - blendFunc blend - tcmod rotate 30 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - map textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 20 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - map textures/gothic_block/blocks15cgeomtrn.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/gothic_block/blocks17_ow -{ - - { - map textures/sfx/firegorre.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 5.6 - tcmod scale 1.5 1.5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - - { - map textures/gothic_block/blocks17_ow.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc filter - rgbGen identity - } -} - -textures/gothic_block/blocks17bloody -{ - - { - map textures/liquids/proto_grueldark2.tga - blendFunc GL_ONE GL_ZERO - tcmod scale 2 2 - tcMod scroll .01 .03 - tcMod turb 0 0.05 0 .05 - } - { - map textures/effects/tinfx3.tga - blendFunc GL_ONE GL_ONE - tcGen environment - } - - { - map textures/gothic_block/blocks17bloody.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc filter - rgbGen identity - } -} - -textures/gothic_block/blocks17g_ow -{ - - { - map textures/sfx/firegorre.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 5.6 - tcmod scale 1.5 1.5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - - { - map textures/gothic_block/blocks17g_ow.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc filter - rgbGen identity - } -} - -textures/gothic_block/blocks18b_ow -{ - - { - map textures/sfx/firegorre.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 5.6 - tcmod scale 1.5 1.5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - - { - map textures/gothic_block/blocks18b_ow.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc filter - rgbGen identity - } -} - -textures/gothic_block/blocks18cgeomtrn2 -{ - cull disable - surfaceparm alphashadow - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - alphaFunc GE128 - tcmod rotate 40 - tcMod stretch sin .8 0.2 0 .3 - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - alphaFunc GE128 - tcmod rotate 30 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - alphaFunc GE128 - tcmod rotate 20 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/gothic_block/blocks18cgeomtrnx -{ - - { - map textures/sfx/fireswirl2blue.tga - tcMod stretch sin .8 0.3 0 9.7 - tcmod rotate 333 - rgbGen identity - } - { - map textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 30 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - map textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 20 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - map textures/gothic_block/blocks18cgeomtrnx.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/gothic_block/blocks18d_trans -{ - qer_editorimage textures/gothic_block/blocks18d.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/gothic_block/blocks18d.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } -} - -textures/gothic_block/demon_block15fx -{ - - { - map textures/sfx/firegorre.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 4 4 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/gothic_block/demon_block15fx.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/gothic_block/evil_e3bwindow -{ - qer_editorimage textures/gothic_block/windowevil2c_killblock.tga - //surfaceparm nomarks - q3map_lightimage textures/gothic_block/evil2ckillblockglow.tga - q3map_surfacelight 200 - // Glowing evil window for e3 demo map - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_block/windowevil2c_killblock.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_block/evil2ckillblockglow.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_block/evil_e3window -{ - qer_editorimage textures/gothic_block/windowevil2c_block18c.tga - //surfaceparm nomarks - q3map_lightimage textures/gothic_block/evil2cglow.tga - q3map_surfacelight 1000 - // Glowing evil window for e3 demo map - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_block/windowevil2c_block18c.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_block/evil2cglow.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_block/evil_e3window_dark -{ - qer_editorimage textures/gothic_block/windowevil2c_block18c.tga - //surfaceparm nomarks - q3map_lightimage textures/gothic_block/evil2cglow.tga - q3map_surfacelight 100 - // Glowing evil window for temp in tim_dm7 - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_block/windowevil2c_block18c.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_block/evil2cglow.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_block/flicker_blocks10 -{ - qer_editorimage textures/gothic_block/blocks10.tga - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_block/blocks10.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen wave noise 0.75 0.25 0 10 - } -} - -textures/gothic_block/gkc17d -{ - // spine texture with specular highlights - { - rgbGen identity - map $lightmap - } - { - map textures/gothic_block/gkc17d.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/gothic_block/gkcspinemove -{ - qer_editorimage textures/gothic_block/gkc17d.tga - tessSize 128 -// deformVertexes wave 100 sin 3 2 0 0.3 - deformVertexes bulge 3 10 1 - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_block/gkc17d.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - -} - -textures/gothic_block/killblock_i4b -{ - q3map_surfacelight 300 - q3map_lightimage textures/gothic_block/killblock_i4glow.tga - qer_editorimage textures/gothic_block/killblock_i4.tga - - - { - map textures/gothic_block/killblock_i4.tga - rgbgen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/gothic_block/killblock_i4glow.tga - blendFunc GL_ONE GL_ONE - rgbgen wave sin .9 .1 0 .1 - } - -} - -textures/gothic_block/killblockgeomtrn -{ - - { - map textures/sfx/firegorre.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 2 2 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/gothic_block/blocks18cgeomtrn2.tga - //blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - blendFunc blend - tcmod rotate 30 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - map textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 20 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - map textures/gothic_block/killblockgeomtrn.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/gothic_block/killtrim_trans -{ - qer_editorimage textures/gothic_block/killtrim.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/gothic_block/killtrim.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/gothic_block/largerblock3blood -{ - - { - map textures/liquids/proto_grueldark2.tga - blendFunc GL_ONE GL_ZERO - tcmod scale 2 2 - tcMod scroll .01 .03 - tcMod turb 0 0.05 0 .05 - } - { - map textures/effects/tinfx3.tga - blendFunc GL_ONE GL_ONE - tcGen environment - } - - { - map textures/gothic_block/largerblock3blood.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc filter - rgbGen identity - } -} - -textures/gothic_block/mkc_evil_e3window -{ - qer_editorimage textures/gothic_block/windowevil2c_block18c.tga - q3map_lightimage textures/gothic_block/evil2cglow.tga - q3map_surfacelight 400 - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_block/windowevil2c_block18c.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_block/evil2cglow.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_block/wetwall -{ - { - map textures/gothic_block/wetwall.tga - rgbGen identity - } - { - map textures/gothic_block/wetwallfx.tga - tcmod scroll 0 -.1 - tcmod scale 2 .6 - blendFunc GL_ONE GL_ONE - rgbGen identity - } - { - map textures/gothic_block/wetwall.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/baseq3/scripts/gothic_button.shader b/install/installs/Q3Pack/install/baseq3/scripts/gothic_button.shader deleted file mode 100644 index e693b5c..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/gothic_button.shader +++ /dev/null @@ -1,25 +0,0 @@ - -textures/gothic_button/timbutton -{ - q3map_lightimage textures/gothic_button/timbutton2.tga - q3map_surfacelight 10 - //light 1 - - { - map textures/gothic_button/timbutton.tga - } - - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbgen identity - } - - { - map textures/gothic_button/timbutton2.tga - blendfunc gl_one gl_one - rgbgen wave sin .5 .5 0 1 - } - -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/baseq3/scripts/gothic_door.shader b/install/installs/Q3Pack/install/baseq3/scripts/gothic_door.shader deleted file mode 100644 index fb2cee6..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/gothic_door.shader +++ /dev/null @@ -1,77 +0,0 @@ - -textures/gothic_door/door02_bred2_shiny -{ -qer_editorimage textures/gothic_door/door02_bred2.tga - { - map $lightmap - rgbGen identity - } - - - { - map textures/gothic_door/door02_bred2.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/gothic_door/door02_eblue2_shiny -{ -qer_editorimage textures/gothic_door/door02_eblue2.tga - - { - map $lightmap - rgbGen identity - } - - - { - map textures/gothic_door/door02_eblue2.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/gothic_door/door02_i_ornate5_fin -{ - qer_editorimage textures/gothic_door/door02_i_ornate5_fin.tga - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_door/door02_i_ornate5_fin.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/gothic_door/skullarch_b -{ - - { - map textures/sfx/firegorre.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 5.6 - tcmod scale 1.5 1.5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - - { - map textures/gothic_door/skullarch_b.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc filter - rgbGen identity - } -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/baseq3/scripts/gothic_floor.shader b/install/installs/Q3Pack/install/baseq3/scripts/gothic_floor.shader deleted file mode 100644 index 8ea5491..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/gothic_floor.shader +++ /dev/null @@ -1,212 +0,0 @@ - -textures/gothic_floor/center2trn -{ - - { - map textures/sfx/fireswirl2.tga - tcmod rotate 333 - tcMod stretch sin .8 0.2 0 9.7 - rgbGen identity - } - { - map textures/gothic_floor/center2trn.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - tcmod rotate 30 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - map textures/gothic_floor/center2trn.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/gothic_floor/largerblock3b_ow -{ - - { - map textures/sfx/firegorre.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 4 4 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/gothic_floor/largerblock3b_ow.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/gothic_floor/metalbridge06brokeb -{ - { - map textures/sfx/kenelectric.tga - tcmod scale 2 2 - tcMod turb 0 .2 0 .3 - tcmod scroll 3 5 - rgbGen identity - } - { - map textures/gothic_floor/metalbridge06brokeb.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - - -} - -textures/gothic_floor/pent_metalbridge02 -{ - q3map_lightimage textures/gothic_floor/pent_glow.tga - q3map_surfacelight 500 - - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_floor/pent_metalbridge02.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_floor/pent_glow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 0 0.5 - } -} - -textures/gothic_floor/pent_metalbridge06 -{ - q3map_lightimage textures/gothic_floor/pent_glow.tga - q3map_surfacelight 500 - - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_floor/pent_metalbridge06.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_floor/pent_glow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 0 0.5 - } -} - -textures/gothic_floor/pent_metalbridge06b -{ - q3map_lightimage textures/gothic_floor/pent_glow.tga - q3map_surfacelight 500 - - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_floor/pent_metalbridge06b.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_floor/pent_glow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 0 0.5 - } -} - -textures/gothic_floor/q1metal7_99spot -{ - - { - map textures/liquids/proto_grueldark2.tga - blendFunc GL_ONE GL_ZERO - tcmod scale 2 2 - tcMod scroll .01 .03 - tcMod turb 0 0.05 0 .05 - } - { - map textures/effects/tinfx3.tga - blendFunc GL_ONE GL_ONE - tcGen environment - } - - { - map textures/gothic_floor/q1metal7_99spot.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc filter - rgbGen identity - } -} - -textures/gothic_floor/xq1metalbig_ow -{ - { - map textures/gothic_floor/xq1metalbig_ow.tga - rgbGen identity - } - { - map textures/sfx/specular.tga - //map textures/liquids/proto_gruel3.tga - tcGen environment - tcmod scale 3 3 - //tcmod rotate 30 - tcMod turb 0 .25 0 .05 - //tcmod scroll .1 .2 - blendFunc GL_ONE GL_ONE - rgbGen identity - } - { - map textures/gothic_floor/xq1metalbig_ow.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/gothic_floor/xstepborder3_shiney -{ - qer_editorimage textures/gothic_floor/xstepborder3_alpha.tga - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_floor/xstepborder3_alpha.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/baseq3/scripts/gothic_light.shader b/install/installs/Q3Pack/install/baseq3/scripts/gothic_light.shader deleted file mode 100644 index b3babce..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/gothic_light.shader +++ /dev/null @@ -1,1468 +0,0 @@ - -textures/gothic_light/border7_ceil39_6k -{ - qer_editorimage textures/gothic_light/border7_ceil39.tga - q3map_surfacelight 3700 - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/border7_ceil39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/border_ceil39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/border7_ceil39b_10k -{ - qer_editorimage textures/gothic_light/border7_ceil39b.tga - q3map_surfacelight 3000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/border7_ceil39b.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/border7_ceil39b.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/flicker_light15k -{ - qer_editorimage textures/gothic_light/gothic_light3.tga - q3map_lightimage textures/gothic_light/gothic_light2_blend.tga - q3map_surfacelight 15000 - surfaceparm nomarks - { - map $lightmap - rgbGen wave noise 0.75 0.25 0 10 - } - { - map textures/gothic_light/gothic_light3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - blendfunc GL_ONE GL_ONE - rgbGen wave noise 0.75 0.25 0 10 - } -} - -textures/gothic_light/goth_lt2_lrg2k -{ - qer_editorimage textures/gothic_light/gothic_light2_lrg.tga - q3map_surfacelight 2000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_lrg.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - //tcMod scale 0.5 0.5 - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/gothic_light2_1k -{ - qer_editorimage textures/gothic_light/gothic_light2.tga - q3map_surfacelight 1000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/gothic_light2_2K -{ - qer_editorimage textures/gothic_light/gothic_light2.tga - q3map_surfacelight 2000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/gothic_light2_4K -{ - qer_editorimage textures/gothic_light/gothic_light2.tga - q3map_surfacelight 4000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/gothic_light2_lrg_1k -{ - qer_editorimage textures/gothic_light/gothic_light2_lrg.tga - q3map_surfacelight 1000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_lrg.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - //tcMod scale 0.5 0.5 - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/gothic_light2_lrg_200 -{ - qer_editorimage textures/gothic_light/gothic_light2_lrg.tga - q3map_surfacelight 200 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_lrg.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - //tcMod scale 0.5 0.5 - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/gothic_light2_lrg_2k -{ - qer_editorimage textures/gothic_light/gothic_light2_lrg.tga - q3map_surfacelight 2000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_lrg.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - //tcMod scale 0.5 0.5 - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/gothic_light2_lrg_500 -{ - qer_editorimage textures/gothic_light/gothic_light2_lrg.tga - q3map_surfacelight 500 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_lrg.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - //tcMod scale 0.5 0.5 - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/gothic_light3_10K -{ - qer_editorimage textures/gothic_light/gothic_light3.tga - q3map_lightimage textures/gothic_light/gothic_light2_blend.tga - q3map_surfacelight 10000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/gothic_light3_15K -{ - qer_editorimage textures/gothic_light/gothic_light3.tga - q3map_lightimage textures/gothic_light/gothic_light2_blend.tga - q3map_surfacelight 15000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/gothic_light3_1K -{ - qer_editorimage textures/gothic_light/gothic_light3.tga - q3map_lightimage textures/gothic_light/gothic_light2_blend.tga - q3map_surfacelight 1000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendfunc GL_ONE GL_ONE - } - -} - -textures/gothic_light/gothic_light3_20K -{ - qer_editorimage textures/gothic_light/gothic_light3.tga - q3map_lightimage textures/gothic_light/gothic_light2_blend.tga - q3map_surfacelight 20000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/gothic_light3_2K -{ - qer_editorimage textures/gothic_light/gothic_light3.tga - q3map_lightimage textures/gothic_light/gothic_light2_blend.tga - q3map_surfacelight 2000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendfunc GL_ONE GL_ONE - } - -} - -textures/gothic_light/gothic_light3_3k -{ - qer_editorimage textures/gothic_light/gothic_light3.tga - q3map_lightimage textures/gothic_light/gothic_light2_blend.tga - q3map_surfacelight 3000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendfunc GL_ONE GL_ONE - } - -} - -textures/gothic_light/gothic_light3_4K -{ - qer_editorimage textures/gothic_light/gothic_light3.tga - q3map_lightimage textures/gothic_light/gothic_light2_blend.tga - q3map_surfacelight 4000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/gothic_light3_5K -{ - qer_editorimage textures/gothic_light/gothic_light3.tga - q3map_lightimage textures/gothic_light/gothic_light2_blend.tga - q3map_surfacelight 5000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/gothic_light3_6K -{ - qer_editorimage textures/gothic_light/gothic_light3.tga - q3map_lightimage textures/gothic_light/gothic_light2_blend.tga - q3map_surfacelight 6000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/gothic_light3_7K -{ - qer_editorimage textures/gothic_light/gothic_light3.tga - q3map_lightimage textures/gothic_light/gothic_light2_blend.tga - q3map_surfacelight 7000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/gothic_light3_8K -{ - qer_editorimage textures/gothic_light/gothic_light3.tga - q3map_lightimage textures/gothic_light/gothic_light2_blend.tga - q3map_surfacelight 8000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/gothic_light3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/gothic_light2_blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt1_1000 -{ - qer_editorimage textures/gothic_light/ironcrosslt1.tga - q3map_lightimage textures/gothic_light/ironcrosslt1.blend.tga - q3map_surfacelight 1000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt1_10000 -{ - qer_editorimage textures/gothic_light/ironcrosslt1.tga - q3map_lightimage textures/gothic_light/ironcrosslt1.blend.tga - q3map_surfacelight 10000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt1_120000 -{ - qer_editorimage textures/gothic_light/ironcrosslt1.tga - q3map_lightimage textures/gothic_light/ironcrosslt1.blend.tga - q3map_surfacelight 120000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt1_2000 -{ - qer_editorimage textures/gothic_light/ironcrosslt1.tga - q3map_lightimage textures/gothic_light/ironcrosslt1.blend.tga - q3map_surfacelight 2000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt1_20000 -{ - qer_editorimage textures/gothic_light/ironcrosslt1.tga - q3map_lightimage textures/gothic_light/ironcrosslt1.blend.tga - q3map_surfacelight 20000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } - { - map textures/gothic_light/ironcrosslt1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt1_2500 -{ - qer_editorimage textures/gothic_light/ironcrosslt1.tga - q3map_lightimage textures/gothic_light/ironcrosslt1.blend.tga - q3map_surfacelight 3500 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt1_3000 -{ - qer_editorimage textures/gothic_light/ironcrosslt1.tga - q3map_lightimage textures/gothic_light/ironcrosslt1.blend.tga - q3map_surfacelight 3000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt1_30000 -{ - qer_editorimage textures/gothic_light/ironcrosslt1.tga - q3map_lightimage textures/gothic_light/ironcrosslt1.blend.tga - q3map_surfacelight 30000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt1_4000 -{ - qer_editorimage textures/gothic_light/ironcrosslt1.tga - q3map_lightimage textures/gothic_light/ironcrosslt1.blend.tga - q3map_surfacelight 4000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } - { - map textures/gothic_light/ironcrosslt1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt1_40000 -{ - qer_editorimage textures/gothic_light/ironcrosslt1.tga - q3map_lightimage textures/gothic_light/ironcrosslt1.blend.tga - q3map_surfacelight 40000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt1_5000 -{ - qer_editorimage textures/gothic_light/ironcrosslt1.tga - q3map_lightimage textures/gothic_light/ironcrosslt1.blend.tga - q3map_surfacelight 5000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt1_500000 -{ - qer_editorimage textures/gothic_light/ironcrosslt1.tga - q3map_lightimage textures/gothic_light/ironcrosslt1.blend.tga - q3map_surfacelight 500000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt2_1000 -{ - qer_editorimage textures/gothic_light/ironcrosslt2.tga - q3map_lightimage textures/gothic_light/ironcrosslt2.blend.tga - q3map_surfacelight 1000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt2_10000 -{ - qer_editorimage textures/gothic_light/ironcrosslt2.tga - q3map_lightimage textures/gothic_light/ironcrosslt2.blend.tga - q3map_surfacelight 10000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt2_2000 -{ - qer_editorimage textures/gothic_light/ironcrosslt2.tga - q3map_lightimage textures/gothic_light/ironcrosslt2.blend.tga - q3map_surfacelight 2000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt2_20000 -{ - qer_editorimage textures/gothic_light/ironcrosslt2.tga - q3map_lightimage textures/gothic_light/ironcrosslt2.blend.tga - q3map_surfacelight 20000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt2_2500 -{ - qer_editorimage textures/gothic_light/ironcrosslt2.tga - q3map_lightimage textures/gothic_light/ironcrosslt2.blend.tga - q3map_surfacelight 2500 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt2_3000 -{ - qer_editorimage textures/gothic_light/ironcrosslt2.tga - q3map_lightimage textures/gothic_light/ironcrosslt2.blend.tga - q3map_surfacelight 3000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt2_30000 -{ - qer_editorimage textures/gothic_light/ironcrosslt2.tga - q3map_lightimage textures/gothic_light/ironcrosslt2.blend.tga - q3map_surfacelight 30000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt2_4000 -{ - qer_editorimage textures/gothic_light/ironcrosslt2.tga - q3map_lightimage textures/gothic_light/ironcrosslt2.blend.tga - q3map_surfacelight 4000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt2_40000 -{ - qer_editorimage textures/gothic_light/ironcrosslt2.tga - q3map_lightimage textures/gothic_light/ironcrosslt2.blend.tga - q3map_surfacelight 40000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrosslt2_5000 -{ - qer_editorimage textures/gothic_light/ironcrosslt2.tga - q3map_lightimage textures/gothic_light/ironcrosslt2.blend.tga - q3map_surfacelight 5000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrosslt2.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrossltblue_10000 -{ - qer_editorimage textures/gothic_light/ironcrossltblue.tga - q3map_lightimage textures/gothic_light/ironcrossltblue.blend.tga - q3map_surfacelight 10000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrossltblue.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrossltblue.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrossltblue_2000 -{ - qer_editorimage textures/gothic_light/ironcrossltblue.tga - q3map_lightimage textures/gothic_light/ironcrossltblue.blend.tga - q3map_surfacelight 2000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrossltblue.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } - { - map textures/gothic_light/ironcrossltblue.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrossltblue_20000 -{ - qer_editorimage textures/gothic_light/ironcrossltblue.tga - q3map_lightimage textures/gothic_light/ironcrossltblue.blend.tga - q3map_surfacelight 20000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrossltblue.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrossltblue.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrossltblue_3000 -{ - qer_editorimage textures/gothic_light/ironcrossltblue.tga - q3map_lightimage textures/gothic_light/ironcrossltblue.blend.tga - q3map_surfacelight 3000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrossltblue.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrossltblue.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrossltblue_30000 -{ - qer_editorimage textures/gothic_light/ironcrossltblue.tga - q3map_lightimage textures/gothic_light/ironcrossltblue.blend.tga - q3map_surfacelight 30000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrossltblue.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrossltblue.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrossltblue_4000 -{ - qer_editorimage textures/gothic_light/ironcrossltblue.tga - q3map_lightimage textures/gothic_light/ironcrossltblue.blend.tga - q3map_surfacelight 4000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrossltblue.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrossltblue.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrossltblue_5000 -{ - qer_editorimage textures/gothic_light/ironcrossltblue.tga - q3map_lightimage textures/gothic_light/ironcrossltblue.blend.tga - q3map_surfacelight 5000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrossltblue.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrossltblue.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrossltred_10000 -{ - qer_editorimage textures/gothic_light/ironcrossltred.tga - q3map_lightimage textures/gothic_light/ironcrossltred.blend.tga - q3map_surfacelight 10000 -// light 1 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrossltred.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrossltred.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrossltred_2000 -{ - qer_editorimage textures/gothic_light/ironcrossltred.tga - q3map_lightimage textures/gothic_light/ironcrossltred.blend.tga - q3map_surfacelight 2000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrossltred.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrossltred.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrossltred_20000 -{ - qer_editorimage textures/gothic_light/ironcrossltred.tga - q3map_lightimage textures/gothic_light/ironcrossltred.blend.tga - q3map_surfacelight 20000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrossltred.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrossltred.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrossltred_3000 -{ - qer_editorimage textures/gothic_light/ironcrossltred.tga - q3map_lightimage textures/gothic_light/ironcrossltred.blend.tga - q3map_surfacelight 3000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrossltred.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrossltred.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrossltred_30000 -{ - qer_editorimage textures/gothic_light/ironcrossltred.tga - q3map_lightimage textures/gothic_light/ironcrossltred.blend.tga - q3map_surfacelight 30000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrossltred.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrossltred.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrossltred_4000 -{ - qer_editorimage textures/gothic_light/ironcrossltred.tga - q3map_lightimage textures/gothic_light/ironcrossltred.blend.tga - q3map_surfacelight 4000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrossltred.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrossltred.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/ironcrossltred_5000 -{ - qer_editorimage textures/gothic_light/ironcrossltred.tga - q3map_lightimage textures/gothic_light/ironcrossltred.blend.tga - q3map_surfacelight 5000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/ironcrossltred.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_light/ironcrossltred.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/gothic_light/light1_4Kgothic -{ - qer_editorimage textures/base_light/light1.tga - q3map_lightimage textures/base_light/light1.blend.tga - q3map_surfacelight 4000 - surfaceparm nomarks - //q3map_surfacelight 4000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1.blend.tga - rgbGen wave sin 0.25 0.25 0 .2 - blendFunc GL_ONE GL_ONE - } -} - -textures/gothic_light/light1_6Kgothic -{ - qer_editorimage textures/base_light/light1.tga - q3map_lightimage textures/base_light/light1.blend.tga - q3map_surfacelight 6000 - surfaceparm nomarks - //q3map_surfacelight 4000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1.blend.tga - rgbGen wave sin 0.25 0.25 0 .2 - blendFunc GL_ONE GL_ONE - } -} - -textures/gothic_light/light1_6Kgothicred -{ - qer_editorimage textures/base_light/light1red.tga - q3map_lightimage textures/base_light/light1red.blend.tga - q3map_surfacelight 4000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1red.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1red.blend.tga - rgbGen wave sin 0.25 0.25 0 .2 - blendFunc GL_ONE GL_ONE - } -} - -textures/gothic_light/pentagram_light1_10K -{ - qer_editorimage textures/gothic_light/pentagram_light1.tga - q3map_surfacelight 10000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/pentagram_light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - - { - map textures/gothic_light/pentagram_light1_blend.tga - blendfunc GL_ONE GL_ONE - rgbGen wave sin .8 .2 0 1 - } - - -} - -textures/gothic_light/pentagram_light1_15K -{ - qer_editorimage textures/gothic_light/pentagram_light1.tga - q3map_surfacelight 15000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/pentagram_light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - - { - map textures/gothic_light/pentagram_light1_blend.tga - blendfunc GL_ONE GL_ONE - rgbGen wave sin .8 .2 0 1 - } - - -} - -textures/gothic_light/pentagram_light1_1K -{ - qer_editorimage textures/gothic_light/pentagram_light1.tga - q3map_surfacelight 1000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/pentagram_light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - - { - map textures/gothic_light/pentagram_light1_blend.tga - blendfunc GL_ONE GL_ONE - rgbGen wave sin .8 .2 0 1 - } - - -} - -textures/gothic_light/pentagram_light1_2K -{ - qer_editorimage textures/gothic_light/pentagram_light1.tga - q3map_surfacelight 2000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/pentagram_light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - - { - map textures/gothic_light/pentagram_light1_blend.tga - blendfunc GL_ONE GL_ONE - rgbGen wave sin .8 .2 0 1 - } -} - -textures/gothic_light/pentagram_light1_3K -{ - qer_editorimage textures/gothic_light/pentagram_light1.tga - q3map_surfacelight 3000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/pentagram_light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - - { - map textures/gothic_light/pentagram_light1_blend.tga - blendfunc GL_ONE GL_ONE - rgbGen wave sin .8 .2 0 1 - } -} - -textures/gothic_light/pentagram_light1_4K -{ - qer_editorimage textures/gothic_light/pentagram_light1.tga - q3map_surfacelight 4000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/pentagram_light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - - { - map textures/gothic_light/pentagram_light1_blend.tga - blendfunc GL_ONE GL_ONE - rgbGen wave sin .8 .2 0 1 - } -} - -textures/gothic_light/pentagram_light1_5K -{ - qer_editorimage textures/gothic_light/pentagram_light1.tga - q3map_surfacelight 5000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_light/pentagram_light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - - { - map textures/gothic_light/pentagram_light1_blend.tga - blendfunc GL_ONE GL_ONE - rgbGen wave sin .8 .2 0 1 - } - - -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/baseq3/scripts/gothic_trim.shader b/install/installs/Q3Pack/install/baseq3/scripts/gothic_trim.shader deleted file mode 100644 index 100fa7c..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/gothic_trim.shader +++ /dev/null @@ -1,296 +0,0 @@ - -textures/gothic_trim/baseboard09_p_shiny -{ - - - { - map $lightmap - rgbGen identity - } - - { - map textures/gothic_trim/baseboard09_p_shiny.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } -} - -textures/gothic_trim/border6_trans -{ - qer_editorimage textures/gothic_trim/border6.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/gothic_trim/border6.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - } -} - -textures/gothic_trim/column2c_trans -{ - qer_editorimage textures/gothic_trim/column2c_test.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/gothic_trim/column2c_test.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/gothic_trim/gothgrate2 -{ - surfaceparm metalsteps - cull none - - { - map textures/gothic_trim/gothgrate2.tga - blendFunc GL_ONE GL_ZERO - rgbGen identity - alphaFunc GT0 - depthWrite - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - depthFunc equal - } -} - -textures/gothic_trim/km_arena1tower4_shiny -{ - - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_trim/km_arena1tower4_shiny.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/gothic_trim/metalsupport4b_trans -{ - qer_editorimage textures/gothic_trim/metalsupport4b.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/gothic_trim/metalsupport4b.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/gothic_trim/metalsupport4h_shiny -{ - - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_trim/metalsupport4h_shiny.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/gothic_trim/metalsupport4h_trans -{ - qer_editorimage textures/gothic_trim/metalsupport4h_shiny.tga - surfaceparm nonsolid - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_trim/metalsupport4h_shiny.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/gothic_trim/metalsupport4j_trans -{ - qer_editorimage textures/gothic_trim/metalsupport4j.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_trim/metalsupport4j.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } -} - -textures/gothic_trim/metlsupport4i_shiney -{ - qer_editorimage textures/gothic_trim/xmetalsupport4i_alpha.tga - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_trim/xmetalsupport4i_alpha.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/gothic_trim/pitted_rust2_trans -{ - qer_editorimage textures/gothic_trim/pitted_rust2.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/gothic_trim/pitted_rust2.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/gothic_trim/pitted_rust3_trans -{ - qer_editorimage textures/gothic_trim/pitted_rust3.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/gothic_trim/pitted_rust3.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/gothic_trim/supportborderside_shiney -{ - qer_editorimage textures/gothic_trim/xsupportborderside_shiney.tga - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_trim/xsupportborderside_shiney.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/gothic_trim/tongue_bone -{ - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_trim/tongue_bone.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_trim/tongue_bone.blend.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin 0.5 0.5 0 0.2 - } -} - -textures/gothic_trim/x_noblight -{ - q3map_lightimage textures/gothic_trim/x_noblightfx.tga - q3map_surfacelight 100 - { - map textures/sfx/firegorre2.tga - tcmod scroll .1 1 - tcmod scale 1 1 - } - { - map textures/gothic_trim/x_noblight.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - { - map textures/gothic_trim/x_noblightfx.tga - blendFunc add - rgbGen wave sin .5 .5 0 .1 - } -} - -textures/gothic_trim/zinc_shiny -{ - - { - map textures/effects/tinfx.tga - tcGen environment - rgbGen identity - } - { - map textures/gothic_trim/zinc_shiny.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/baseq3/scripts/gothic_wall.shader b/install/installs/Q3Pack/install/baseq3/scripts/gothic_wall.shader deleted file mode 100644 index 4203aec..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/gothic_wall.shader +++ /dev/null @@ -1,120 +0,0 @@ - -textures/gothic_wall/iron01_m -{ - qer_editorimage textures/gothic_wall/iron01_m.tga - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_wall/iron01_m.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/gothic_wall/iron01_ndark -{ - qer_editorimage textures/gothic_wall/iron01_ndark.tga - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_wall/iron01_ndark.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/gothic_wall/streetbricks10_shiny -{ - qer_editorimage textures/gothic_wall/streetbricks11.tga - q3map_globaltexture - sort opaque - - { - map $lightmap - tcmod scale 2 2 - rgbgen identity - } - - { - map textures/gothic_wall/streetbricks11.tga - rgbGen identity - blendfunc gl_one gl_src_color - } - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbgen identity - } - - -} - -textures/gothic_wall/window_evil6a - -{ - q3map_lightimage textures/gothic_wall/window_evil6a_glow.tga - q3map_surfacelight 50 - - { - map $lightmap - rgbGen identity - } - - { - map textures/gothic_wall/window_evil6a.tga - blendfunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - { - map textures/gothic_wall/window_evil6a_glow.tga - blendfunc GL_ONE GL_ONE - rgbGen identity - } - -} - -textures/gothic_wall/xoct20c_shiney -{ - qer_editorimage textures/gothic_wall/xoct20c_shiney.tga - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_wall/xoct20c_shiney.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/gothic_wall/xpipecolumn_gray_shiny -{ - - { - map textures/effects/tinfx.tga - tcGen environment - rgbGen identity - } - { - map textures/gothic_wall/xpipecolumn_gray_shiny.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/baseq3/scripts/hell.shader b/install/installs/Q3Pack/install/baseq3/scripts/hell.shader deleted file mode 100644 index 23b6410..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/hell.shader +++ /dev/null @@ -1,437 +0,0 @@ -//**********************************************************************// -// hell.shader updated // -// by Eutectic - 21 Jan 2000 // -// This file is irrelevant for Q3Radiant since none of these // -// shaders work (textures/hell folder does not exist) // -// It was updated for sake of completeness: // -// shaders that belong here were moved from other shader files // -// Phase 2 update: 13 May 2000 // -// sorted shaders in alphabetical order. // -// // -// TOTAL SHADERS: 19 // -// NO. OF BROKEN SHADERS: 19 // -// NO. OF WORKING SHADERS WITH DUPLICATE ENTRIES: N/A // -// NO. OF WORKING SHADERS THAT DIDN'T APPEAR IN EDITOR: N/A // -// SHADERS THAT DIDN'T BELONG HERE AND MOVED TO PROPER FILE: 0 // -// SHADERS THAT BELONGED HERE BUT WERE IN ANOTHER FILE: 3 // -// textures/hell/hellsky2goo // -// textures/hell/lavasolid // -// textures/hell/newhell // -//**********************************************************************// - -textures/hell/bluepad -{ - q3map_surfacelight 2000 - { - map $lightmap - rgbGen identity - } - { - map textures/hell/bluepad.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/hell/bluepad.blend.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin 0.5 0.5 0 .2 - } -} - -textures/hell/darkness -{ - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - cull back - fogonly - fogparms 0 0 0 400 256 -} - -//*********************************// -//Moved from sky.shader by Eutectic// -//*********************************// - -textures/hell/hellsky2goo -{ - surfaceparm sky - surfaceparm noimpact - surfaceparm nolightmap - - q3map_surfacelight 300 - - sky env/hell2 - cloudparms 256 - - { - map env/redcloudsa.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 0.05 0 - tcMod scale 2 2 - } - - { - map env/redclouds.tga - blendfunc GL_ONE GL_SRC_COLOR - tcMod scroll 0.05 0.05 - tcMod scale 1 1 - } -} - -textures/hell/hellbutt01 -{ - { - map $lightmap - rgbGen identity - } - { - map textures/hell/hellbutt01.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/hell/hellbutt01.blend.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin 0.5 0.5 0 0.2 - } -} - -textures/hell/hellredclouds -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_surfacelight 280 - - cloudparms 512 full - lightning - - { - map env/redclouds.tga - tcMod scroll 0.02 0 - tcMod scale 2 2 - } - - - { - map textures/dont_use/lightningsky8_kc.tga - blendfunc GL_ONE GL_ONE - tcMod scale 10 10 - tcMod scroll .2 .2 - } - - - { - map env/redcloudsa.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.02 0.01 - } - - -} - -textures/hell/ironcrosslt1 -{ - q3map_surfacelight 7000 - //light 1 - - { - map $lightmap - rgbGen identity - } - - { - map textures/hell/ironcrosslt1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - -} - -textures/hell/ironcrosslt1_5000 -{ - qer_editorimage textures/hell/ironcrosslt1.tga - q3map_lightimage textures/hell/ironcrosslt1.blend.tga - q3map_surfacelight 5000 -// light 1 - { - map $lightmap - rgbGen identity - } - { - map textures/hell/ironcrosslt1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/hell/ironcrosslt1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/hell/killblock_b -{ - q3map_surfacelight 50 - { - map $lightmap - rgbGen identity - } - { - map textures/hell/killblock_b.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/hell/killblock_b.blend.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/hell/killblock_c -{ - q3map_surfacelight 50 - { - map $lightmap - rgbGen identity - } - { - map textures/hell/killblock_c.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/hell/killblock_c.blend.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin 0.5 0.1 0 0.2 - } -} - -textures/hell/lava2z -{ - surfaceparm nonsolid - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 150 -} - -//*************************************// -//Moved from liquids.shader by Eutectic// -//*************************************// - -textures/hell/lavasolid -{ - // Added to g3map_global texture on May 11, 1999 - q3map_globaltexture - surfaceparm noimpact - surfaceparm nolightmap - q3map_surfacelight 450 - - tesssize 64 - deformVertexes wave 100 sin 2 2 0 0.1 - - { - map textures/hell/lava2d.tga - tcGen environment - tcMod turb 0 0.25 0 0.05 - } - - { - map textures/hell/lava2d.tga - blendfunc GL_ONE GL_ONE - tcMod turb 0 0.25 0 0.05 - } -} - -textures/hell/light1blue -{ - q3map_surfacelight 3250 -// light 1 - { - map $lightmap - rgbGen identity - } - { - map textures/hell/light1blue.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/hell/light1blue.blend.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin 0.5 0.1 0 .2 - } -} - -textures/hell/light1dark -{ - q3map_surfacelight 6000 - //light 1 - { - map $lightmap - rgbGen identity - } - { - map textures/hell/light1dark.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/hell/light1dark.tga - blendFunc GL_ONE GL_ONE -// rgbGen wave sin 0.5 0.1 0 .2 - } -} - -textures/hell/light1red -{ - q3map_surfacelight 5000 -// light 1 - { - map $lightmap - rgbGen identity - } - { - map textures/hell/light1red.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/hell/light1red.blend.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin 0.5 0.1 0 .2 - } -} - -textures/hell/metal2_2 -{ - cull twosided - surfaceparm trans - { - map textures/hell/metal2_2.tga - rgbGen identity - alphaFunc GE128 - //blendFunc GL_ONE GL_ZERO - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - depthWrite - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/hell/newhell -{ - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm sky - q3map_surfacelight 200 - - sky env/hell2 - cloudparms 512 full - lightning - - { - map env/redcloudsa.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0 - tcMod scale 2 2 - } - { - map env/redclouds.tga - blendFunc GL_DST_COLOR GL_ZERO - tcMod scroll 0.05 0.06 - tcMod scale 1 1 - } -} - -textures/hell/skin7_teeth2 -{ - deformVertexes wave 100 sin 2 3 0 0.4 - { - map $lightmapt - rgbGen identity - } - { - map textures/hell/skin7_teeth2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/hell/xfiretest1 -{ - qer_editorimage textures/hell/firetestb.tga - //surfaceparm trans - surfaceparm noimpact - //surfaceparm nonsolid - surfaceparm nolightmap - q3map_surfacelight 1000 - tesssize 64 - - - { - map textures/hell/firetestb.tga - blendfunc gl_one gl_zero - tcMod turb .2 .2 .1 1 - tcMod scale .25 .25 - tcMod scroll .5 1.5 - } - - { - map textures/hell/firetest.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - tcMod turb .2 .1 .1 1 - tcMod scale .1 .1 - tcMod scroll 0 1.0 - } - - { - map textures/hell/firetest2.tga - blendFunc GL_DST_COLOR GL_ONE - tcMod turb .1 .1 .5 .5 - tcMod scroll 1 5.0 - } - -} - -textures/hell/xfiretest2 -{ - qer_editorimage textures/hell/firetestb.tga - //surfaceparm trans - surfaceparm noimpact - //surfaceparm nonsolid - surfaceparm nolightmap - q3map_surfacelight 1000 - tesssize 64 - { - map textures/hell/firetest2.tga - blendfunc gl_one gl_zero - tcMod turb .2 .2 .1 1 - tcMod scale .25 .25 - tcMod scroll .5 1.5 - } - - { - map textures/hell/firetest.tga - -// blendFunc GL_DST_COLOR GL_ONE - blendFunc GL_DST_COLOR GL_SRC_ALPHA - tcMod turb .2 .1 .1 1 - tcMod scale .1 .1 - tcMod scroll 0 1.0 - } - - { - - map textures/hell/firetestb.tga - blendFunc GL_DST_COLOR GL_ONE -// blendFunc GL_DST_COLOR GL_SRC_ALPHA - tcMod turb .1 .1 .5 .5 - tcMod scroll 1 5.0 - } - -} - diff --git a/install/installs/Q3Pack/install/baseq3/scripts/liquids.shader b/install/installs/Q3Pack/install/baseq3/scripts/liquids.shader deleted file mode 100644 index cb2768f..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/liquids.shader +++ /dev/null @@ -1,759 +0,0 @@ - -textures/liquids/protolava -{ - - q3map_globaltexture - surfaceparm trans - //surfaceparm nonsolid - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 600 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/protolava2.tga - tcmod scale .2 .2 - tcmod scroll .04 .03 - tcMod turb 0 .1 0 .01 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/liquids/protolava.tga - blendfunc blend - tcMod turb 0 .2 0 .1 - } - -} - -textures/liquids/watertest - { - qer_editorimage textures/liquids/pool3d_3b.tga - qer_trans .5 - q3map_globaltexture - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - - cull disable - tessSize 32 - deformVertexes normal .15 2 - deformVertexes bulge 128 5 2 - { - map $lightmap - blendfunc filter - } - - { - map textures/liquids/pool3d_4byell2.tga - blendfunc add - tcgen environment - } - - - } - - - - -textures/liquids/flatripplewater_1500 - { - qer_editorimage textures/liquids/pool2.tga - q3map_globaltexture - q3map_lightsubdivide 32 - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 500 - cull disable - - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/pool2.tga - tcMod turb 0 .2 0 .1 - } -} - -textures/liquids/xctf_painwater - { - qer_editorimage textures/liquids/pool2.tga - q3map_globaltexture - qer_trans .5 - - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - q3map_surfacelight 450 - - cull disable - tesssize 64 - deformVertexes wave 100 sin 1 1 1 .1 - { - map textures/liquids/pool2.tga - blendfunc GL_ONE GL_SRC_COLOR - tcMod scale .03 .03 - tcMod scroll .001 .001 - } - { - map textures/liquids/pool3.tga - blendfunc GL_DST_COLOR GL_ONE - tcMod turb .1 .1 0 .01 - tcMod scale .5 .5 - tcMod scroll -.025 .02 - } - { - map textures/sfx/bolts.tga - blendfunc GL_ONE GL_ONE - tcMod scale .2 .2 - tcMod scroll .1 .1 - tcmod rotate 290 - - } - } -textures/liquids/clear_calm1 - { - qer_editorimage textures/liquids/pool3d_3e.tga - qer_trans .5 - q3map_globaltexture - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - - cull disable - deformVertexes wave 64 sin .25 .25 0 .5 - { - map textures/liquids/pool3d_5e.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod scroll .025 .01 - } - - { - map textures/liquids/pool3d_3e.tga - blendFunc GL_dst_color GL_one - tcmod scale -.5 -.5 - tcmod scroll .025 .025 - } - - - { - map $lightmap - blendFunc GL_dst_color GL_zero - rgbgen identity - } - - - -} - -textures/liquids/clear_ripple3 - { - qer_editorimage textures/liquids/pool3d_3c.tga - qer_trans .5 - q3map_globaltexture - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - - cull disable - deformVertexes wave 64 sin .5 .5 0 .5 - - { - map textures/liquids/pool3d_5c.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 1.5 0 1.5 1 1 2 - tcmod scroll -.05 .001 - } - - { - map textures/liquids/pool3d_6c.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 0 1.5 1 1.5 2 1 - tcmod scroll .025 -.001 - } - - { - map textures/liquids/pool3d_3c.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .25 .5 - tcmod scroll .001 .025 - } - - { - map $lightmap - blendFunc GL_dst_color GL_zero - rgbgen identity - } - - -} - - -textures/liquids/clear_ripple2 - { - qer_editorimage textures/liquids/pool3d_3b.tga - qer_trans .5 - q3map_globaltexture - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - - cull disable - deformVertexes wave 64 sin .5 .5 0 .5 - - { - map textures/liquids/pool3d_5b.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 1.5 0 1.5 1 1 2 - tcmod scroll -.05 .001 - } - - { - map textures/liquids/pool3d_6b.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 0 1.5 1 1.5 2 1 - tcmod scroll .025 -.001 - } - - { - map textures/liquids/pool3d_3b.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .25 .5 - tcmod scroll .001 .025 - } - - { - map $lightmap - blendFunc GL_dst_color GL_zero - rgbgen identity - } - - -} - - -textures/liquids/clear_ripple1 - { - qer_editorimage textures/liquids/pool3d_3.tga - qer_trans .5 - q3map_globaltexture - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - - cull disable - deformVertexes wave 64 sin .5 .5 0 .5 - - - { - map textures/liquids/pool3d_5.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 1.5 0 1.5 1 1 2 - tcmod scroll -.05 .001 - } - - { - map textures/liquids/pool3d_6.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 0 1.5 1 1.5 2 1 - tcmod scroll .025 -.001 - } - - { - map textures/liquids/pool3d_3.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .25 .5 - tcmod scroll .001 .025 - } - - { - map $lightmap - blendFunc GL_dst_color GL_zero - rgbgen identity - } - -} - -textures/liquids/clear_ripple1_q3dm1 - { - qer_editorimage textures/liquids/pool3d_3.tga - qer_trans .5 - q3map_globaltexture - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - - cull disable - deformVertexes wave 64 sin .5 .5 0 .5 - - - { - map textures/liquids/pool3d_5.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 1.5 0 1.5 1 1 2 - tcmod scroll -.05 .001 - } - - { - map textures/liquids/pool3d_6.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 0 1.5 1 1.5 2 1 - tcmod scroll .025 -.001 - } - - { - map textures/liquids/pool3d_3.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .25 .5 - tcmod scroll .001 .025 - } - - { - map $lightmap - blendFunc GL_dst_color GL_zero - rgbgen identity - } -} - -textures/liquids/lavahell -{ - q3map_globaltexture - surfaceparm noimpact - surfaceparm trans - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 600 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } - - -} - -textures/liquids/lavahell_xdm1 -{ - qer_editorimage textures/liquids/lavahell.tga - q3map_globaltexture - surfaceparm nodlight - surfaceparm noimpact - surfaceparm nolightmap - q3map_surfacelight 600 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } - -} - -textures/liquids/lavahell_1000 -{ - qer_editorimage textures/liquids/lavahell.tga - q3map_globaltexture - surfaceparm trans - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 1000 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } -} - -textures/liquids/lavahell_2000 - { - qer_editorimage textures/liquids/lavahell.tga - q3map_globaltexture - surfaceparm trans - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 2000 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } -} -textures/liquids/lavahell_750 - { - - qer_editorimage textures/liquids/lavahell.tga - q3map_globaltexture - q3map_lightsubdivide 32 - surfaceparm trans - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 500 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } -} - -textures/liquids/flatlavahell_1500 - { - qer_editorimage textures/liquids/lavahell.tga - q3map_globaltexture - q3map_lightsubdivide 32 - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 1500 - cull disable - - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } - -} - - -textures/liquids/lavahell_2500 - { - - qer_editorimage textures/liquids/lavahell.tga - q3map_globaltexture - surfaceparm trans - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 2500 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } -} - -textures/liquids/lavahelldark - { - qer_editorimage textures/liquids/lavahell.tga - q3map_globaltexture - surfaceparm trans - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 150 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } - - -} - -textures/liquids/lavahellflat_400 -{ - - qer_editorimage textures/liquids/lavahell.tga - q3map_globaltexture - surfaceparm trans - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 400 - cull disable - - tesssize 128 - cull disable - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } - -} - -textures/liquids/calm_pool - { - qer_editorimage textures/liquids/pool2.tga - qer_trans .5 - q3map_globaltexture - - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - - cull disable - tesssize 64 - deformVertexes wave 100 sin 1 1 1 .1 - - - - { - map textures/liquids/pool2.tga - blendfunc GL_ONE GL_SRC_COLOR - tcMod scale .03 .03 - tcMod scroll .001 .001 - } - - { - map textures/liquids/pool3.tga - blendfunc GL_DST_COLOR GL_ONE - tcMod turb .1 .1 0 .01 - tcMod scale .5 .5 - tcMod scroll -.025 .02 - } - - -} - -textures/liquids/calm_pool_bgtess - { - qer_editorimage textures/liquids/pool2.tga - qer_trans .5 - q3map_globaltexture - - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - - cull disable - tesssize 256 - deformVertexes wave 256 sin 1 1 1 .1 - - - - { - map textures/liquids/pool2.tga - blendfunc GL_ONE GL_SRC_COLOR - tcMod scale .03 .03 - tcMod scroll .001 .001 - } - - { - map textures/liquids/pool3.tga - blendfunc GL_DST_COLOR GL_ONE - tcMod turb .1 .1 0 .01 - tcMod scale .5 .5 - tcMod scroll -.025 .02 - } - - -} - -textures/liquids/ripplewater2_back -{ - qer_editorimage textures/liquids/ripplewater3.tga - q3map_globaltexture - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - - { - map textures/liquids/ripplewater3.tga - blendfunc GL_DST_COLOR GL_SRC_COLOR - tcMod scale .05 .05 - tcGen environment - tcMod scroll .001 .001 - } - -} - -textures/liquids/slime1 - { - qer_editorimage textures/liquids/slime7.tga - q3map_lightimage textures/liquids/slime7.tga - q3map_globaltexture - qer_trans .5 - - surfaceparm noimpact - surfaceparm slime - surfaceparm nolightmap - surfaceparm trans - - q3map_surfacelight 100 - tessSize 32 - cull disable - - deformVertexes wave 100 sin 0 1 .5 .5 - - { - map textures/liquids/slime7c.tga - tcMod turb .3 .2 1 .05 - tcMod scroll .01 .01 - } - - { - map textures/liquids/slime7.tga - blendfunc GL_ONE GL_ONE - tcMod turb .2 .1 1 .05 - tcMod scale .5 .5 - tcMod scroll .01 .01 - } - - { - map textures/liquids/bubbles.tga - blendfunc GL_ZERO GL_SRC_COLOR - tcMod turb .2 .1 .1 .2 - tcMod scale .05 .05 - tcMod scroll .001 .001 - } - - -} - -textures/liquids/slime1_2000 - { - qer_editorimage textures/liquids/slime7.tga - q3map_lightimage textures/liquids/slime7.tga - q3map_globaltexture - qer_trans .5 - - surfaceparm noimpact - surfaceparm slime - surfaceparm nolightmap - surfaceparm trans - - q3map_surfacelight 2000 - tessSize 32 - cull disable - - deformVertexes wave 100 sin 0 1 .5 .5 - - { - map textures/liquids/slime7c.tga - tcMod turb .3 .2 1 .05 - tcMod scroll .01 .01 - } - - { - map textures/liquids/slime7.tga - blendfunc GL_ONE GL_ONE - tcMod turb .2 .1 1 .05 - tcMod scale .5 .5 - tcMod scroll .01 .01 - } - - { - map textures/liquids/bubbles.tga - blendfunc GL_ZERO GL_SRC_COLOR - tcMod turb .2 .1 .1 .2 - tcMod scale .05 .05 - tcMod scroll .001 .001 - } - - -} - -textures/hell/lavasolid -{ - q3map_globaltexture - surfaceparm noimpact - surfaceparm nolightmap - q3map_surfacelight 450 - - tesssize 64 - deformVertexes wave 100 sin 2 2 0 0.1 - - { - map textures/hell/lava2d.tga - tcGen environment - tcMod turb 0 0.25 0 0.05 - } - - { - map textures/hell/lava2d.tga - blendfunc GL_ONE GL_ONE - tcMod turb 0 0.25 0 0.05 - } -} - -textures/liquids/lavahell_2500_subd -{ - qer_editorimage textures/liquids/lavahell.tga - q3map_lightsubdivide 32 - q3map_globaltexture - surfaceparm trans - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 2500 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } -} diff --git a/install/installs/Q3Pack/install/baseq3/scripts/models.shader b/install/installs/Q3Pack/install/baseq3/scripts/models.shader deleted file mode 100644 index 169df47..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/models.shader +++ /dev/null @@ -1,4824 +0,0 @@ -//**********************************************************************// -// models.shader sorted and updated // -// by Eutectic - 23 Jan 2000 // -// This file is irrelevant for Q3Radiant // -// It was updated for the sake of completeness: // -// shaders that belong here were moved from other shader files // -// // -// SHADERS THAT DIDN'T BELONG HERE AND MOVED TO PROPER FILE: 2 // -// sprites/plasma1 // -// sprites/plasma2 // -// SHADERS THAT BELONGED HERE BUT WERE IN ANOTHER FILE: 1 // -// models/mapobjects/portal_2/portal_3 // -//**********************************************************************// - -// -// this file contains shaders attached models -// - -//**************************************************************// -// // -// MODELS/AMMO // -// // -//**************************************************************// - -models/ammo/grenade -{ - { - map models/ammo/grenade.tga - } - { - AnimMap 7 models/ammo/grenade_r.tga models/ammo/grenade_g.tga - blendfunc GL_ONE GL_ONE - } -} - -models/ammo/rocket/rockflar -{ - cull disable - { - map models/ammo/rocket/rockflar.tga - blendfunc GL_ONE GL_ONE - } -} - -models/ammo/rocket/rockfls1 -{ - cull disable - { - map models/ammo/rocket/rockfls1.tga - blendfunc GL_ONE GL_ONE - } -} - -models/ammo/rocket/rockfls2 -{ - cull disable - { - map models/ammo/rocket/rockfls2.tga - blendfunc GL_ONE GL_ONE - } -} - - -//**************************************************************// -// // -// MODELS/FLAGS // -// // -//**************************************************************// - -models/flags/b_flag -{ - cull disable - deformVertexes wave 100 sin 0 3 0 .7 - - { - map models/flags/b_flag.tga - - } - - -} - -models/flags/b_flag2 -{ - - deformVertexes wave 100 sin 4 3 0 0.3 - deformVertexes wave 30 sin 0 3 0 .8 - deformVertexes normal .3 .2 - cull none - - { - map models/flags/b_flag2.tga - rgbGen identity - } - { - map models/flags/blue_fx.tga - tcGen environment - //tcmod scale 9 3 - //tcmod scroll .1 .7 - blendFunc GL_ONE GL_ONE - rgbGen identity - } - { - map models/flags/b_flag2.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map textures/sfx/shadow.tga - tcGen environment - //blendFunc GL_ONE GL_ONE - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -models/flags/flag_red -{ - cull none - deformVertexes wave 90 sin 1 5.6 1 .4 - deformVertexes wave 100 sin 1 2 1 .9 - deformVertexes wave 50 sin 1 .5 1 1 - { - map models/flags/flag_red.tga - //blendfunc gl_src_alpha gl_one_minus_src_alpha - //alphaFunc GE128 - blendFunc GL_ONE GL_ONE - rgbGen lightingDiffuse - depthWrite - } - - -} - -models/flags/flagbits -{ - cull none - // deformVertexes wave 100 sin 0 5 0 .7 - { - map models/flags/flagbits.tga - //blendfunc gl_src_alpha gl_one_minus_src_alpha - alphaFunc GE128 - rgbGen lightingDiffuse - depthWrite - } - - -} - -models/flags/flagtest -{ - - deformVertexes wave 100 sin 4 3 0 0.3 - deformVertexes wave 30 sin 0 3 0 .8 - deformVertexes normal .2 .2 - cull none - - { - map models/flags/flagtest.tga - rgbGen identity - } - { - map textures/sfx/shadow.tga - tcGen environment - //blendFunc GL_ONE GL_ONE - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - -} - -models/flags/pole -{ - - { - map models/flags/skull.tga - tcGen environment - rgbGen lightingDiffuse - - } - - -} - -models/flags/r_flag -{ - cull disable - deformVertexes wave 100 sin 0 3 0 .7 - - { - map models/flags/r_flag.tga - - } - - -} - -models/flags/r_flag2 -{ - - deformVertexes wave 100 sin 4 3 0 0.3 - deformVertexes wave 30 sin 0 3 0 .8 - deformVertexes normal .3 .2 - cull none - - { - map models/flags/r_flag2.tga - rgbGen identity - } - { - map models/flags/red_fx.tga - tcGen environment - //tcmod scale 9 3 - //tcmod scroll .1 .7 - - blendFunc GL_ONE GL_ONE - rgbGen identity - } - { - map models/flags/r_flag2.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map textures/sfx/shadow.tga - tcGen environment - //blendFunc GL_ONE GL_ONE - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -models/flags/skull -{ - - { - map models/flags/skull.tga - //tcGen environment - rgbGen lightingDiffuse - - } - - -} - - -//**************************************************************// -// // -// MODELS/MAPOBJECTS // -// // -//**************************************************************// - -//******************************************************// -// mapobjects root folder // -//******************************************************// - -models/mapobjects/arenalogo -{ - deformVertexes wave 100 sin 0.25 0 0 0 - { - map textures/effects/quadmap.tga - blendfunc GL_ONE GL_ONE - tcGen environment - tcMod turb 0 1 0 0.2 - } -} - -models/mapobjects/hand -{ - deformVertexes wave 100 sin 0 .3 0 .2 - - { - map models/mapobjects/hand.tga - rgbGen vertex - } - - -} - -models/mapobjects/kmlamp_white -{ - - surfaceparm trans - { - map textures/effects/tinfxb.tga - tcGen environment - blendFunc GL_ONE GL_ONE - } -} - -models/mapobjects/lamplight_y -{ - q3map_surfacelight 10000 -// light 1 - cull disable - { - map textures/effects/envmapmach.tga - //map models/mapobjects/lamplight_y.tga - blendfunc GL_ONE GL_ONE - tcGen environment - rgbGen identity - } -} - -models/mapobjects/lamplight_ys -{ - { - map models/mapobjects/lamplight_ys.tga - blendfunc GL_ONE GL_ONE - - } -} - -models/mapobjects/meteor -{ - deformVertexes move 0 0 10 sin 0 5 0 0.1 - deformVertexes move 2 2 0 sin 0 9 0 0.05 - - - { - map models/mapobjects/meteor.tga - rgbGen vertex - tcMod scale 4.90 2.234 - } - - -} - -models/mapobjects/pitted_rust_ps -{ - cull disable - - { - map models/mapobjects/pitted_rust_ps.tga - rgbGen vertex - } - - -} - -models/mapobjects/pj_light -{ - cull none - { - map textures/effects/tinfx2.tga - tcGen environment - blendFunc GL_ONE GL_ONE - rgbGen vertex - } - { - map models/mapobjects/pj_light.tga - blendfunc GL_ONE GL_ONE - rgbGen vertex - } - -} - -models/mapobjects/standlamp2 -{ - - { - map textures/effects/tinfx2.tga - tcGen environment - rgbGen identity - } - { - map models/mapobjects/standlamp2.tga - blendfunc blend - rgbGen vertex - } - -} - -//******************************************************// -// mapobjects/banner subfolder // -//******************************************************// - -models/mapobjects/banner/q3banner02 -{ - cull disable - nomipmaps - //deformVertexes wave 70 sin 0 .7 0 .4 - - { - map models/mapobjects/banner/q3banner02.tga - blendFunc add - tcmod scale 2 1 - tcmod scroll .33 0 - rgbGen wave sin .5 .5 0 .2 - } - { - map models/mapobjects/banner/q3banner02.tga - blendFunc add - tcmod scale 3 1 - tcmod scroll -.45 0 - rgbGen wave sin .5 .5 0 .2 - } - { - map models/mapobjects/banner/q3banner02x.tga - blendFunc add - tcmod scale 4 1 - tcmod scroll 1 0 - // rgbGen wave sin .5 .5 0 -.2 - } -} - -models/mapobjects/banner/q3banner04 -{ - cull disable - nomipmaps - - { - //map models/mapobjects/banner/q3banner04.tga - map textures/sfx/firegorre2.tga - blendFunc GL_ONE GL_ZERO - tcmod scale .05 .1 - tcMod turb 0 .25 0 .6 - tcmod scroll .4 .3 - //rgbGen wave sin .5 .5 0 .1 - } - { - - map textures/sfx/bolts.tga - tcmod scale .2 .2 - tcmod rotate 999 - tcmod scroll 9 9 - blendfunc add - rgbGen wave sin .5 .5 0 .2 - } - { - map textures/sfx/firegorre2.tga - //map models/mapobjects/banner/q3banner04.tga - blendFunc add - tcGen environment - tcmod scale 5 5 - tcmod scroll 0.09 0.04 - //rgbGen wave sin .5 .5 0 .1 - } - -} - -//******************************************************// -// mapobjects/baph subfolder // -//******************************************************// - -//models/mapobjects/baph/bapho_lamp -//{ -// -// { -// map textures/sfx/specular3b.tga -// tcGen environment -// tcmod scroll .1 0 -// rgbGen identity -// } -// { -// map models/mapobjects/baph/bapho_lamp.tga -// blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA -// rgbGen vertex -// } -// -// -//} - -models/mapobjects/baph/bapholamp_fx -{ - deformVertexes autoSprite - surfaceparm trans - cull none - nomipmaps - { - clampmap models/mapobjects/baph/bapholamp_fx.tga - blendFunc GL_ONE GL_ONE - tcmod rotate 333 - tcMod stretch sin .9 0.1 0 7 - rgbGen identity - } - { - clampmap models/mapobjects/baph/bapholamp_fx2.tga - blendFunc GL_ONE GL_ONE - tcmod rotate -301 - tcMod stretch sin 1 .1 0 9 - rgbGen identity - } - -} - -models/mapobjects/baph/baphomet -{ - - { - map textures/sfx/firewalla.tga - tcmod scroll 0.1 1 - rgbGen identity - } - { - map models/mapobjects/baph/baphomet.tga - blendFunc blend - rgbGen vertex - } - -} - -models/mapobjects/baph/baphomet_gold -{ - - { - map textures/sfx/firewalla.tga - tcmod scroll 0.1 1 - rgbGen identity - } - { - map models/mapobjects/baph/baphomet_gold.tga - blendFunc blend - rgbGen vertex - } - -} - -models/mapobjects/baph/wrist -{ - cull none - nomipmaps - surfaceparm trans - - { - map models/mapobjects/baph/wrist.tga - blendFunc GL_ONE GL_ONE - tcmod scale 2 1 - tcmod scroll 3 0 - rgbGen identity - } - { - map models/mapobjects/baph/wrist.tga - blendFunc GL_ONE GL_ONE - tcmod scale 1 1 - tcmod scroll -5 0 - rgbGen identity - } -} - -//******************************************************// -// mapobjects/barrel subfolder // -//******************************************************// - -models/mapobjects/barrel/barrel2 -{ - - { - Map models/mapobjects/barrel/barrel2.tga - rgbgen vertex - - } - { - clampmap models/mapobjects/barrel/barrel2fx.tga - blendFunc GL_ONE GL_ONE - // rgbgen wave triangle 1 1.4 0 9.5 - tcMod rotate 403 - } - { - clampmap models/mapobjects/barrel/barrel2fx.tga - blendFunc GL_ONE GL_ONE - // rgbgen wave triangle 1 1 0 8.7 - tcMod rotate -100 - } - -} - -//******************************************************// -// mapobjects/bat subfolder // -//******************************************************// - -models/mapobjects/bat/bat -{ - deformVertexes wave 10 sin 0 3 0 3 - deformVertexes move 500 0 0 sawtooth 0 5 0 .1 - deformVertexes move 0 0 7 sin 0 5 0 .5 - cull disable - - { - map models/mapobjects/bat/bat.tga - alphaFunc GE128 - depthWrite - rgbGen identity - } - - -} - -//******************************************************// -// mapobjects/bitch subfolder // -//******************************************************// - -models/mapobjects/bitch/bitch02 -{ - cull none - - { - Map models/mapobjects/bitch/bitch02.tga - blendFunc GL_ONE GL_ONE - tcGen environment - tcMod scroll 0 0.3 - } - - - -} - -models/mapobjects/bitch/forearm -{ - { - map models/mapobjects/bitch/forearm.tga - rgbGen vertex - } - { - map models/mapobjects/bitch/forearm01.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 2.2 0 - - } - { - map models/mapobjects/bitch/forearm02.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -1.1 0 - - } -} - -models/mapobjects/bitch/hologirl -{ - cull none - //sort additive // alphaFunc with a later blend pass doesn't - // make its own sort properly - deformVertexes move 0 0 .7 sin 0 5 0 0.2 - - - { - map models/mapobjects/bitch/hologirl.tga - alphaFunc GE128 - depthWrite - rgbGen lightingdiffuse - - } - { - map models/mapobjects/bitch/hologirl2.tga - tcgen environment - tcMod scroll -6 -.2 - tcMod scale 1 1 - blendFunc GL_ONE GL_ONE - //rgbGen wave sin .5 .5 0 .1 - } - - -} - -models/mapobjects/bitch/orb -{ - deformVertexes autoSprite - - q3map_surfacelight 70 - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - clampmap models/mapobjects/bitch/orb.tga - blendFunc GL_ONE GL_ONE - tcMod rotate 30 - } - -} - -//******************************************************// -// mapobjects/chain subfolder // -//******************************************************// - -models/mapobjects/chain/chain -{ - cull disable - { - map models/mapobjects/chain/chain.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - - -} - -models/mapobjects/chain/chain2 -{ - cull disable - deformVertexes autoSprite2 - { - map models/mapobjects/chain/chain2.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - - -} - -models/mapobjects/chain/chain2_end -{ - cull disable - deformVertexes autoSprite2 - { - map models/mapobjects/chain/chain2_end.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - - -} - -models/mapobjects/chain/chain3 -{ - { - map $whiteimage - rgbGen identity - } - { - map models/mapobjects/chain/chain3.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - { - map models/mapobjects/chain/chain3.tga - //blendFunc GL_ONE GL_ONE - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - -} - -//******************************************************// -// mapobjects/colua0 subfolder // -//******************************************************// - -models/mapobjects/colua0/colua0_flare -{ - deformVertexes autoSprite - - q3map_surfacelight 1000 - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - Map models/mapobjects/colua0/colua0_flare.tga - blendFunc GL_ONE GL_ONE - } - -} - -models/mapobjects/colua0/colua0_lght -{ - surfaceparm trans - { - map textures/effects/tinfx2b.tga - tcGen environment - blendFunc GL_ONE GL_ONE - } -} - -//******************************************************// -// mapobjects/console subfolder // -//******************************************************// - -models/mapobjects/console/centercon -{ - cull disable - { - map models/mapobjects/console/scrolltext.tga - blendFunc add - tcmod scroll 0 -.3 - //tcMod stretch sin .9 0.1 0 1.1 - rgbGen vertex - } - - { - clampmap models/mapobjects/console/centercon.tga - blendFunc add - tcMod stretch sin .9 0.1 0 .2 - tcmod rotate 40 - rgbGen vertex - } -} - -models/mapobjects/console/console -{ - cull disable - - { - map textures/effects/tinfx2c.tga - blendFunc GL_ONE GL_ZERO - tcGen environment - rgbGen vertex - } - { - map models/mapobjects/console/console.tga - blendFunc blend - rgbGen vertex - } - { - map models/mapobjects/console/console2.tga - blendFunc add - rgbGen vertex - rgbGen wave sin .5 .5 0 .2 - } -} - -models/mapobjects/console/jacobs -{ - cull disable - - { - map textures/effects/tinfxb.tga - blendFunc add - tcGen environment - rgbGen identity - } -} - -models/mapobjects/console/rotate -{ - cull disable - - { - clampmap models/mapobjects/console/rotate.tga - blendFunc add - //tcMod stretch sin .9 0.1 0 .5 - tcmod rotate 40 - rgbGen vertex - } -} - -models/mapobjects/console/scrolltext -{ - cull disable - - { - map models/mapobjects/console/scrolltext.tga - blendFunc add - tcmod scroll 0 -.3 - //tcMod stretch sin .9 0.1 0 1.1 - rgbGen vertex - } -} - -models/mapobjects/console/sphere -{ - cull disable - - { - map models/mapobjects/console/spherex2.tga - blendFunc add - tcmod rotate 40 - tcGen environment - tcmod scroll 5 .4 - rgbGen wave sin .5 .5 0 .2 - } - - { - map models/mapobjects/console/spherex.tga - blendFunc add - tcmod rotate 40 - tcGen environment - tcmod scroll 5 .4 - rgbGen wave sin .5 .5 0 -.2 - } -} - -models/mapobjects/console/sphere2 -{ - cull disable - deformVertexes autoSprite - - //{ - // clampmap models/mapobjects/console/sphere2.tga - // alphaFunc GE128 - // depthWrite - // //tcMod stretch sin .9 0.1 0 .5 - // tcmod rotate 40 - // rgbGen identity - //} - { - map models/mapobjects/console/sphere3.tga - blendFunc add - // depthWrite - rgbGen wave sin .5 .5 0 .2 - } - { - map models/mapobjects/console/sphere4.tga - blendFunc add - // depthWrite - rgbGen wave sin .5 .5 0 -.2 - } - { - clampmap models/mapobjects/console/sphere2.tga - alphaFunc GE128 - //blendfunc blend - //depthWrite - //tcMod stretch sin .9 0.1 0 .5 - tcmod rotate 40 - rgbGen identity - } -} - -models/mapobjects/console/under -{ - cull disable - surfaceparm alphashadow - //surfaceparm nodraw - { - clampmap models/mapobjects/console/under.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - - } -} - -//******************************************************// -// mapobjects/corpse subfolder // -//******************************************************// - -models/mapobjects/corpse/chain -{ - cull disable - - { - map models/mapobjects/corpse/chain.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - - -} - -models/mapobjects/corpse/corpse -{ - deformVertexes wave 100 sin 0 .2 0 .2 - - { - map models/mapobjects/corpse/corpse.tga - rgbGen exactVertex - } - - -} - -models/mapobjects/corpse/intestine -{ - - cull disable - - { - map models/mapobjects/corpse/intestine.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - - -} - -models/mapobjects/corpse/intestine2 -{ - cull disable - deformVertexes wave 100 sin 0 .6 0 .2 - // surfaceparm trans - { - map models/mapobjects/corpse/intestine2.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - - -} - -models/mapobjects/corpse/spine -{ - cull disable - - { - map models/mapobjects/corpse/spine.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - - -} - -models/mapobjects/corpse/torso -{ - deformVertexes wave 100 sin 0 .2 0 .2 - { - map textures/liquids/proto_grueldark.tga - //tcGen environment - blendFunc GL_ONE GL_ZERO - tcmod scale 4 4 - tcMod scroll 0 -.09 - tcMod turb 0 0.05 0 .05 - //rgbGen identity - } - //{ - // map textures/liquids/proto_grueldark.tga - // //tcGen environment - // blendFunc GL_ONE GL_ONE - // tcmod scale 2 2 - // tcMod scroll 0 -.09 - // tcMod turb 0 0.07 0 .08 - // //rgbGen identity - //} - { - map models/mapobjects/corpse/torso.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen vertex - } -} - -//******************************************************// -// mapobjects/cross subfolder // -//******************************************************// - -models/mapobjects/cross/cross_skull -{ - cull disable - surfaceparm alphashadow - { - map models/mapobjects/cross/cross_skull.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } -} - -models/mapobjects/cross/cross -{ - q3map_lightimage models/mapobjects/cross/cross_light.tga - q3map_surfacelight 300 - - { - map textures/sfx/firewalla.tga - tcmod scale 4 4 - tcmod scroll 0.1 2 - rgbGen identity - } - { - map models/mapobjects/cross/cross.tga - blendFunc blend - rgbGen vertex - } - -} - -//******************************************************// -// mapobjects/flag subfolder // -//******************************************************// - -//models/mapobjects/flag/banner_eg1 -//{ -// cull disable -// surfaceparm nolightmap -// deformVertexes wave 100 sin 0 8 0 8 -// sort banner -// { -// map models/mapobjects/flag/banner_eg1.tga -// // blendfunc gl_src_alpha gl_one_minus_src_alpha -// alphaFunc GE128 -// rgbGen vertex -// } -// -// -//} - -models/mapobjects/flag/banner_strgg -{ - cull disable - surfaceparm nolightmap - surfaceparm alphashadow - - deformVertexes wave 100 sin 0 3 0 .7 - //deformVertexes normal 0.2 2 - sort banner - { - map models/mapobjects/flag/banner_strgg.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - alphaFunc GE128 - rgbGen vertex - - } -} - -models/mapobjects/flag/banner02 -{ - cull disable - surfaceparm nolightmap - deformVertexes wave 100 sin 0 2 0 .7 - - { - map models/mapobjects/flag/banner02.tga - - } - - -} - -//******************************************************// -// mapobjects/flares subfolder // -//******************************************************// - -models/mapobjects/flares/electric -{ - - - q3map_surfacelight 200 - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - clampmap models/mapobjects/flares/electric.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle .8 2 0 9 - tcMod rotate 360 - } - { - clampmap models/mapobjects/flares/electric.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle 1 1.4 0 9.5 - tcMod rotate -202 - } - -} - -//******************************************************// -// mapobjects/gratelamp subfolder // -//******************************************************// - -models/mapobjects/gratelamp/gratelamp_flare -{ - deformVertexes autoSprite - - q3map_surfacelight 300 - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - Map models/mapobjects/gratelamp/gratelamp_flare.tga - blendFunc GL_ONE GL_ONE - } - -} - -models/mapobjects/gratelamp/gratelamp -{ - cull disable - - { - map models/mapobjects/gratelamp/gratelamp.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - - -} - -models/mapobjects/gratelamp/gratetorch -{ - cull disable - - { - map models/mapobjects/gratelamp/gratetorch.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - - -} - -models/mapobjects/gratelamp/gratetorch2b -{ - cull disable - - { - map models/mapobjects/gratelamp/gratetorch2b.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - - -} - -//******************************************************// -// mapobjects/grenadel subfolder // -//******************************************************// - -models/mapobjects/grenadel/grenadelx -{ - surfaceparm trans - surfaceparm nomarks - cull none - nopicmip - { - clampmap models/mapobjects/grenadel/grenadelx.tga - tcMod rotate 10 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } -} - -//******************************************************// -// mapobjects/horned subfolder // -//******************************************************// - -models/mapobjects/horned/horned -{ - - { - map textures/sfx/firewalla.tga - tcmod scroll 0.1 1 - } - { - map models/mapobjects/horned/horned.tga - blendFunc blend - rgbGen vertex - } - -} - -//******************************************************// -// mapobjects/jesus subfolder // -//******************************************************// - -models/mapobjects/jesus/jesuswall -{ - deformVertexes wave 100 sin 0 .2 0 .2 - cull none - { - map $lightmap - //rgbGen identity - } - { - map models/mapobjects/jesus/jesuswall.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen vertex - alphaGen lightingSpecular - } - - -} - -//******************************************************// -// mapobjects/jets subfolder // -//******************************************************// - -models/mapobjects/jets/jet_1 -{ - surfaceparm trans - nomipmaps - cull disable - { - map models/mapobjects/jets/jet_1.tga - blendFunc add - tcmod scale .5 1 - tcmod scroll 6 0 - rgbGen identity - } - { - map models/mapobjects/jets/jet_2.tga - blendFunc add - tcmod scroll 3 -.5 - rgbGen wave inversesawtooth -.3 1.3 0 .5 - } -} - -models/mapobjects/jets/jet_as -{ - deformVertexes autoSprite2 - deformVertexes wave 100 sin 0 1 0 9 - surfaceparm trans - nomipmaps - { - map models/mapobjects/jets/jet_as.tga - blendFunc add - rgbGen identity - } -} - -//******************************************************// -// mapobjects/lamps subfolder // -//******************************************************// - -models/mapobjects/lamps/beam -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - deformVertexes move 0 0 2 sin 0 5 0 0.3 - deformVertexes move .6 .8 0 sin 0 9 0 0.1 - cull none - //nopicmip - { - map models/mapobjects/lamps/beam.tga - tcMod Scroll .3 0 - blendFunc GL_ONE GL_ONE - } - { - map models/mapobjects/lamps/beam.tga - tcMod Scroll -.3 0 - blendFunc GL_ONE GL_ONE - } - -} - -models/mapobjects/lamps/bot_flare -{ - deformVertexes autoSprite - deformVertexes move 0 0 3 sin 0 5 0 0.1 - deformVertexes move 2 2 0 sin 0 9 0 0.05 - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - clampmap models/mapobjects/lamps/bot_flare.tga - blendFunc GL_ONE GL_ONE - tcMod rotate 20 - - - } - - -} - -models/mapobjects/lamps/bot_flare2 -{ - deformVertexes move 0 0 3 sin 0 5 0 0.1 - deformVertexes move 2 2 0 sin 0 9 0 0.05 - deformVertexes wave 100 sin 0 1 0 9 - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - map models/mapobjects/lamps/bot_flare2.tga - blendFunc GL_ONE GL_ONE - - } - - -} - -models/mapobjects/lamps/bot_lamp -{ - deformVertexes move 0 0 3 sin 0 5 0 0.1 - deformVertexes move 2 2 0 sin 0 9 0 0.05 - - { - map models/mapobjects/lamps/bot_lamp.tga - rgbGen vertex - - } - - -} -models/mapobjects/lamps/bot_lamp2 -{ - deformVertexes move 0 0 3 sin 0 5 0 0.1 - deformVertexes move 2 2 0 sin 0 9 0 0.05 - - { - map models/mapobjects/lamps/bot_lamp2.tga - rgbGen vertex - - } - - -} - -models/mapobjects/lamps/bot_lamp2b -{ - cull disable - deformVertexes move 0 0 2 sin 0 5 0 0.3 - deformVertexes move .6 .8 0 sin 0 9 0 0.1 - { - map models/mapobjects/lamps/bot_lamp2b.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - - -} - -models/mapobjects/lamps/bot_light -{ - cull disable - q3map_surfacelight 200 - deformVertexes move 0 0 2 sin 0 5 0 0.3 - deformVertexes move .6 .8 0 sin 0 9 0 0.1 - { - map models/mapobjects/lamps/bot_light.tga - rgbGen identity - } - - -} - -models/mapobjects/lamps/bot_wing -{ - deformVertexes move 0 0 3 sin 0 5 0 0.1 - deformVertexes move 2 2 0 sin 0 9 0 0.05 - deformVertexes wave 100 sin 0 .5 0 .5 - cull disable - - { - map models/mapobjects/lamps/bot_wing.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - - -} - -models/mapobjects/lamps/bot_wing2 -{ - //deformVertexes wave 100 sin 0 .5 0 .5 - //deformVertexes move 0 0 1 triangle 0 20 0 1 - deformVertexes move 0 0 2 sin 0 5 0 0.3 - deformVertexes move .6 .8 0 sin 0 9 0 0.1 - deformVertexes wave 100 sin 0 .5 0 .5 - cull disable - - { - map models/mapobjects/lamps/bot_wing2.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - - -} - -models/mapobjects/lamps/flare03 -{ - deformVertexes autoSprite - - q3map_surfacelight 200 - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - Map models/mapobjects/lamps/flare03.tga - blendFunc GL_ONE GL_ONE - } - -} - -//******************************************************// -// mapobjects/lightning subfolder // -//******************************************************// - -models/mapobjects/lightning/blu/blu01 -{ - deformVertexes wave 100 sin 0 1 0 5 - q3map_surfacelight 3000 - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - animMap 15 models/mapobjects/lightning/blu/blu01.tga models/mapobjects/lightning/blu/blu02.tga models/mapobjects/lightning/blu/blu03.tga models/mapobjects/lightning/blu/blu04.tga models/mapobjects/lightning/blu/blu05.tga models/mapobjects/lightning/blu/blu06.tga models/mapobjects/lightning/blu/blu07.tga models/mapobjects/lightning/blu/blu08.tga - blendFunc GL_ONE GL_ONE - rgbGen vertex - } - -} - -models/mapobjects/lightning/red/red01 -{ - deformVertexes wave 100 sin 0 1 0 5 - q3map_surfacelight 3000 - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - animMap 15 models/mapobjects/lightning/red/red01.tga models/mapobjects/lightning/red/red02.tga models/mapobjects/lightning/red/red03.tga models/mapobjects/lightning/red/red04.tga models/mapobjects/lightning/red/red05.tga models/mapobjects/lightning/red/red06.tga models/mapobjects/lightning/red/red07.tga models/mapobjects/lightning/red/red08.tga - blendFunc GL_ONE GL_ONE - rgbGen vertex - } - -} - -models/mapobjects/lightning/white/white1 -{ - deformVertexes wave 100 sin 0 1 0 5 - q3map_surfacelight 3000 - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - animMap 15 models/mapobjects/lightning/white/white1.tga models/mapobjects/lightning/white/white2.tga models/mapobjects/lightning/white/white3.tga models/mapobjects/lightning/white/white4.tga models/mapobjects/lightning/white/white5.tga models/mapobjects/lightning/white/white6.tga models/mapobjects/lightning/white/white7.tga models/mapobjects/lightning/white/white8.tga - blendFunc GL_ONE GL_ONE - rgbGen vertex - } - -} - -models/mapobjects/lightning/yel/yel01 -{ - deformVertexes wave 100 sin 0 1 0 5 - q3map_surfacelight 3000 - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - animMap 15 models/mapobjects/lightning/yel/yel01.tga models/mapobjects/lightning/yel/yel02.tga models/mapobjects/lightning/yel/yel03.tga models/mapobjects/lightning/yel/yel04.tga models/mapobjects/lightning/yel/yel05.tga models/mapobjects/lightning/yel/yel06.tga models/mapobjects/lightning/yel/yel07.tga models/mapobjects/lightning/yel/yel08.tga - blendFunc GL_ONE GL_ONE - rgbGen vertex - } - -} - -//******************************************************// -// mapobjects/pipe subfolder // -//******************************************************// - -models/mapobjects/pipe/pipe02 -{ - - { - map textures/effects/tinfx2d.tga - tcGen environment - rgbGen identity - } - { - map models/mapobjects/pipe/pipe02.tga - blendfunc blend - rgbGen lightingdiffuse - } - -} - -models/mapobjects/pipe/pipe02x -{ - q3map_lightimage textures/sfx/electricslime_old.tga - q3map_surfacelight 150 - cull disable - { - map textures/effects/tinfx2b.tga - tcGen environment - tcmod scale 1 2 - blendfunc add - rgbGen identity - } - { - map textures/sfx/electricslime_old.tga - //tcGen environment - //tcmod scale 2 2 - //tcmod rotate 240 - tcmod scroll 7.2 1 - blendfunc add - rgbGen identity - } - -} - -//******************************************************// -// mapobjects/podium subfolder // -//******************************************************// - -models/mapobjects/podium/podium -{ - { - map models/mapobjects/podium/podium.tga - blendFunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } - { - map textures/sfx/specular.tga - blendFunc GL_ONE GL_ONE - tcGen environment - tcmod scroll .2 0.01 - rgbGen identity - } - { - map models/mapobjects/podium/podium.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } - { - map models/mapobjects/podium/podiumglo.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin 1 1 0 .2 - } - - -} - -models/mapobjects/podium/podiumfx1 -{ - cull none - surfaceparm trans - { - map models/mapobjects/podium/podiumfx1.tga - blendFunc GL_ONE GL_ONE - tcmod scroll 2 -.3 - rgbGen wave inversesawtooth 0 1 .35 .3 - } - { - map models/mapobjects/podium/podiumfx1b.tga - blendFunc GL_ONE GL_ONE - tcmod scroll -1.7 -.3 - rgbGen wave inversesawtooth 0 1 .35 .3 - } - { - map models/mapobjects/podium/podiumfx1b.tga - blendFunc GL_ONE GL_ONE - tcmod scroll -1.1 -.3 - rgbGen wave inversesawtooth 0 1 .35 .3 - } -} - -models/mapobjects/podium/podiumfx2 -{ - cull none - surfaceparm trans - { - map models/mapobjects/podium/podiumfx1.tga - blendFunc GL_ONE GL_ONE - tcmod scale 1 .5 - tcmod scroll .8 -.3 - rgbGen wave inversesawtooth 0 1 .7 .6 - } - { - map models/mapobjects/podium/podiumfx1b.tga - blendFunc GL_ONE GL_ONE - tcmod scale 1 .5 - tcmod scroll -1.7 -.3 - rgbGen wave inversesawtooth 0 1 .7 .6 - } - { - map models/mapobjects/podium/podiumfx1b.tga - blendFunc GL_ONE GL_ONE - tcmod scale 1 .5 - tcmod scroll -1.1 -.3 - rgbGen wave inversesawtooth 0 1 .7 .6 - } -} - -models/mapobjects/podium/podiumfx3 -{ - cull none - surfaceparm trans - { - map models/mapobjects/podium/podiumfx1.tga - blendFunc GL_ONE GL_ONE - tcmod scale 1 .1 - tcmod scroll 1 -.3 - rgbGen wave inversesawtooth 0 1 1.1 .9 - } - { - map models/mapobjects/podium/podiumfx1b.tga - blendFunc GL_ONE GL_ONE - tcmod scale 1 .1 - tcmod scroll -1.7 -.3 - rgbGen wave inversesawtooth 0 1 1.1 .9 - } - { - map models/mapobjects/podium/podiumfx1b.tga - blendFunc GL_ONE GL_ONE - tcmod scale 1 .1 - tcmod scroll -1.1 -.3 - rgbGen wave inversesawtooth 0 1 1.1 .9 - } -} - -models/mapobjects/podium/podskull -{ - { - map models/mapobjects/podium/podskull.tga - blendFunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } - { - map textures/sfx/specular.tga - blendFunc GL_ONE GL_ONE - tcGen environment - tcmod scroll .2 0.03 - rgbGen identity - } - { - map models/mapobjects/podium/podskull.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } - { - map models/mapobjects/podium/podskullfx.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin 1 1 0 .2 - } -} - -//******************************************************// -// mapobjects/portal_2 subfolder // -//******************************************************// - -models/mapobjects/portal_2/portal_3 -{ - // ************************************************* - // * Portal Sides * - // * April 30 1999 * - // * Please Comment Changes * - // ************************************************* - - - { - map models/mapobjects/portal_2/portal_3.tga - rgbGen vertex - } - - { - map models/mapobjects/portal_2/portal_3_glo.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 1 .2 .5 - } - -} - -models/mapobjects/portal_2/portal_3_edge -{ - { - map models/mapobjects/portal_2/portal_3_edge.tga - rgbGen vertex - } - - { - map models/mapobjects/portal_2/portal_3_edge_glo.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 9.7 .5 - } - -} - -//******************************************************// -// mapobjects/scoreboard subfolder // -//******************************************************// - -models/mapobjects/scoreboard/s_name -{ - sort additive - cull disable - deformVertexes text0 - { - map gfx/2d/bigchars.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } -} - -models/mapobjects/scoreboard/s_score -{ - sort additive - cull disable - deformVertexes text1 - { - map gfx/2d/bigchars.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } -} - -//******************************************************// -// mapobjects/signs subfolder // -//******************************************************// - -models/mapobjects/signs/bioh -{ - cull disable - - { - map models/mapobjects/signs/bioh.tga - rgbGen vertex - } - - -} - -//******************************************************// -// mapobjects/skel subfolder // -//******************************************************// - -models/mapobjects/skel/skel -{ - cull disable - surfaceparm alphashadow - { - map models/mapobjects/skel/skel.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } -} - -models/mapobjects/skel/xray -{ - deformVertexes move 0 0 .7 sin 0 5 0 0.2 - cull disable - q3map_surfacelight 300 - { - map models/mapobjects/skel/xray.tga - blendfunc add - rgbGen wave sin 1 .8 0 .3 - } - { - - map models/mapobjects/bitch/hologirl2.tga - tcMod scroll -6 -.2 - tcgen environment - blendFunc GL_ONE GL_ONE - rgbGen identity - } - - -} - -//******************************************************// -// mapobjects/skull subfolder // -//******************************************************// - -models/mapobjects/skull/monkeyhead -{ - //deformVertexes wave 100 sin 0 .7 0 .2 - //deformVertexes wave 100 sin 0 .5 1 .1 - cull disable - nomipmaps - - { - map models/mapobjects/skull/monkeyhead.tga - rgbGen vertex - } - { - //animMap 0.5 models/mapobjects/skull/monkeyhead.tga //models/mapobjects/wallhead/femhead2.tga - map models/mapobjects/skull/monkeyheadb.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - alphaGen wave sin 0 1 1 .1 - // alphaGen wave triangle 0 .7 0 .2 - rgbGen vertex - } - -} - -models/mapobjects/skull/monkeyhead2 -{ - cull disable - surfaceparm trans - nomipmaps - { - map models/mapobjects/skull/monkeyhead2.tga - blendfunc blend - depthWrite - rgbGen vertex - } -} - -models/mapobjects/skull/ribcage -{ - sort underwater - cull disable - { - map models/mapobjects/skull/ribcage.tga - // blendfunc gl_src_alpha gl_one_minus_src_alpha - alphaFunc GE128 - rgbGen vertex - } - - -} - -//******************************************************// -// mapobjects/slamp subfolder // -//******************************************************// - -models/mapobjects/slamp/slamp2 -{ - cull disable - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - - { - map models/mapobjects/slamp/slamp2.tga - blendFunc GL_ONE GL_ONE - } - { - map textures/effects/envmapdimb.tga - tcGen environment - blendfunc GL_ONE GL_ONE - //rgbGen lightingDiffuse - } - - -} - -models/mapobjects/slamp/slamp3 -{ - deformVertexes autoSprite2 - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 100 - - { - map models/mapobjects/slamp/slamp3.tga - blendFunc GL_ONE GL_ONE - - } - - -} - -//******************************************************// -// mapobjects/spotlamp subfolder // -//******************************************************// - -models/mapobjects/spotlamp/beam -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - cull none - nomipmaps - { - map models/mapobjects/spotlamp/beam.tga - tcMod Scroll .3 0 - blendFunc GL_ONE GL_ONE - } - //{ - // map models/mapobjects/spotlamp/beam.tga - // tcMod Scroll -.3 0 - // blendFunc GL_ONE GL_ONE - //} - -} - -models/mapobjects/spotlamp/spotlamp -{ - cull disable - surfaceparm alphashadow - { - map models/mapobjects/spotlamp/spotlamp.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - - -} - -models/mapobjects/spotlamp/spotlamp_l -{ - cull disable - q3map_surfacelight 200 - - { - map models/mapobjects/spotlamp/spotlamp_l.tga - rgbGen identity - } - - -} - -//******************************************************// -// mapobjects/teleporter subfolder // -//******************************************************// - -models/mapobjects/teleporter/energy -{ - cull disable - - - { - map models/mapobjects/teleporter/energy.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 2.2 1.3 - rgbGen wave inversesawtooth -.3 1.3 0 1.3 - - } - { - map models/mapobjects/teleporter/energy2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -1 .5 - rgbGen wave inversesawtooth -.2 1.2 0 .5 - - } - { - map models/mapobjects/teleporter/energy3.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 3 0 - rgbGen wave triangle 1 1 0 5.3 - - } - -} - -models/mapobjects/teleporter/teleporter_edge -{ - - - { - map models/mapobjects/teleporter/teleporter_edge.tga - rgbGen vertex - } - { - map models/mapobjects/teleporter/teleporter_edge2.tga - blendfunc GL_ONE GL_ONE - rgbgen wave inversesawtooth 0 1 .2 1.5 - } - -} - -models/mapobjects/teleporter/transparency -{ - cull disable - - { - map models/mapobjects/teleporter/transparency.tga - blendfunc GL_ONE GL_ONE - - } - { - map models/mapobjects/teleporter/transparency2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll .1 .2 - } - -} - -models/mapobjects/teleporter/transparency2 -{ - cull disable - - { - map models/mapobjects/teleporter/transparency2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll .1 .2 - } - -} - -models/mapobjects/teleporter/widget -{ - cull disable - - { - map models/mapobjects/teleporter/widget.tga - blendfunc GL_ONE GL_ONE - - } - { - map models/mapobjects/teleporter/transparency2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -.1 -.2 - } - -} - -//******************************************************// -// mapobjects/timlamp subfolder // -//******************************************************// - -models/mapobjects/timlamp/timlamp -{ - cull disable - surfaceparm alphashadow - { - map models/mapobjects/timlamp/timlamp.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - - -} - -//******************************************************// -// mapobjects/tree subfolder // -//******************************************************// - -models/mapobjects/tree/branch -{ - cull disable - deformVertexes wave 100 sin 0 .1 0 .2 - surfaceparm trans - { - map models/mapobjects/tree/branch.tga - alphaFunc GE128 - depthWrite - //rgbGen identity - //rgbGen lightingDiffuse - rgbGen vertex - } - - -} - -//******************************************************// -// mapobjects/wallhead subfolder // -//******************************************************// - -//models/mapobjects/wallhead/femhead -//{ -// deformVertexes wave 100 sin 0 .7 0 .2 -// cull disable -// -// -// { -// map models/mapobjects/wallhead/femhead2.tga -// rgbGen vertex -// } -// { -// map models/mapobjects/wallhead/femhead.tga -// Blendfunc GL_ONE GL_ONE -// rgbGen vertex -// rgbGen wave triangle 0 1 0 .05 -// } -// -//} - -models/mapobjects/wallhead/femhead -{ - deformVertexes wave 100 sin 0 .7 0 .2 - //deformVertexes wave 100 sin 0 1 1 .1 - cull disable - - { - map models/mapobjects/wallhead/femhead3.tga - rgbGen vertex - } - { - //animMap 0.5 models/mapobjects/wallhead/femhead4.tga //models/mapobjects/wallhead/femhead2.tga - map models/mapobjects/wallhead/femhead4.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - alphaGen wave sin 0 1 1 .1 - // alphaGen wave triangle 0 .7 0 .2 - rgbGen vertex - } - -} - -models/mapobjects/wallhead/lion_m -{ - { - map models/mapobjects/wallhead/lion_m.tga - blendFunc GL_ONE GL_ZERO - rgbGen vertex - } - { - map textures/sfx/firewalla.tga - blendFunc GL_ONE GL_ONE - tcmod scroll 0.1 1 - //rgbGen wave triangle .5 1 0 .4 - } - { - map models/mapobjects/wallhead/lion_m.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen vertex - } - -} - -//models/mapobjects/wallhead/tongue -//{ -// { -// //rgbGen lightingDiffuse -// map $whiteimage -// rgbGen vertex -// } -// { -// map models/mapobjects/wallhead/tongue.tga -// blendFunc GL_DST_COLOR GL_SRC_ALPHA -// rgbGen identity -// alphaGen lightingSpecular -// } -//} - -models/mapobjects/wallhead/wallhead -{ - - - { - map models/mapobjects/wallhead/wallhead.tga - rgbGen vertex - } - -} - -models/mapobjects/wallhead/wallhead_eye -{ - - - { - animMap 0.2 models/mapobjects/wallhead/wallhead_eye.tga models/mapobjects/wallhead/wallhead_eye2.tga - rgbGen vertex - } - - -} - -//******************************************************// -// mapobjects/weeds subfolder // -//******************************************************// - -models/mapobjects/weeds/weed01 -{ - sort additive - cull disable - surfaceparm nolightmap - deformVertexes wave 100 sin 0 2 0 .7 - { - map models/mapobjects/weeds/weed01.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - } - - -} - -models/mapobjects/weeds/weed02 -{ - sort underwater - cull disable - surfaceparm nolightmap - deformVertexes wave 100 sin 0 2 0 .7 - { - map models/mapobjects/weeds/weed02.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - } - - -} - - -//**************************************************************// -// // -// MODELS/PLAYERS // -// // -//**************************************************************// - -//******************************************************// -// models/players/anarki subfolder // -//******************************************************// - -models/players/anarki/anarki_b -{ - { - map textures/effects/envmapbfg.tga - tcGen environment - tcmod rotate 350 - tcmod scroll 3 1 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map models/players/anarki/anarki_b.tga - blendfunc blend - rgbGen lightingDiffuse - } - -} - -models/players/anarki/anarki_g -{ - { - map models/players/anarki/anarki_g.tga - //rgbGen vertex - } - { - - map models/players/anarki/anarki_g_fx.tga - rgbGen lightingDiffuse - rgbGen wave triangle 0 1 0 .5 - blendfunc gl_ONE gl_ONE - } -} - -//******************************************************// -// models/players/biker subfolder // -//******************************************************// - -models/players/biker/cadaver -{ - - { - map $whiteimage - rgbGen lightingDiffuse - } - { - map models/players/biker/cadaver.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - -} - -//******************************************************// -// models/players/bones subfolder // -//******************************************************// - -models/players/bones/blue -{ - - cull disable - { - map models/players/bones/blue.tga - alphaFunc GE128 - depthWrite - rgbGen lightingdiffuse - } -} - -models/players/bones/red -{ - - cull disable - { - map models/players/bones/red.tga - alphaFunc GE128 - depthWrite - rgbGen lightingdiffuse - } -} - -models/players/bones/stiff -{ - - cull disable - { - map models/players/bones/stiff.tga - alphaFunc GE128 - depthWrite - rgbGen lightingdiffuse - } -} - -models/players/bones/xray -{ - - cull disable - { - map models/players/bones/xray.tga - blendfunc add - //rgbGen wave sin 1 .8 0 9 - } - { - - map models/mapobjects/bitch/hologirl2.tga - tcMod scroll -6 -.2 - tcgen environment - blendFunc GL_ONE GL_ONE - rgbGen identity - } - - -} - -//******************************************************// -// models/players/brandon subfolder // -//******************************************************// - -models/players/brandon/branhat -{ - { - map models/players/light/brandon/branhat.tga - } - { - map models/players/light/brandon/branhat.glow.tga - blendfunc GL_ONE GL_ONE - } -} - -models/brandon/braneye -{ - { - map $whiteimage - rgbGen lightingDiffuse - } - { - map models/players/light/brandon/braneye.tga - rgbGen identity - alphaGen lightingSpecular - blendFunc GL_DST_COLOR GL_SRC_ALPHA - } - { - map models/players/light/brandon/braneye.glow.tga - blendfunc GL_ONE GL_ONE - } -} - -//******************************************************// -// models/players/crash subfolder // -//******************************************************// - -models/players/crash/crash -{ - { - map textures/effects/envmapblue.tga - tcGen environment - rgbGen lightingdiffuse - } - { - map models/players/crash/crash.tga - blendFunc blend - rgbGen lightingdiffuse - } -} - -models/players/crash/crash_f -{ - - { - map textures/sfx/snow.tga - tcmod scale .5 .5 - tcmod scroll 9 0.3 - rgbGen identity - } - { - map textures/effects/tinfx2b.tga - tcGen environment - blendFunc add - rgbGen lightingdiffuse - } -} - -models/players/crash/crash_t -{ - { - map textures/effects/envmapblue.tga - tcGen environment - rgbGen lightingdiffuse - } - { - map models/players/crash/crash_t.tga - blendFunc blend - rgbGen lightingdiffuse - } -} - -//******************************************************// -// models/players/doom subfolder // -//******************************************************// - -models/players/doom/doom_f -{ - { - map models/players/doom/doom_f.tga - rgbGen lightingDiffuse - } - { - - map models/players/doom/doom_fx.tga - tcGen environment - rgbGen lightingDiffuse - blendfunc gl_ONE gl_ONE - } - -} - -models/players/doom/f_doom -{ - { - map models/players/doom/f_doom.tga - } - { - - map models/players/doom/fx_doom.tga - tcGen environment - rgbGen lightingDiffuse - blendfunc gl_ONE gl_ONE - } -} - -models/players/doom/phobos -{ - { - map models/players/doom/phobos_fx.tga - blendFunc GL_ONE GL_ZERO - tcmod scale 7 7 - tcMod scroll 5 -5 - tcmod rotate 360 - rgbGen identity - } - //{ - // map textures/effects/tinfx2.tga - // tcGen environment - // blendFunc GL_ONE GL_ONE - // rgbGen lightingDiffuse - //} - { - map models/players/doom/phobos.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } -} - -models/players/doom/phobos_f -{ - - { - map textures/effects/tinfx.tga - tcGen environment - blendFunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } - { - map models/players/doom/phobos_f.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } -} - -//******************************************************// -// models/players/grunt subfolder // -//******************************************************// - -models/players/grunt/stripe_h -{ - - { - //map textures/effects/tinfx.tga - map textures/sfx/electricgrade3.tga - //tcmod scale 6 6 - //tcmod rotate 350 - tcmod scroll 0 -.5 - //tcGen environment - blendfunc GL_ONE GL_ZERO - rgbGen identity - } - { - map models/players/grunt/stripe_h.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - rgbGen lightingDiffuse - } - -} - -//******************************************************// -// models/players/hunter subfolder // -//******************************************************// - -models/players/hunter/harpy -{ - { - map textures/effects/envmaproc.tga - tcGen environment - rgbGen lightingdiffuse - } - { - map models/players/hunter/hunter2.tga - blendFunc blend - rgbGen lightingdiffuse - } -} - -models/players/hunter/harpy_f -{ - surfaceparm nodraw -} - -models/players/hunter/harpy_h -{ - { - map textures/effects/envmaproc.tga - tcGen environment - rgbGen lightingdiffuse - } - { - map models/players/hunter/hunter_h.tga - blendFunc blend - rgbGen lightingdiffuse - } -} - -models/players/hunter/hunter_f -{ - deformVertexes wave 100 sin 0 .3 0 .2 - cull disable - { - map models/players/hunter/hunter_f.tga - //blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - //alphaFunc GT0 - alphaFunc GE128 - depthWrite - rgbGen lightingDiffuse - } - - -} - -models/players/hunter/red_f -{ - deformVertexes wave 100 sin 0 .3 0 .2 - cull disable - { - map models/players/hunter/red_f.tga - //blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - //alphaFunc GT0 - alphaFunc GE128 - depthWrite - rgbGen lightingDiffuse - } - - -} - -//******************************************************// -// models/players/klesk subfolder // -//******************************************************// - -models/players/klesk/flisk -{ - - { - map $whiteimage - rgbGen lightingDiffuse - } - { - map models/players/klesk/flisk.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - -} - -models/players/klesk/flisk_h -{ - { - map models/players/klesk/flisk_h.tga - blendFunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } - { - map textures/sfx/bolts.tga - blendFunc GL_ONE GL_ONE - tcmod scale 2 2 - tcmod scroll 2 2 - } - { - map models/players/klesk/flisk_h.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } - - -} - -models/players/klesk/klesk_h -{ - { - map models/players/klesk/klesk_h.tga - blendfunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - - } - - { - map models/players/klesk/klesk_g.tga - blendfunc GL_ONE GL_ONE - rgbGen wave triangle .5 1 0 .5 - - } -} - -//******************************************************// -// models/players/lucy subfolder // -//******************************************************// - -models/players/lucy/angel -{ - cull none - - { - map models/players/lucy/angel.tga - alphaFunc GE128 - depthWrite - //rgbGen identity - rgbGen lightingDiffuse - - } - { - - //map textures/effects/envmapcirc3.tga - - map models/mapobjects/bitch/hologirl2.tga - tcgen environment - tcMod scroll -6 -.2 - tcMod scale 1 1 - blendFunc GL_ONE GL_ONE - //rgbGen identity - //rgbGen vertex - rgbGen lightingDiffuse - } - -} - -models/players/lucy/h_angel -{ - cull none - - { - map models/players/lucy/h_angel.tga - depthWrite - rgbGen lightingDiffuse - - } - { - - //map textures/effects/envmapcirc3.tga - - map models/mapobjects/bitch/hologirl2.tga - tcgen environment - tcMod scroll -6 -.2 - tcMod scale 1 1 - blendFunc GL_ONE GL_ONE - rgbGen identity - // rgbGen vertex - rgbGen lightingDiffuse - } - -} - -//******************************************************// -// models/players/major subfolder // -//******************************************************// - -models/players/major/daemia -{ - { - map textures/sfx/electricslime.tga - blendFunc GL_ONE GL_ZERO - tcmod scale 3 3 - tcMod turb 0 .5 0 .7 - tcMod scroll 1 -1 - rgbGen identity - } - { - map models/players/major/daemia.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } - - -} - -//******************************************************// -// models/players/mynx subfolder // -//******************************************************// - -models/players/mynx/mynx_shiny -{ - - { - map textures/sfx/specular5.tga - blendFunc GL_ONE GL_ZERO - tcGen environment - } - { - map models/players/mynx/mynx_shiny.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } - -} - -//******************************************************// -// models/players/orbb subfolder // -//******************************************************// - -models/players/orbb/blue_h -{ - - { - map models/players/orbb/blue_h.tga - rgbGen lightingDiffuse - } - - { - clampmap textures/base_floor/techfloor2.tga - blendfunc blend - tcmod rotate 90 - tcMod stretch sin .8 0.2 0 .2 - rgbGen lightingDiffuse - } - -} - -models/players/orbb/orbb_h2 -{ - { - map models/players/orbb/orbb_h2.tga - blendFunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } - { - map textures/effects/tinfx.tga - blendFunc GL_ONE GL_ONE - tcGen environment - rgbGen lightingDiffuse - } - { - map models/players/orbb/orbb_h2.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } - - -} - -models/players/orbb/orbb_light -{ - { - map models/players/orbb/orbb_light.tga - rgbGen wave sin 1 1 0 1 - - } -} - -models/players/orbb/orbb_light_blue -{ - { - map models/players/orbb/orbb_light_blue.tga - rgbGen wave sin 1 1 0 1 - - } -} - -models/players/orbb/red_h -{ - - { - map models/players/orbb/red_h.tga - rgbGen lightingDiffuse - } - - { - clampmap textures/base_floor/techfloor2.tga - blendfunc blend - tcmod rotate 90 - tcMod stretch sin .8 0.2 0 .2 - rgbGen lightingDiffuse - } - -} - -models/players/orbb/orbb_tail -{ - - { - map models/players/orbb/orbb_tail.tga - blendFunc GL_ONE GL_ONE - tcmod scroll 0 .5 - rgbGen wave sin .5 .25 0 .5 - } -} - -models/players/orbb/orbb_tail_blue -{ - - { - map models/players/orbb/orbb_tail_blue.tga - blendFunc GL_ONE GL_ONE - tcmod scroll 0 .5 - rgbGen wave sin .5 .25 0 .5 - } -} - -//******************************************************// -// models/players/parkr subfolder // -//******************************************************// - -models/players/parkr/parkr_chest -{ - { - map models/players/parkr/parkr_chest.tga - } - { - AnimMap 4 models/players/parkr/parkr_chest_red.tga models/players/parkr/parkr_chest_blu.tga - blendfunc GL_ONE GL_ONE - } -} - -models/players/parkr/parkr_head -{ - { - map textures/effects/envmap2.tga - tcGen environment - } -} - -//******************************************************// -// models/players/ranger subfolder // -//******************************************************// - -//models/players/ranger/wrack -//{ -// { -// map $whiteimage -// rgbGen lightingDiffuse -// } -// { -// map models/players/ranger/wrack.tga -// blendFunc GL_DST_COLOR GL_SRC_ALPHA -// rgbGen identity -// alphaGen lightingSpecular -// } -// -//} - -models/players/ranger/wrack -{ - - { - map $whiteimage - rgbGen lightingDiffuse - } - { - map models/players/ranger/wrack.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - -} - -//******************************************************// -// models/players/razor subfolder // -//******************************************************// - -models/players/razor/h_id -{ - { - map textures/effects/tinfx2d.tga - tcGen environment - rgbGen lightingdiffuse - } - { - map models/players/razor/h_id.tga - blendFunc blend - rgbGen lightingdiffuse - } -} - -models/players/razor/id -{ - { - map textures/effects/tinfx2d.tga - tcGen environment - rgbGen lightingdiffuse - } - { - map models/players/razor/id.tga - blendFunc blend - rgbGen lightingdiffuse - } -} - -models/players/razor/patriot -{ - - { - map $whiteimage - rgbGen lightingDiffuse - } - { - map models/players/razor/patriot.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - -} - -models/players/razor/patriot_gogs -{ - { - map textures/effects/tinfx2d.tga - tcGen environment - blendFunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } - - -} - -models/players/razor/razor_gogs -{ - { - map models/players/razor/razor_gogs.tga - tcGen environment - - } - - - { - map models/players/razor/razor_gogs_fx.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 1.2 9.3 - - } -} - -//******************************************************// -// models/players/sarge subfolder // -//******************************************************// - -models/players/sarge/cigar -{ - { - map models/players/sarge/cigar.tga - blendfunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - - } - - { - map models/players/sarge/cigar.glow.tga - blendfunc GL_ONE GL_ONE - rgbGen wave triangle .5 1 0 .2 - - } -} - -models/players/sarge/krusade -{ - { - map textures/sfx/firegorre.tga - blendFunc GL_ONE GL_ZERO - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 4 4 - rgbGen identity - } - { - map models/players/sarge/krusade.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } - - -} - -models/players/sarge/null -{ - { - map models/players/sarge/null.tga - blendFunc GL_ONE GL_ONE - } - -} - -models/players/sarge/roderic -{ - { - map textures/sfx/firegorre.tga - blendFunc GL_ONE GL_ZERO - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 4 4 - rgbGen identity - } - { - map models/players/sarge/roderic.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } - - -} - -//******************************************************// -// models/players/slash subfolder // -//******************************************************// - -models/players/slash/grrl_h -{ - - { - map textures/effects/tinfx2d.tga - tcGen environment - rgbGen identity - } - { - map models/players/slash/grrl_h.tga - blendfunc blend - rgbGen lightingdiffuse - } - -} - -models/players/slash/slashskate -{ - //deformVertexes wave 100 sin 0 1 1 5 - sort additive - cull disable - { - clampmap models/players/slash/slashskate.tga - blendFunc GL_ONE GL_ONE - //tcmod rotate 100 - tcMod stretch sin .9 0.1 0 1.1 - rgbgen identity - - } -} - -models/players/slash/yuriko -{ - { - map textures/effects/envmaproc.tga - tcGen environment - rgbGen lightingdiffuse - } - { - map models/players/slash/yuriko.tga - blendFunc blend - rgbGen lightingdiffuse - } -} - -models/players/slash/yuriko_h -{ - { - map textures/effects/envmaproc.tga - tcGen environment - rgbGen lightingdiffuse - } - { - map models/players/slash/yuriko_h.tga - blendFunc blend - rgbGen lightingdiffuse - } -} - -models/players/slash/yurikoskate -{ - cull disable - deformVertexes autoSprite - - - { - clampmap models/players/slash/yurikoskate.tga - blendFunc blend - //tcMod stretch sin .9 0.1 0 1.1 - tcmod rotate 999 - rgbGen lightingdiffuse - } - { - clampmap models/players/slash/yurikoskate.tga - blendFunc blend - //tcMod stretch sin .9 0.1 0 -1.1 - tcMod stretch sin .9 0 0 0 - tcmod rotate 20 - rgbGen lightingdiffuse - } -} - -//******************************************************// -// models/players/tankjr subfolder // -//******************************************************// - -models/players/tankjr/tankjr -{ - - { - map $whiteimage - rgbGen lightingDiffuse - } - { - map models/players/tankjr/tankjr.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - -} - -//******************************************************// -// models/players/uriel subfolder // -//******************************************************// - -models/players/uriel/blue_w -{ - deformVertexes wave 100 sin 0 .5 0 .2 - - { - map models/players/uriel/blue_w.tga - //blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - //alphaFunc GT0 - alphaFunc GE128 - depthWrite - rgbGen lightingDiffuse - } - - -} - -models/players/uriel/null -{ - { - map models/players/uriel/null.tga - blendFunc GL_ONE GL_ONE - } - -} - -models/players/uriel/red_w -{ - deformVertexes wave 100 sin 0 .5 0 .2 - - { - map models/players/uriel/red_w.tga - //blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - //alphaFunc GT0 - alphaFunc GE128 - depthWrite - rgbGen lightingDiffuse - } - - -} - -models/players/uriel/uriel_h -{ - { - map models/players/uriel/uriel_h.tga - blendFunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } - { - map textures/sfx/proto_zzzt.tga - blendFunc GL_ONE GL_ONE - tcmod scroll -0.2 1 - rgbGen identity - } - { - map models/players/uriel/uriel_h.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } - - -} - -models/players/uriel/uriel_w -{ - deformVertexes wave 100 sin 0 .5 0 .2 - - { - map models/players/uriel/uriel_w.tga - //blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - //alphaFunc GT0 - alphaFunc GE128 - depthWrite - rgbGen lightingDiffuse - } - - -} - -models/players/uriel/zael -{ - - { - map $whiteimage - rgbGen lightingDiffuse - } - { - map models/players/uriel/zael.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - -} - -//******************************************************// -// models/players/visor subfolder // -//******************************************************// - -models/players/visor/gorre -{ - - { - map textures/sfx/firegorre.tga - blendFunc GL_ONE GL_ZERO - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 4 4 - rgbGen identity - } - //{ - // map textures/sfx/firewallb.tga - // blendFunc GL_ONE GL_ONE - // tcmod scale 3 3 - // tcMod turb 0 .2 0 .1 - // tcMod scroll 0 3 - // //tcmod rotate 360 - // rgbGen identity - //} - { - map models/players/visor/gorre.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } -} - -//models/players/visor/visortorso2 -//{ -// { -// map $whiteimage -// rgbGen lightingDiffuse -// } -// { -// map models/players/visor/visortorso2.tga -// rgbGen identity -// alphaGen lightingSpecular -// blendFunc GL_DST_COLOR GL_SRC_ALPHA -// } -//} - -//models/players/visorhead -//{ -// { -// map $whiteimage -// rgbGen lightingDiffuse -// } -// { -// map models/players/visor/visorhead.tga -// rgbGen identity -// alphaGen lightingSpecular -// blendFunc GL_DST_COLOR GL_SRC_ALPHA -// } -//} - -//******************************************************// -// models/players/xaero subfolder // -//******************************************************// - -models/players/xaero/xaero -{ - - { - map $whiteimage - rgbGen lightingDiffuse - } - { - map models/players/xaero/xaero.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - -} - -models/players/xaero/xaero_a -{ - { - map textures/effects/envmapbfg.tga - tcmod rotate 350 - tcmod scroll 3 1 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map models/players/xaero/xaero_a.tga - blendFunc blend - rgbGen lightingdiffuse - } -} - -models/players/xaero/xaero_h -{ - { - map models/players/xaero/xaero_h.tga - blendFunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } - { - map textures/sfx/firewalla.tga - blendFunc GL_ONE GL_ONE - tcmod scroll 0.1 1 - //rgbGen wave triangle .5 1 0 .4 - } - { - map models/players/xaero/xaero_h.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } - -} - -models/players/xaero/xaero_q -{ - - cull disable - - { - map models/players/xaero/xaero_q.tga - alphaFunc GE128 - depthWrite - rgbGen lightingDiffuse - } - - -} - -//******************************************************// -// models/players/xian subfolder // -//******************************************************// - -models/players/xian/xianfacf -{ - { - map $whiteimage - rgbGen lightingDiffuse - } - { - map models/players/medium/xian/xianfacf.tga - rgbGen identity - alphaGen lightingSpecular - blendFunc GL_DST_COLOR GL_SRC_ALPHA - } -} - - -//**************************************************************// -// // -// MODELS/POWERUPS // -// // -//**************************************************************// - -//******************************************************// -// models/powerups/ammo subfolder // -//******************************************************// - -//models/powerups/ammo/ammo_rail1 -//{ -// { -// map models/powerups/ammo/ammo_rail1.tga -// rgbGen lightingDiffuse -// } -// { -// map models/powerups/ammo/ammo_rail1.glow.tga -// blendfunc GL_ONE GL_ONE -// rgbGen wave sin 0.75 0.25 0 1 -// } -//} - -//models/powerups/ammo/ammo_rail2 -//{ -// { -// map models/powerups/ammo/ammo_rail2.tga -// rgbGen lightingDiffuse -// } -// { -// map models/powerups/ammo/ammo_rail2.glow.tga -// blendfunc GL_ONE GL_ONE -// } -//} - -models/powerups/ammo/bfgammo -{ - cull none - { - map textures/effects/envmapbfg.tga - //tcmod scale 3 3 - tcmod rotate 350 - tcmod scroll 3 1 - //tcGen environment - blendfunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/effects/tinfx2.tga - tcGen environment - blendfunc GL_ONE GL_ONE - rgbGen identity - } - { - map models/powerups/ammo/bfgammo.tga - blendfunc blend - rgbGen lightingDiffuse - } -} - -models/powerups/ammo/bfgammo1 -{ - { - map textures/effects/envmapbfg.tga - tcGen environment - blendfunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } -} - -models/powerups/ammo/bfgammo2 -{ - { - map models/powerups/ammo/bfgammo2.tga - rgbGen identity - } - -} - -//models/powerups/ammo/bounammo1 -//{ -// { -// map models/powerups/ammo/bounammo1.tga -// rgbGen lightingDiffuse -// } -//} - -//models/powerups/ammo/bounammo2 -//{ -// { -// map models/powerups/ammo/bounammo2.tga -// rgbGen lightingDiffuse -// } -// { -// map models/powerups/ammo/bounammo2.glow.tga -// blendfunc GL_ONE GL_ONE -// rgbGen lightingDiffuse -// } -//} - -//models/powerups/ammo/flamammo1 -//{ -// { -// map models/powerups/ammo/flamammo1.tga -// rgbGen lightingDiffuse -// } -//} - -//models/powerups/ammo/flamammo2 -//{ -// { -// map models/powerups/ammo/flamammo2.tga -// rgbGen lightingDiffuse -// } -// { -// map models/powerups/ammo/flamammo2.glow.tga -// blendfunc GL_ONE GL_ONE -// } -//} - -models/powerups/ammo/grenammo -{ - { - map textures/effects/tinfx2d.tga - tcGen environment - blendfunc GL_ONE GL_ZERO - rgbGen identity - } - { - map models/powerups/ammo/grenammo.tga - blendfunc blend - rgbGen lightingDiffuse - } -} - -models/powerups/ammo/grenammo1 -{ - { - map textures/effects/envmapgren.tga - tcGen environment - blendfunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } -} - -models/powerups/ammo/grenammo2 -{ - { - map models/powerups/ammo/grenammo2.tga - rgbGen identity - } - -} - -models/powerups/ammo/lighammo -{ - { - map textures/effects/envmapligh.tga - //tcmod scale 3 3 - tcmod rotate 350 - tcmod scroll 3 1 - //tcGen environment - blendfunc GL_ONE GL_ZERO - rgbGen identity - } - { - map models/powerups/ammo/lighammo.tga - blendfunc blend - rgbGen lightingDiffuse - } -} - -models/powerups/ammo/lighammo1 -{ - { - map textures/effects/envmapligh.tga - tcGen environment - //tcmod scale 2 2 - tcmod rotate 6 - tcmod scroll .09 .09 - blendfunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } -} - -models/powerups/ammo/lighammo2 -{ - { - map models/powerups/ammo/lighammo2.tga - rgbGen identity - } - -} - -models/powerups/ammo/machammo -{ - { - map textures/effects/tinfx2d.tga - tcGen environment - blendfunc GL_ONE GL_ZERO - rgbGen identity - } - { - map models/powerups/ammo/machammo.tga - blendfunc blend - rgbGen lightingDiffuse - } -} - -models/powerups/ammo/machammo1 -{ - { - map textures/effects/envmapmach.tga - tcGen environment - blendfunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } -} - -models/powerups/ammo/machammo2 -{ - { - map models/powerups/ammo/machammo2.tga - rgbGen identity - } - -} - -models/powerups/ammo/plasammo -{ - { - map textures/effects/envmapplas.tga - //tcmod scale 3 3 - tcmod rotate 350 - tcmod scroll 3 1 - //tcGen environment - blendfunc GL_ONE GL_ZERO - rgbGen identity - } - { - map models/powerups/ammo/plasammo.tga - blendfunc blend - rgbGen lightingDiffuse - } -} - -models/powerups/ammo/plasammo1 -{ - { - map textures/effects/envmapplas.tga - tcGen environment - blendfunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } -} - -models/powerups/ammo/plasammo2 -{ - { - map models/powerups/ammo/plasammo2.tga - rgbGen identity - } - -} - -models/powerups/ammo/railammo -{ - { - map textures/effects/envmaprail.tga - //tcmod scale 3 3 - tcmod rotate 350 - tcmod scroll 3 1 - //tcGen environment - blendfunc GL_ONE GL_ZERO - rgbGen identity - } - { - map models/powerups/ammo/railammo.tga - blendfunc blend - rgbGen lightingDiffuse - } -} - -models/powerups/ammo/railammo1 -{ - { - map textures/effects/envmaprail.tga - tcGen environment - //tcmod scale 4 4 - //tcmod rotate 70 - //tcmod scroll .5 .5 - blendfunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } -} - -models/powerups/ammo/railammo2 -{ - { - map models/powerups/ammo/railammo2.tga - rgbGen identity - } - -} - -models/powerups/ammo/rockammo -{ - { - map textures/effects/tinfx2d.tga - tcGen environment - blendfunc GL_ONE GL_ZERO - rgbGen identity - } - { - map models/powerups/ammo/rockammo.tga - blendfunc blend - rgbGen lightingDiffuse - } -} - -models/powerups/ammo/rockammo1 -{ - { - map textures/effects/envmaproc.tga - tcGen environment - blendfunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } -} - -models/powerups/ammo/rockammo2 -{ - { - map models/powerups/ammo/rockammo2.tga - rgbGen identity - } - -} - -models/powerups/ammo/shotammo -{ - { - map textures/effects/tinfx2c.tga - tcGen environment - blendfunc GL_ONE GL_ZERO - rgbGen identity - } - { - map models/powerups/ammo/shotammo.tga - blendfunc blend - rgbGen lightingDiffuse - } -} - -models/powerups/ammo/shotammo1 -{ - { - map textures/effects/envmapgold3.tga - tcGen environment - blendfunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } -} - -models/powerups/ammo/shotammo2 -{ - { - map models/powerups/ammo/shotammo2.tga - rgbGen identity - } - -} - -//******************************************************// -// models/powerups/armor subfolder // -//******************************************************// - -models/powerups/armor/energy_grn1 -{ - deformVertexes wave 100 sin 2 0 0 0 - { - map textures/effects/envmaprail.tga - blendFunc GL_ONE GL_ONE - tcGen environment - tcmod rotate 30 - tcMod scroll 1 1 - rgbGen wave triangle -.3 1.3 0 .3 - } - -} - -models/powerups/armor/energy_red1 -{ - - { - map models/powerups/armor/energy_red1.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 7.4 1.3 - } - -} - -models/powerups/armor/energy_yel1 -{ - - { - map models/powerups/armor/energy_yel3.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 7.4 1.3 - } - -} - -models/powerups/armor/newred -{ - { - map textures/sfx/specular.tga - tcGen environment - rgbGen identity - } - { - map models/powerups/armor/newred.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - - -} - -models/powerups/armor/newyellow -{ - { - map textures/sfx/specular.tga - tcGen environment - rgbGen identity - } - { - map models/powerups/armor/newyellow.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - - -} - -models/powerups/armor/shard2 -{ - { - map textures/effects/tinfx2c.tga - tcGen environment - rgbGen identity - } - { - map models/powerups/armor/shard2.tga - blendFunc blend - rgbGen lightingdiffuse - } -} - -//******************************************************// -// models/powerups/health subfolder // -//******************************************************// - -models/powerups/health/blue -{ - { - map textures/effects/envmapbfg.tga - tcGen environment - - } -} - -models/powerups/health/blue_sphere -{ - { - map textures/effects/tinfx2b.tga - tcGen environment - blendfunc GL_ONE GL_ONE - } -} - -models/powerups/health/green -{ - - { - map textures/effects/envmaprail.tga - tcGen environment - - } -} - -models/powerups/health/green_sphere -{ - { - map textures/effects/tinfx2b.tga - tcGen environment - blendfunc GL_ONE GL_ONE - } -} - -models/powerups/health/mega1 -{ - { - map textures/effects/envmapblue2.tga - tcGen environment - tcmod rotate 33 - tcmod scroll 1 1 - blendfunc GL_ONE GL_ONE - } -} - -models/powerups/health/mega2 -{ - - { - map textures/effects/envmapblue.tga - tcGen environment - blendfunc GL_ONE GL_ZERO - - } - { - map textures/sfx/kenelectric.tga - tcmod scale 2 2 - tcmod rotate 333 - tcmod scroll 9 9 - blendfunc GL_ONE GL_ONE - - } -} - -models/powerups/health/red -{ - - { - map textures/effects/envmapgold.tga - tcGen environment - blendfunc GL_ONE GL_ZERO - - } - { - map textures/sfx/kenelectric.tga - tcmod scale 2 2 - tcmod rotate 333 - tcmod scroll 9 9 - blendfunc GL_ONE GL_ONE - - } -} - -models/powerups/health/red_sphere -{ - { - map textures/effects/envmapgold2.tga - tcGen environment - tcmod rotate 33 - tcmod scroll 1 1 - blendfunc GL_ONE GL_ONE - } -} - -models/powerups/health/yellow -{ - - { - map textures/effects/envmapyel.tga - tcGen environment - //blendfunc GL_ONE GL_ONE - - } - -} - -models/powerups/health/yellow_sphere -{ - { - map textures/effects/tinfx2b.tga - tcGen environment - blendfunc GL_ONE GL_ONE - } -} - -//******************************************************// -// models/powerups/holdable subfolder // -//******************************************************// - -models/powerups/holdable/medkit_base -{ - { - map textures/effects/envmap.tga - tcgen environment - } - -} - -models/powerups/holdable/medkit_fluid -{ - sort additive - cull back - { - map models/powerups/holdable/medkit_fluid.tga - tcMod scroll 0 2 - blendfunc GL_ONE GL_ONE - } - -} - -models/powerups/holdable/medkit_sphere -{ - { - map textures/effects/envmapdim.tga - tcgen environment - blendfunc GL_ONE GL_ONE - } - -} - -models/powerups/holdable/teleport_base -{ - { - map textures/effects/envmap.tga - tcgen environment - } - -} - -models/powerups/holdable/teleport_fluid -{ - sort additive - cull back - { - map models/powerups/holdable/teleport_fluid.tga - tcMod scroll 0 2 - blendfunc GL_ONE GL_ONE - } - -} - -models/powerups/holdable/teleport_sphere -{ - { - map textures/effects/envmapdim.tga - tcgen environment - blendfunc GL_ONE GL_ONE - } - -} - -//******************************************************// -// models/powerups/instant subfolder // -//******************************************************// - -models/powerups/instant/enviro -{ - //{ - // map models/powerups/instant/enviro.tga - //} - { - map textures/effects/envmapgold.tga - blendfunc GL_ONE GL_ZERO - tcGen environment - rgbGen identity - } -} - -models/powerups/instant/flight -{ - { - map textures/effects/envmappurp.tga - blendfunc GL_ONE GL_ZERO - tcGen environment - rgbGen identity - } -} - -models/powerups/instant/haste -{ - { - map textures/effects/envmapyel.tga - blendfunc GL_ONE GL_ZERO - tcGen environment - rgbGen identity - } -} - -models/powerups/instant/invis -{ - { - map textures/effects/tinfx2c.tga - //map textures/sfx/specular.tga - blendfunc GL_ONE GL_ONE - tcGen environment - } -} - -models/powerups/instant/quad -{ - //{ - // map gfx/colors/darkblue.tga - //} - { - map textures/effects/envmapblue.tga - blendfunc GL_ONE GL_ZERO - tcGen environment - rgbGen identity - } -} - -models/powerups/instant/regen -{ - { - map textures/effects/envmapred.tga - tcGen environment - blendfunc GL_ONE GL_ZERO - rgbGen identity - } -} - -models/powerups/instant/scan -{ - { - map models/powerups/instant/scan.tga - } - { - map textures/effects/envmapdim.tga - blendfunc GL_ONE GL_ONE - tcGen environment - } -} - - -//**************************************************************// -// // -// MODELS/WEAPONS2 // -// // -//**************************************************************// - -//******************************************************// -// models/weapons2/bfg subfolder // -//******************************************************// - -models/weapons2/bfg/bfg -{ - { - map textures/effects/tinfx2d.tga - blendFunc GL_ONE GL_ZERO - tcmod scroll .01 .01 - tcGen environment - rgbGen lightingDiffuse - } - { - map models/weapons2/bfg/bfg.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } - - -} - -models/weapons2/bfg/bfg_e -{ - { - //map models/weapons2/bfg/bfg_e2.tga - map textures/effects/envmapbfg.tga - blendfunc GL_ONE GL_ZERO - tcMod turb 0 .5 0 .1 - tcmod scale .4 .4 - tcMod scroll .2 -.2 - rgbGen identity - } - { - //map models/weapons2/bfg/bfg_e2.tga - //map models/players/doom/phobos_fx.tga - map textures/effects/envmapbfg.tga - blendfunc GL_ONE GL_ONE - tcMod turb 0 .5 0 .1 - tcmod scale .2 .2 - tcMod scroll .3 .6 - rgbGen identity - } - { - map textures/effects/tinfx.tga - tcGen environment - blendFunc GL_ONE GL_ONE - rgbGen lightingDiffuse - } -} - -models/weapons2/bfg/bfg_k -{ - - { - map textures/effects/envmapbfg.tga - blendFunc GL_ONE GL_ZERO - tcmod rotate 30 - tcmod scroll 1 1 - tcGen environment - rgbGen identity - } - { - map models/weapons2/bfg/bfg_k.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } - - -} - -models/weapons2/bfg/f_bfg -{ - sort additive - cull disable - { - clampmap models/weapons2/bfg/f_bfg.tga - blendfunc GL_ONE GL_ONE - tcmod rotate 360 - } - { - clampmap models/weapons2/bfg/f_bfg2.tga - blendfunc GL_ONE GL_ONE - tcmod rotate -129 - //tcMod stretch sin .8 0.10 0 .7 - } - -} - -//******************************************************// -// models/weapons2/chainsaw subfolder // -//******************************************************// - -//models/weapons2/chainsaw/f_chainsaw -//{ -// sort nearest -// cull back -// { -// map models/weapons2/chainsaw/f_chainsaw.tga -// blendfunc GL_ONE GL_ONE_MINUS_SRC_COLOR -// -// } -//} - -//******************************************************// -// models/weapons2/flamethrower subfolder // -//******************************************************// - -models/weapons2/flamethrower/f_flamethrower -{ - cull disable - sort additive - { - map models/weapons2/flamethrower/f_flamethrower.tga - blendfunc GL_ONE GL_ONE - } -} - -//******************************************************// -// models/weapons2/gauntlet subfolder // -//******************************************************// - -models/weapons2/gauntlet/gauntlet2 -{ - { - map textures/sfx/specular.tga - blendFunc GL_ONE GL_ZERO - tcGen environment - //rgbGen lightingDiffuse - rgbGen identity - } - { - map models/weapons2/gauntlet/gauntlet2.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } - - -} - -models/weapons2/gauntlet/gauntlet3 -{ - - cull disable - sort additive - { - // map models/weapons2/gauntlet/gauntlet3.tga - AnimMap 10 models/weapons2/gauntlet/gauntlet3.tga models/weapons2/gauntlet/gauntlet4.tga - blendfunc GL_ONE GL_ONE - } -} - -//******************************************************// -// models/weapons2/grapple subfolder // -//******************************************************// - -models/weapons2/grapple/f_grapple -{ - cull disable - sort additive - { - map models/weapons2/grapple/f_grapple.tga - blendfunc GL_ONE GL_ONE - } -} - -models/weapons2/grapple/grapple -{ - { - map models/weapons2/grapple/grapple.tga - blendFunc GL_ONE GL_ZERO - rgbGen lightingDiffuse - } - { - map textures/sfx/specular.tga - blendFunc GL_ONE GL_ONE - tcmod scroll .1 .1 - tcGen environment - rgbGen lightingDiffuse - } - { - map models/weapons2/grapple/grapple.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen lightingDiffuse - } - - -} - -models/weapons2/grapple/grapple_h -{ - - cull disable - - { - map models/weapons2/grapple/grapple_h.tga - alphaFunc GE128 - depthWrite - rgbGen lightingDiffuse - } - - -} - -models/weapons2/grapple/grapple_j -{ - - cull disable - - { - map models/weapons2/grapple/grapple_j.tga - blendFunc GL_ONE GL_ZERO - tcMod turb 0 .5 0 .7 - tcMod scroll 1 -1 - tcmod scale .5 .5 - rgbGen identity - } - { - map textures/liquids/jello2.tga - blendFunc GL_ONE GL_ONE - tcmod scale .7 .7 - tcMod turb 0 .4 0 .3 - tcMod scroll .7 -.4 - rgbGen identity - } - { - map textures/effects/tinfx2.tga - tcGen environment - blendFunc GL_ONE GL_ONE - rgbGen lightingDiffuse - } - -} - -//******************************************************// -// models/weapons2/grenadel subfolder // -//******************************************************// - -models/weapons2/grenadel/f_grenadel -{ - sort additive - cull disable - { - map models/weapons2/grenadel/f_grenadel.tga - blendfunc GL_ONE GL_ONE - } -} - -models/weapons2/grenadel/ring -{ - - { - map models/weapons2/grenadel/ring.tga - } - - { - map textures/effects/envmapdim.tga - tcGen environment - blendFunc GL_ONE GL_ONE - //rgbGen identity - } -} - -//******************************************************// -// models/weapons2/lightning subfolder // -//******************************************************// - -models/weapons2/lightning/ball -{ - deformVertexes autoSprite - { - map models/weapons2/lightning/ball.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle 1 2 0 7 - tcMod rotate 360 - } - { - map models/weapons2/lightning/ball.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle 1 5 1 3 - tcMod rotate -200 - } - -} - -models/weapons2/lightning/ball1 -{ - sort additive - cull disable - - { - animMap 15 models/weapons2/lightning/ball1.tga models/weapons2/lightning/ball2.tga - blendFunc GL_ONE GL_ONE - rgbGen vertex - } - -} - -models/weapons2/lightning/button -{ - { - map models/weapons2/lightning/button.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin 1 1 0 1 - } - -} - -models/weapons2/lightning/crackle1 -{ - sort additive - cull disable - - { - animMap 15 models/weapons2/lightning/crackle1.tga models/weapons2/lightning/crackle2.tga models/weapons2/lightning/crackle3.tga models/weapons2/lightning/crackle4.tga models/weapons2/lightning/crackle5.tga models/weapons2/lightning/crackle6.tga models/weapons2/lightning/crackle7.tga models/weapons2/lightning/crackle8.tga - blendFunc GL_ONE GL_ONE - } - -} - -models/weapons2/lightning/f_lightning -{ - sort additive - cull disable - { - map models/weapons2/lightning/f_lightning.tga - blendfunc GL_ONE GL_ONE - } -} - -models/weapons2/lightning/glass -{ - { - map models/weapons2/lightning/glass.tga - } - { - map textures/effects/envmapdim.tga - tcGen environment - blendfunc GL_ONE GL_ONE - rgbGen lightingDiffuse - } -} - -models/weapons2/lightning/trail -{ - { - map models/weapons2/lightning/trail.tga - tcMod scroll 3.1 1 - rgbgen wave triangle 1 2 0 7 - blendfunc GL_ONE GL_ONE - } - { - map models/weapons2/lightning/trail.tga - tcMod scroll -1.7 1 - rgbgen wave triangle 1 1.1 0 5.1 - blendfunc GL_ONE GL_ONE - } -} - -models/weapons2/lightning/trail1 -{ - sort additive - cull disable - - { - animMap 15 models/weapons2/lightning/trail1.tga models/weapons2/lightning/trail2.tga models/weapons2/lightning/trail3.tga models/weapons2/lightning/trail4.tga - blendFunc GL_ONE GL_ONE - rgbGen vertex - } - -} - -models/weapons2/lightning/trail2 -{ - { - map models/weapons2/lightning/trail2.tga - tcMod scroll 3.1 1 - rgbgen wave triangle 1 2 0 7 - blendfunc GL_ONE GL_ONE - } - { - map models/weapons2/lightning/trail2.tga - tcMod scroll -1.7 1 - rgbgen wave triangle 1 1.1 0 5.1 - blendfunc GL_ONE GL_ONE - } -} - -//******************************************************// -// models/weapons2/machinegun subfolder // -//******************************************************// - -models/weapons2/machinegun/f_machinegun -{ - sort additive - cull disable - { - map models/weapons2/machinegun/f_machinegun.tga - blendfunc GL_ONE GL_ONE - } -} - -//******************************************************// -// models/weapons2/plasma subfolder // -//******************************************************// - -models/weapons2/plasma/f_plasma -{ - cull disable - sort additive - { - map models/weapons2/plasma/f_plasma.tga - blendfunc GL_ONE GL_ONE - } -} - -models/weapons2/plasma/plasma_glass -{ - - { - map textures/effects/tinfxb.tga - tcGen environment - tcMod scroll .01 .02 - blendfunc GL_ONE GL_ONE - rgbGen lightingDiffuse - } -} - -models/weapons2/plasma/plasma_glo -{ - - { - map models/weapons2/plasma/plasma_glo.tga - tcmod rotate 33 - tcMod scroll .7 1 - rgbGen identity - } - { - map textures/effects/tinfxb.tga - tcGen environment - tcMod scroll .01 .02 - blendfunc GL_ONE GL_ONE - rgbGen lightingDiffuse - } -} - -//******************************************************// -// models/weapons2/railgun subfolder // -//******************************************************// - -models/weapons2/railgun/f_railgun2 -{ - sort additive - cull disable - { - map models/weapons2/railgun/f_railgun2.tga - blendfunc GL_ONE GL_ONE - rgbgen entity - } -} - -models/weapons2/railgun/railgun2 -{ - sort additive - cull disable - { - map models/weapons2/railgun/railgun2.glow.tga - blendfunc GL_ONE GL_ONE - rgbGen entity // identity - } -} - -models/weapons2/railgun/railgun3 -{ - { - map models/weapons2/railgun/railgun3.tga - rgbGen lightingDiffuse - } - - { - map models/weapons2/railgun/railgun3.glow.tga - blendfunc GL_ONE GL_ONE - rgbGen entity // identity - } -} - -models/weapons2/railgun/railgun4 -{ - { - map models/weapons2/railgun/railgun4.tga - tcMod scroll 0 1 - rgbGen entity // identity - } - -} - -//******************************************************// -// models/weapons2/rocketl subfolder // -//******************************************************// - -models/weapons2/rocketl/f_rocketl -{ - cull disable - sort additive - { - map models/weapons2/rocketl/f_rocketl.tga - blendfunc GL_ONE GL_ONE - } -} - -// this one can go away eventually -models/weapons2/rocketl/rocketl14 -{ - cull disable - sort additive - { - map models/weapons2/rocketl/f_rocketl.tga - blendfunc GL_ONE GL_ONE - } -} - -//******************************************************// -// models/weapons2/shotgun subfolder // -//******************************************************// - -models/weapons2/shotgun/f_shotgun -{ - sort additive - cull disable - { - map models/weapons2/shotgun/f_shotgun.tga - blendfunc add - } -} - -models/weapons2/shotgun/shotgun_laser -{ - - { - map models/weapons2/shotgun/shotgun_laser.tga - blendfunc add - } -} - - -//**************************************************************// -// // -// MODELS/WEAPHITS // -// // -//**************************************************************// - -models/weaphits/bfg01 -{ - deformVertexes autoSprite - cull none - - { - clampmap models/weaphits/bfg01.tga - blendFunc GL_ONE GL_ONE - tcMod rotate 333 - rgbGen identity - } - { - clampmap models/weaphits/bfg01.tga - blendFunc GL_ONE GL_ONE - tcMod rotate -100 - rgbGen identity - } - -} - -models/weaphits/bfg02 -{ - cull none - nomipmaps - { - map models/weaphits/bfg03.tga - blendFunc GL_ONE GL_ONE - tcmod scroll 2 0 - rgbGen identity - } - { - map models/weaphits/bfg02.tga - blendFunc GL_ONE GL_ONE - tcmod scroll 3 0 - tcMod turb 0 .25 0 1.6 - rgbGen identity - } -} - -models/weaphits/electric -{ - cull none - - { - clampmap models/weaphits/electric.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle .8 2 0 9 - tcMod rotate 360 - } - { - clampmap models/weaphits/electric.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle 1 1.4 0 9.5 - tcMod rotate -202 - } - -} - diff --git a/install/installs/Q3Pack/install/baseq3/scripts/museum.shader b/install/installs/Q3Pack/install/baseq3/scripts/museum.shader deleted file mode 100644 index 0d65b92..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/museum.shader +++ /dev/null @@ -1,27 +0,0 @@ - -////////////////////////////// -// Rainy Concrete floor // -////////////////////////////// - -textures/base_floor/concfloor_rain -{ - tessSize 32 - deformVertexes normal 1 15 - { - map textures/base_floor/concfloor_rain.tga - rgbGen identity - } - { - map textures/liquids/pj_e3_reflection2b.tga - tcgen environment - rgbgen wave sin .3 0 0 0 - tcmod scale 2 2 - tcMod scroll .5 .5 - } - { - map $lightmap - blendFunc filter - rgbGen identity - } -} - diff --git a/install/installs/Q3Pack/install/baseq3/scripts/organics.shader b/install/installs/Q3Pack/install/baseq3/scripts/organics.shader deleted file mode 100644 index c4b23cf..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/organics.shader +++ /dev/null @@ -1,32 +0,0 @@ - -textures/organics/dirt_trans -{ - qer_editorimage textures/organics/dirt.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/organics/dirt.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/organics/wire02a_f -{ - q3map_surfacelight 200 - { - map $lightmap - rgbGen identity - } - { - map textures/organics/wire02a_f.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/baseq3/scripts/sfx.shader b/install/installs/Q3Pack/install/baseq3/scripts/sfx.shader deleted file mode 100644 index 5edf979..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/sfx.shader +++ /dev/null @@ -1,3253 +0,0 @@ -textures/sfx/beam -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - cull none - - { - map textures/sfx/beam.tga - tcMod Scroll .3 0 - blendFunc add - } - -} - -textures/sfx/beam_blue - { - qer_editorimage textures/sfx/beam_blue4.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - qer_trans .6 - cull none - { - map textures/sfx/beam_blue4.tga - tcMod Scroll .3 0 - blendFunc add - } - -} - -textures/sfx/beam_dusty2 -{ - qer_editorimage textures/sfx/beam_1.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - cull none - { - map textures/sfx/beam_1.tga - blendFunc add - } -} - -textures/sfx/beam_red -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - qer_trans .5 - cull none - { - map textures/sfx/beam_red.tga - tcMod Scroll .3 0 - blendFunc add - } - -} - -textures/sfx/beam_waterlight2 -{ - qer_editorimage textures/sfx/beam_waterlight.tga - q3map_globaltexture - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - q3map_surfacelight 50 - qer_trans 0.6 - cull none - { - map textures/sfx/beam_waterlight.tga - tcMod turb 0 0.015 0.5 0.07 - tcMod Scroll .15 0 - blendFunc add - } - -} - -textures/sfx/blackness -{ - surfaceparm nolightmap - surfaceparm noimpact - surfaceparm nomarks - { - map textures/sfx/blackness.tga - } -} - -textures/sfx/blocks17final_pent -{ - qer_editorimage textures/sfx/blocks17final_pent.tga - { - map textures/sfx/blocks17final_pent.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/pentagramfloor_red_glow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 0 .5 - depthfunc equal - } -} - -textures/sfx/blocks17g_jumpad -{ - surfaceparm nodamage - q3map_surfacelight 400 - - - { - map textures/sfx/blocks17g_jumpad.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/blocks18ccomputer -{ - - surfaceparm nodamage - q3map_surfacelight 200 - - - { - map textures/sfx/blocks18ccomputer.tga - rgbGen identity - } - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - - { - animMap 2 textures/sfx/compscreen/letters1.tga textures/sfx/compscreen/letters2.tga textures/sfx/compscreen/letters3.tga textures/sfx/compscreen/letters5.tga textures/sfx/compscreen/letters4.tga textures/sfx/compscreen/letters5.tga textures/sfx/compscreen/letters5.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 2 - } - -} - -textures/sfx/border11c -{ - q3map_surfacelight 300 - q3map_lightimage textures/base_trim/border11c_pulse1.tga - qer_editorimage textures/base_trim/border11c.tga - - { - map textures/base_trim/border11c.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/base_trim/border11c_light.tga - blendfunc gl_one gl_one - rgbgen wave sin 1 .1 0 5 - } - - - { - map textures/base_trim/border11c_pulse1b.tga - blendfunc gl_one gl_one - tcmod scale .035 1 - tcmod scroll -0.65 0 - - - } - - -} - -textures/sfx/bounce_concrete -{ - - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/bounce_concrete.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc filter - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc add - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc add - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bounce_dirt -{ - - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/bounce_dirt.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc filter - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc add - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc add - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bounce_largeblock3 -{ - - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/bounce_largeblock3.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bounce_largeblock3b -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/bounce_largeblock3b.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bounce_metalbridge04 -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/bounce_metalbridge04.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bounce_xq1metalbig -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/bounce_xq1metalbig.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bouncepad01_block17 -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 1000 - - - { - map textures/sfx/bouncepad01_block17.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bouncepad01_metalbridge06b -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/bouncepad01_metalbridge06b.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bouncepad01_xarch -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/bouncepad01_xarch.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bouncepad01block18b -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 2000 - - - { - map textures/sfx/bouncepad01block18b.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bouncepad1q1metal7_99 -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 2000 - - - { - map textures/sfx/bouncepad1q1metal7_99.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bugmirror -{ - qer_editorimage textures/sfx/mirrorkc.tga - surfaceparm nolightmap - portal - { - map textures/common/mirror1.tga - blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA - depthWrite - } - { - map textures/sfx/mirrorkc.tga - blendFunc add - depthfunc equal - } -} - -textures/sfx/bullseye -{ - cull disable - surfaceparm nomarks - surfaceparm nolightmap - deformVertexes autosprite - - { - clampmap textures/sfx/bullseye.tga - tcMod stretch sin .8 0.2 0 .2 - tcmod rotate 200 - blendFunc add - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - tcMod stretch sin .8 0.2 0 .3 - tcmod rotate 70 - alphaFunc GE128 - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - tcMod stretch sin .8 0.2 0 .2 - tcmod rotate 50 - alphaFunc GE128 - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - tcMod stretch sin .8 0.2 0 .1 - tcmod rotate 30 - alphaFunc GE128 - rgbGen identity - } - -} - -textures/sfx/clangdark_bounce -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/clangdark_bounce.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/computer_blocks17 -{ - surfaceparm nodamage - q3map_surfacelight 200 - - - { - map textures/sfx/computer_blocks17.tga - rgbGen identity - } - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - - { - animMap 2 textures/sfx/compscreen/letters1.tga textures/sfx/compscreen/letters2.tga textures/sfx/compscreen/letters3.tga textures/sfx/compscreen/letters5.tga textures/sfx/compscreen/letters4.tga textures/sfx/compscreen/letters5.tga textures/sfx/compscreen/letters5.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 2 - } - -} - -textures/sfx/computerblocks15 -{ - surfaceparm nodamage - q3map_surfacelight 200 - - - { - map textures/sfx/computerblocks15.tga - rgbGen identity - } - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - - { - animMap 2 textures/sfx/compscreen/letters1.tga textures/sfx/compscreen/letters2.tga textures/sfx/compscreen/letters3.tga textures/sfx/compscreen/letters5.tga textures/sfx/compscreen/letters4.tga textures/sfx/compscreen/letters5.tga textures/sfx/compscreen/letters5.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 2 - } -} - -textures/sfx/computerpurptileb -{ - surfaceparm nodamage - q3map_surfacelight 200 - - - { - map textures/sfx/computerpurptileb.tga - rgbGen identity - } - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - - - { - animMap 2 textures/sfx/compscreen/letters1.tga textures/sfx/compscreen/letters2.tga textures/sfx/compscreen/letters3.tga textures/sfx/compscreen/letters5.tga textures/sfx/compscreen/letters4.tga textures/sfx/compscreen/letters5.tga textures/sfx/compscreen/letters5.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 2 - } - -} - -textures/sfx/console01 -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - qer_trans .5 - q3map_surfacelight 150 - q3map_lightimage textures/sfx/console01.tga - cull none - { - clampmap textures/sfx/console01.tga - - tcMod rotate 20 - blendFunc GL_ONE GL_ONE - } - { - clampmap textures/sfx/console02.tga - - tcMod rotate -200 - blendFunc GL_ONE GL_ONE - } - -} - -textures/sfx/console03 -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - q3map_surfacelight 150 - q3map_lightimage textures/sfx/console03.tga - cull none - { - clampmap textures/sfx/console01.tga - - tcMod rotate 20 - blendFunc GL_ONE GL_ONE - } - { - clampmap textures/sfx/console02.tga - - tcMod rotate -400 - blendFunc GL_ONE GL_ONE - } - { - clampmap textures/sfx/console03.tga - - tcMod rotate 40 - blendFunc GL_ONE GL_ONE - } -} - -textures/sfx/constfog -{ - qer_editorimage textures/sfx/fog_grey.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - surfaceparm nodrop - q3map_surfacelight 100 - fogparms ( .8 .8 .8 ) 100 -} - -textures/sfx/demonltblackfinal -{ - q3map_lightimage textures/sfx/demonltblackfinal_glow2.tga - q3map_surfacelight 100 - surfaceparm nomarks - - { - map $lightmap - rgbgen identity - } - - { - map textures/sfx/demonltblackfinal.tga - blendfunc gl_dst_color gl_zero - rgbgen identity - } - - { - map textures/sfx/demonltblackfinal_glow2.tga - blendfunc gl_one gl_one - rgbgen wave sin .9 .1 0 5 - } - -} - -textures/sfx/diamond2cjumppad -{ - qer_editorimage textures/sfx/bouncepad01_diamond2cTGA.tga - //q3map_surfacelight 2000 - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 500 - - - { - map textures/sfx/bouncepad01_diamond2cTGA.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/dust_puppy2 -{ - - surfaceparm trans - surfaceparm alphashadow - surfaceparm nomarks - cull none - - { - map textures/sfx/dust_puppy2.tga - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/sfx/fan -{ - surfaceparm trans - surfaceparm nomarks - cull none - nopicmip - { - clampmap textures/sfx/fan.tga - tcMod rotate 256 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/sfx/fan3 -{ - cull disable - surfaceparm alphashadow - sort 6 - { - map textures/sfx/fan3.tga - blendFunc blend - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } -} - -textures/sfx/fan3bladeb -{ - cull disable - surfaceparm trans - surfaceparm nolightmap - sort 5 - { - clampmap textures/sfx/fan3bladeb.tga - blendFunc blend - tcmod rotate 999 - rgbGen identity - } - -} - -textures/sfx/fan_grate -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm metalsteps - cull none - nopicmip - { - map textures/sfx/fan_grate.tga - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/sfx/fanfx -{ - qer_editorimage textures/sfx/fanfx.tga - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - cull none - nopicmip - - { - clampmap textures/sfx/fanfx.tga - tcMod rotate 256 - blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR - rgbGen exactVertex - depthWrite - } -} - -textures/sfx/fishy -{ - tesssize 32 - deformVertexes wave 10 sin 0 3 0 .5 - cull disable - surfaceparm nolightmap - surfaceparm nomarks - - { - clampmap textures/sfx/fishy.tga - alphaFunc GE128 - tcMod stretch sin .8 0.10 0 .07 - depthWrite - - } - - -} - -textures/sfx/flame1 -{ - surfaceparm nomarks - surfaceparm nolightmap - surfaceparm trans - cull none - q3map_surfacelight 7500 - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flame1_hell -{ - qer_editorimage textures/sfx/flame1.tga - surfaceparm nomarks - surfaceparm nolightmap - surfaceparm trans - cull none - q3map_surfacelight 600 - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flame1dark -{ - qer_editorimage textures/sfx/flame1.tga - surfaceparm nomarks - surfaceparm nolightmap - surfaceparm trans - cull none - q3map_surfacelight 2000 - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flame1km -{ - qer_editorimage textures/sfx/flame1.tga - surfaceparm nomarks - surfaceparm nolightmap - surfaceparm trans - cull none - q3map_surfacelight 4000 - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flame1side -{ - qer_editorimage textures/sfx/flame1side.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - - surfaceparm nolightmap - cull none - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flame2 -{ - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 5500 - qer_editorimage textures/sfx/flame2.tga - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flameanim_blue -{ - qer_editorimage textures/sfx/b_flame1.tga - q3map_lightimage textures/sfx/b_flame7.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 1800 - { - animMap 10 textures/sfx/b_flame1.tga textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga textures/sfx/b_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/b_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flameanim_blue_nolight -{ - qer_editorimage textures/sfx/b_flame1.tga - q3map_lightimage textures/sfx/b_flame7.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - { - animMap 10 textures/sfx/b_flame1.tga textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga textures/sfx/b_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/b_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flameanim_blue_pj -{ - qer_editorimage textures/sfx/b_flame1.tga - q3map_lightimage textures/sfx/b_flame7.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 2500 - - { - animMap 10 textures/sfx/b_flame1.tga textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga textures/sfx/b_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/b_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flameanim_dimmer -{ - qer_editorimage textures/sfx/flame1.tga - q3map_lightimage textures/sfx/flame6.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 1500 - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flameanim_green_pj -{ - qer_editorimage textures/sfx/g_flame1.tga - q3map_lightimage textures/sfx/g_flame6.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 2500 - { - animMap 10 textures/sfx/g_flame1.tga textures/sfx/g_flame2.tga textures/sfx/g_flame3.tga textures/sfx/g_flame4.tga textures/sfx/g_flame5.tga textures/sfx/g_flame6.tga textures/sfx/g_flame7.tga textures/sfx/g_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - } - { - animMap 10 textures/sfx/g_flame2.tga textures/sfx/g_flame3.tga textures/sfx/g_flame4.tga textures/sfx/g_flame5.tga textures/sfx/g_flame6.tga textures/sfx/g_flame7.tga textures/sfx/g_flame8.tga textures/sfx/g_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - { - map textures/sfx/g_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } -} - -textures/sfx/flameanim_red -{ - qer_editorimage textures/sfx/r_flame1.tga - q3map_lightimage textures/sfx/r_flame3.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 1800 - { - animMap 10 textures/sfx/r_flame1.tga textures/sfx/r_flame2.tga textures/sfx/r_flame3.tga textures/sfx/r_flame4.tga textures/sfx/r_flame5.tga textures/sfx/r_flame6.tga textures/sfx/r_flame7.tga textures/sfx/r_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/r_flame2.tga textures/sfx/r_flame3.tga textures/sfx/r_flame4.tga textures/sfx/r_flame5.tga textures/sfx/r_flame6.tga textures/sfx/r_flame7.tga textures/sfx/r_flame8.tga textures/sfx/r_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/r_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flameanim_red_nolight -{ - qer_editorimage textures/sfx/r_flame1.tga - q3map_lightimage textures/sfx/r_flame3.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - animMap 10 textures/sfx/r_flame1.tga textures/sfx/r_flame2.tga textures/sfx/r_flame3.tga textures/sfx/r_flame4.tga textures/sfx/r_flame5.tga textures/sfx/r_flame6.tga textures/sfx/r_flame7.tga textures/sfx/r_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/r_flame2.tga textures/sfx/r_flame3.tga textures/sfx/r_flame4.tga textures/sfx/r_flame5.tga textures/sfx/r_flame6.tga textures/sfx/r_flame7.tga textures/sfx/r_flame8.tga textures/sfx/r_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/r_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flameanim_red_pj -{ - qer_editorimage textures/sfx/r_flame1.tga - q3map_lightimage textures/sfx/r_flame3.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 2500 - { - animMap 10 textures/sfx/r_flame1.tga textures/sfx/r_flame2.tga textures/sfx/r_flame3.tga textures/sfx/r_flame4.tga textures/sfx/r_flame5.tga textures/sfx/r_flame6.tga textures/sfx/r_flame7.tga textures/sfx/r_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/r_flame2.tga textures/sfx/r_flame3.tga textures/sfx/r_flame4.tga textures/sfx/r_flame5.tga textures/sfx/r_flame6.tga textures/sfx/r_flame7.tga textures/sfx/r_flame8.tga textures/sfx/r_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/r_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/fog_intel -{ - qer_editorimage textures/sfx/fog_yel.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms ( .75 .38 0 ) 800 -} - -textures/sfx/fog_mkcdm4 -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms ( .5 0 0 ) 96 -} - -textures/sfx/fog_pjdm1 -{ - qer_editorimage textures/sfx/fog_grey.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms ( .733 .737 .620 ) 300 - -} - -textures/sfx/fog_q3dm10 -{ - qer_editorimage textures/sfx/fog_yel.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms ( 0.75 0.38 0 ) 128 -} - -textures/sfx/fog_timctf1 -{ - qer_editorimage textures/sfx/fog_grey.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms ( .729 .729 .780 ) 464 - -} - -textures/sfx/fog_timdm1 -{ - qer_editorimage textures/sfx/fog_yel.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms ( .615 .309 0 ) 616 -} - -textures/sfx/fog_timdm2 -{ - qer_editorimage textures/sfx/fog_yel.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms ( .615 .309 0 ) 356 -} - -textures/sfx/fog_timdm8 -{ - qer_editorimage textures/sfx/fog_green.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms ( .211 .231 .094 ) 250 -} - -textures/sfx/healthfloor -{ - - { - map textures/sfx/proto_zzztblu2.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 2 2 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 130 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 80 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - clampmap textures/sfx/healthfloor.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/sfx/hellfog -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 100 - fogparms ( .55 .11 .1 ) 300 - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - -textures/sfx/hellfog_1k -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 200 - fogparms ( .5 .12 .1 ) 300 - - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - } -} - -textures/sfx/hellfog_mini_dm10 -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 50 - fogparms ( .5 .12 .1 ) 16 - - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - -textures/sfx/hellfog_pj_dm10 -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 50 - fogparms ( .5 .12 .1 ) 392 - - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - -textures/sfx/hellfog_tim_dm14 -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 50 - fogparms ( .55 .11 .1 ) 128 - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - - -} - -textures/sfx/hellfogdense -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 100 - fogparms ( .55 .11 .1 ) 128 - - - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - -textures/sfx/jacobs_x -{ - deformVertexes wave 100 sin 0 1 0 5 - q3map_surfacelight 300 - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - Map textures/sfx/jacobs_x.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle 1 2 0 7 - //tcMod rotate 103 - } -} - -textures/sfx/kc_hellfog_1k -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 300 - q3map_lightsubdivide 32 - fogparms ( .5 .12 .1 ) 225 - - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - -textures/sfx/kenelectric -{ - { - map textures/sfx/kenelectric.tga - blendFunc GL_ONE GL_ZERO - tcmod scale 7 7 - tcMod scroll 5 -5 - tcmod rotate 360 - rgbGen identity - } - { - map textures/effects/tinfx2.tga - tcGen environment - blendFunc GL_ONE GL_ONE - } -} - -textures/sfx/largerblock3b3_pent -{ - qer_editorimage textures/sfx/largerblock3b3_pent.tga - { - map textures/sfx/largerblock3b3_pent.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/pentagramfloor_red_glow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 0 .5 - depthfunc equal - } -} - -textures/sfx/largerblock3b3x128_pent -{ - q3map_lightimage textures/sfx/pentagramfloor_blue3glowtest.tga - q3map_surfacelight 100 - surfaceparm nomarks - - { - map $lightmap - rgbgen identity - } - - { - map textures/sfx/largerblock3b3x128_pent.tga - blendfunc gl_dst_color gl_zero - rgbgen identity - } - - { - map textures/sfx/pentagramfloor_blue3glowtest.tga - blendfunc gl_one gl_one - rgbgen wave sin .9 .1 0 5 - } - -} - -textures/sfx/largerblock3b3x128_pentred -{ - qer_editorimage textures/sfx/largerblock3b3x128_pent.tga - q3map_lightimage textures/gothic_floor/pent_glow.tga - q3map_surfacelight 500 - - { - map $lightmap - rgbGen identity - } - { - map textures/sfx/largerblock3b3x128_pent.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_floor/pent_glow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 0 0.5 - } -} - -textures/sfx/launchpad_blocks17 -{ - - { - map $lightmap - rgbGen identity - } - - { - map textures/sfx/launchpad_blocks17.tga - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/launchpad_dot.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 1 0 1 - } - - { - animmap 4 textures/sfx/launchpad_arrow.tga textures/sfx/launchpad_arrow2.tga textures/sfx/launchpad_arrow2.tga textures/sfx/launchpad_arrow2.tga - blendfunc gl_one gl_one - tcmod scroll 0 2 - } - -} - -textures/sfx/launchpad_blocks18d -{ - { - map $lightmap - rgbGen identity - } - - { - map textures/sfx/launchpad_blocks18d.tga - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/launchpad_dot.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 1 0 1 - } - - { - animmap 4 textures/sfx/launchpad_arrow.tga textures/sfx/launchpad_arrow2.tga textures/sfx/launchpad_arrow2.tga textures/sfx/launchpad_arrow2.tga - blendfunc gl_one gl_one - tcmod scroll 0 2 - } - -} - -textures/sfx/launchpad_diamond -{ - - { - map $lightmap - rgbGen identity - } - - { - map textures/sfx/launchpad_diamond.tga - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/launchpad_dot.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 1 0 1 - } - - { - animmap 4 textures/sfx/launchpad_arrow.tga textures/sfx/launchpad_arrow2.tga textures/sfx/launchpad_arrow2.tga textures/sfx/launchpad_arrow2.tga - blendfunc gl_one gl_one - tcmod scroll 0 2 - } - -} - -textures/sfx/launchpad_metalbridge04d -{ - - { - map $lightmap - rgbGen identity - } - - { - map textures/sfx/launchpad_metalbridge04d.tga - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/launchpad_dot.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 1 0 1 - } - - { - animmap 4 textures/sfx/launchpad_arrow.tga textures/sfx/launchpad_arrow2.tga textures/sfx/launchpad_arrow2.tga textures/sfx/launchpad_arrow2.tga - blendfunc gl_one gl_one - tcmod scroll 0 2 - } - -} - -textures/sfx/lavabeam -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - cull none - nomipmaps - { - map textures/sfx/lavabeam.tga - tcMod Scroll 999 0 - blendFunc add - } - -} - -textures/sfx/lightmap -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm nodrop - surfaceparm fog - fogparms ( .7 .1 .1 ) 64 - - - - { - map $lightmap - blendFunc GL_dst_color GL_one - tcmod scale 1 .01 - tcMod scroll 1 -2 - } - - -} - -textures/sfx/metalbridge06_bounce -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/metalbridge06_bounce.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/metaltech12final_bounce -{ - - //q3map_surfacelight 2000 - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/metaltech12final_bounce.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/mkc_bigflame -{ - - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - qer_editorimage textures/sfx/flame1.tga - q3map_surfacelight 500 - surfaceparm nolightmap - cull none - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/mkc_fog_ctfblue -{ - qer_editorimage textures/sfx/fog_blue.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - fogparms ( 0.2 0.2 0.25 ) 320 - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } -} - -textures/sfx/mkc_fog_ctfblue2 -{ - qer_editorimage textures/sfx/fog_blue.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - fogparms ( 0.1 0.1 0.3 ) 320 - - q3map_surfacelight 40 - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } -} - -textures/sfx/mkc_fog_ctfred -{ - qer_editorimage textures/sfx/fog_purp.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - fogparms ( 0.3 0.2 0.2 ) 320 - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } -} - -textures/sfx/mkc_fog_tdm3 -{ - qer_editorimage textures/sfx/fog_purp.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - fogparms ( 0.3 0.2 0.2 ) 320 - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } -} - -textures/sfx/omm -{ - - surfaceparm trans - surfaceparm alphashadow - surfaceparm nomarks - cull none - - { - map textures/sfx/omm.tga - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/sfx/pentagramfloor_red3test -{ - { - map textures/sfx/pentagramfloor_red3test.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/pentagramfloor_red3glowtest.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 0 .5 - depthfunc equal - } -} - -textures/sfx/pentfloor_diamond2c -{ - qer_editorimage textures/sfx/pentfloor_diamond2c.tga - { - map textures/sfx/pentfloor_diamond2c.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/pentagramfloor_red_glow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 0 .5 - depthfunc equal - } -} - -textures/sfx/pj_a1_fog1 -{ - qer_editorimage textures/sfx/fog_grey.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - surfaceparm nodrop - q3map_surfacelight 30 - fogparms ( .5 .5 .5 ) 512 -} - -textures/sfx/portal2_sfx -{ - qer_editorimage textures/sfx/portalfog.tga - portal - surfaceparm nolightmap - deformVertexes wave 100 sin 0 2 0 .5 - - - { - map textures/sfx/portal_sfx3.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - depthWrite - } - - - { - map textures/sfx/portal_sfx1.tga - blendfunc gl_dst_color gl_zero - tcMod rotate 360 - } - - { - map textures/sfx/portal_sfx.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 .5 .2 .5 - } - - { - map textures/sfx/portalfog.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - //alphagen portal 128 - rgbGen identityLighting - tcmod rotate .1 //.1 - tcmod scroll .01 .03 - } -} - -textures/sfx/portal_sfx -{ - portal - surfaceparm nolightmap - deformVertexes wave 100 sin 0 2 0 .5 - - - { - map textures/sfx/portal_sfx3.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - depthWrite - } - - - { - map textures/sfx/portal_sfx1.tga - blendfunc gl_dst_color gl_zero - tcMod rotate 360 - } - - { - map textures/sfx/portal_sfx.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 .5 .2 .5 - } - - { - map textures/sfx/portalfog.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - alphagen portal 256 - rgbGen identityLighting - tcmod rotate .1 //.1 - tcmod scroll .01 .03 - } -} - -textures/sfx/portal_sfx_ring -{ - deformVertexes wave 100 sin 0 2 0 .5 - cull none - - { - map textures/sfx/portal_sfx_ring_blue1.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - } - - - { - map textures/sfx/portal_sfx_ring_electric.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 1 .2 .5 - tcmod scroll 0 .5 - - } - - { - map textures/sfx/portal_sfx1.tga - blendfunc gl_dst_color gl_zero - tcMod rotate 360 - } - - { - map textures/sfx/portal_sfx_ring.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 .5 .2 .5 - } - -} - -textures/sfx/proto_hellfog -{ -qer_editorimage textures/sfx/fog_red.tga -surfaceparm trans -surfaceparm nonsolid -surfaceparm fog -surfaceparm nolightmap - -fogparms ( .275 .012 0 ) 500 -} - -textures/sfx/proto_zzztblu3 -{ - surfaceparm nolightmap - surfaceparm nonsolid - cull twosided - { - map textures/sfx/proto_zzztblu3.tga - tcGen environment - tcMod turb 0 0.25 0 0.5 - tcmod scroll 1 1 - blendfunc GL_ONE GL_ONE - } -} - -textures/sfx/pureblack -{ - qer_editorimage textures/skies/blacksky.tga - surfaceparm noimpact - surfaceparm nolightmap - { - map textures/skies/blacksky.tga - } -} - -textures/sfx/q3dm14fog -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 100 - fogparms ( .55 .11 .1 ) 256 - - - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - -textures/sfx/q3dm9fog -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 100 - fogparms ( .55 .11 .1 ) 256 - - - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - -textures/sfx/q3tourney3fog -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 100 - fogparms ( .55 .11 .1 ) 384 - - - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - -textures/sfx/rain -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - qer_trans .5 - deformVertexes move 3 1 0 sin 0 5 0 0.2 - deformVertexes move .6 3.3 0 sin 0 5 0 0.4 - deformVertexes wave 30 sin 0 10 0 .2 - cull none - - { - map textures/sfx/rain.tga - tcMod Scroll .5 -8 - tcMod turb .1 .25 0 -.1 - blendFunc GL_ONE GL_ONE - } - { - map textures/sfx/rain.tga - tcMod Scroll .01 -6.3 - - blendFunc GL_ONE GL_ONE - } - - -} - -textures/sfx/smallerblock3b3dim_pent -{ - qer_editorimage textures/sfx/smallerblock3b3dim_pent.tga - { - map textures/sfx/smallerblock3b3dim_pent.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/pentagramfloor_red_glow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 0 .5 - depthfunc equal - } -} - -textures/sfx/spawn_floor -{ - - { - map textures/sfx/firegorre2.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 2 2 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 130 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 80 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - map textures/sfx/spawn_floor.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/sfx/spawn_floord2c -{ - - { - map textures/sfx/proto_zzztblu.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 5.6 - tcmod scale 2 2 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 130 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 80 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - map textures/sfx/spawn_floord2c.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/sfx/teslacoil -{ - cull none - q3map_lightimage textures/sfx/tesla1.tga - qer_editorimage textures/sfx/tesla1.tga - q3map_surfacelight 100 - - { - map $lightmap - tcgen environment - blendfunc filter - } - - { - map textures/sfx/tesla1.tga - blendfunc add - rgbgen wave sawtooth 0 1 0 5 - tcmod scale 1 .5 - tcmod turb 0 .1 0 1 - tcMod scroll -1 -1 - } - - - - { - map textures/sfx/electricslime.tga - blendfunc add - rgbgen wave sin 0 .5 0 1 - tcmod scale .5 .5 - tcmod turb 0 .1 0 1 - tcmod rotate 180 - tcmod scroll -1 -1 - } - - { - map textures/sfx/cabletest2.tga - blendfunc blend - } - - -} - -textures/sfx/teslacoil3 -{ - cull none - q3map_lightimage textures/sfx/tesla1b.tga - q3map_surfacelight 100 - qer_editorimage textures/sfx/cabletest2.tga - surfaceparm nolightmap - - - - { - map textures/sfx/cabletest2.tga - blendfunc blend - } - - - { - map textures/sfx/electricslime2.tga - blendfunc add - rgbGen wave square .25 .25 0 2.5 - tcmod scale 1 1 - tcMod scroll 1 1 - } - - - - { - map textures/sfx/tesla1b.tga - blendfunc add - rgbgen wave square 0 1 0 3 - tcmod scale 1 1 - tcMod scroll -2 1 - } - -} - -textures/sfx/testconstantfog -{ - qer_editorimage textures/sfx/fog_green.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - surfaceparm nodrop - q3map_surfacelight 100 - fogparms ( 0 1 0 ) 300 -} - -textures/sfx/x_conduit -{ - q3map_lightimage textures/sfx/x_conduit.tga - surfaceparm nomarks - q3map_surfacelight 100 - { - map $lightmap - rgbGen identity - } - { - map textures/sfx/x_conduit.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - { animMap 10 textures/sfx/x_conduit2.tga textures/sfx/x_conduit3.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - } - { - map textures/sfx/x_conduit2.tga - blendfunc GL_ONE GL_ONE - tcmod scale -1 1 - rgbGen wave sin .5 0.5 0 7 - } - { - map textures/sfx/x_conduit3.tga - blendfunc GL_ONE GL_ONE - tcmod scale -1 1 - rgbgen wave triangle .2 1 0 9 - } -} - -textures/sfx/xblackfog -{ -qer_editorimage textures/sfx/fog_black.tga -qer_nocarve -surfaceparm trans -surfaceparm nonsolid -surfaceparm fog -surfaceparm nolightmap -fogparms ( 0 0 0 ) 128 - -} - -textures/sfx/xbluefog -{ - qer_editorimage textures/sfx/fog_blue.tga - q3map_surfacelight 300 - q3map_lightsubdivide 64 - q3map_lightimage textures/sfx/xbluelightimage.tga - - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - qer_nocarve - fogparms ( 0.3 0.3 0.9 ) 128 - -} - -textures/sfx/xbluefogx128 -{ - qer_editorimage textures/sfx/fog_blue.tga - q3map_surfacelight 300 - q3map_lightsubdivide 128 - - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - qer_nocarve - fogparms ( 0.3 0.3 0.9 ) 128 - -} - -textures/sfx/xdensegreyfog -{ - qer_editorimage textures/sfx/fog_grey.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - qer_nocarve - - fogparms ( 0.7 0.7 0.7 ) 1700 -} - -textures/sfx/xfinalfog -{ -qer_editorimage textures/sfx/fog_grey.tga -surfaceparm trans -surfaceparm nonsolid -surfaceparm fog -surfaceparm nolightmap -qer_nocarve -fogparms ( 0.7 0.7 0.7 ) 3000 - -} - -textures/sfx/xfinalfoginvert -{ -qer_editorimage textures/sfx/fog_black.tga -qer_nocarve -surfaceparm trans -surfaceparm nonsolid -surfaceparm fog -surfaceparm nolightmap -qer_nocarve -fogparms ( 0 0 0 ) 256 - -} - -textures/sfx/xflame1 -{ - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 7500 - qer_editorimage textures/sfx/flame1.tga - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/xflame1side -{ - surfaceparm trans - surfaceparm nomarks - qer_editorimage textures/sfx/flame1.tga - surfaceparm nolightmap - cull none - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/xflame2 -{ - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 5500 - qer_editorimage textures/sfx/flame1.tga - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/xflame2_1800 -{ - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 1800 - qer_editorimage textures/sfx/flame1.tga - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/xflame2_2250 -{ - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 2250 - qer_editorimage textures/sfx/flame1.tga - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/xflamebright -{ - deformVertexes autoSprite2 - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 3000 - qer_editorimage textures/sfx/flame1.tga - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } -} - -textures/sfx/xian_dm3padwall - { - q3map_surfacelight 100 - q3map_lightimage textures/sfx/xian_dm3padwallglow.tga - qer_editorimage textures/sfx/xian_dm3padwall.tga - - { - map textures/sfx/xian_dm3padwall.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - - { - map textures/sfx/xian_dm3padwallglow.tga - blendfunc gl_one gl_one - rgbgen wave sin 0 1 0 .5 - tcmod scale 1 .05 - tcmod scroll 0 1 - } - -} - -textures/sfx/xlightgreyfog -{ -qer_editorimage textures/sfx/fog_grey.tga -surfaceparm trans -surfaceparm nonsolid -surfaceparm fog -surfaceparm nolightmap -qer_nocarve -fogparms ( 0.7 0.7 0.7 ) 1400 - -} - -textures/sfx/xmetalfloor_wall_14b -{ - qer_editorimage textures/sfx/metalfloor_wall_14b.tga - q3map_lightimage textures/sfx/metalfloor_wall_14bglow2.tga - q3map_surfacelight 50 - { - map textures/sfx/metalfloor_wall_14b.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/metalfloor_wall_14bglow2.tga - blendfunc gl_one gl_one - } -} - -textures/sfx/xmetalfloor_wall_5b -{ - qer_editorimage textures/sfx/metalfloor_wall_5b.tga - - { - map textures/sfx/metalfloor_wall_7b.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/metalfloor_wall_5bglowblu.tga - blendfunc gl_one gl_one - rgbgen wave sin .5 .2 0 .1 - } -} - -textures/sfx/xmetalfloor_wall_9b -{ - qer_editorimage textures/sfx/metalfloor_wall_9b.tga - - { - map textures/sfx/metalfloor_wall_9b.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/metalfloor_wall_9bglow.tga - blendfunc gl_one gl_one - } -} - -textures/sfx/xq1metalbig_jumppad -{ - qer_editorimage textures/gothic_floor/q1metal7_98d_256x256.tga - surfaceparm nodamage - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_floor/q1metal7_98d_256x256.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - clampmap textures/sfx/surface6jumppad.blend.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin 0.75 0.25 0 .2 - tcMod stretch sin 0.80 0.20 0 1 - } -} - -textures/sfx/xredfog -{ - q3map_lightimage textures/sfx/xredlightimage.tga - qer_editorimage textures/sfx/fog_red.tga - q3map_surfacelight 300 - q3map_lightsubdivide 64 - - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - qer_nocarve - fogparms ( 0.9 0.3 0.3 ) 128 - -} - -textures/sfx/zap_scroll -{ - q3map_surfacelight 300 - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - Map textures/sfx/zap_scroll.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle .8 2 0 7 - tcMod scroll 0 1 - } - { - Map textures/sfx/zap_scroll.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle 1 1.4 0 5 - tcMod scale -1 1 - tcMod scroll 0 1 - } - { - Map textures/sfx/zap_scroll2.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle 1 1.4 0 6.3 - tcMod scale -1 1 - tcMod scroll 2 1 - } - { - Map textures/sfx/zap_scroll2.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle 1 1.4 0 7.7 - tcMod scroll -1.3 1 - } -} - -textures/sfx/zap_scroll1000 -{ - q3map_surfacelight 1000 - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - q3map_lightimage textures/sfx/zap_scroll.tga - qer_editorimage textures/sfx/zap_scroll2.tga - cull none - - { - map textures/sfx/zap_scroll.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle .8 2 0 7 - tcMod scroll 0 1 - } - { - map textures/sfx/zap_scroll.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle 1 1.4 0 5 - tcMod scale -1 1 - tcMod scroll 0 1 - } - { - map textures/sfx/zap_scroll2.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle 1 1.4 0 6.3 - tcMod scale -1 1 - tcMod scroll 2 1 - } - { - map textures/sfx/zap_scroll2.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle 1 1.4 0 7.7 - tcMod scroll -1.3 1 - } -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/baseq3/scripts/skies.shader b/install/installs/Q3Pack/install/baseq3/scripts/skies.shader deleted file mode 100644 index 27c2797..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/skies.shader +++ /dev/null @@ -1,1073 +0,0 @@ -textures/skies/blacksky -{ - qer_editorimage textures/skies/blacksky.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_surfacelight 25 - q3map_lightsubdivide 512 - q3map_sun 1 1 1 32 90 90 - { - map gfx/colors/black.tga - } -} - -textures/skies/hellsky -{ - qer_editorimage textures/skies/dimclouds.tga - surfaceparm noimpact - surfaceparm nomarks - surfaceparm nolightmap - - q3map_sun 4 3 3 65 290 75 - q3map_surfacelight 50 - skyparms - 512 - - - { - map textures/skies/dimclouds.tga - tcMod scroll 0.05 0 - tcMod scale 2 2 - depthWrite - } -} - -textures/skies/hellsky2 -{ - qer_editorimage textures/skies/dimclouds.tga - surfaceparm noimpact - surfaceparm nolightmap - - q3map_sun .9 .9 1 70 65 78 - q3map_surfacelight 60 - skyparms - 512 - - { - map textures/skies/dimclouds.tga - tcMod scroll 0.02 0 - tcMod scale 1 1 - depthWrite - } - { - map textures/skies/dimclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.02 0.01 - tcMod scale 3 3 - } - -} - -textures/skies/hellsky2bright -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_sun 1 1 1 100 220 50 - q3map_surfacelight 120 - - qer_editorimage textures/skies/inteldimredclouds.tga - - skyparms - 512 - - { - map textures/skies/inteldimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/kc_dm10sky -{ - q3map_lightimage textures/skies/pjbasesky.tga - q3map_lightsubdivide 512 - q3map_globaltexture - surfaceparm noimpact - surfaceparm nolightmap - - q3map_sun .5 .6 .8 90 225 55 - q3map_surfacelight 150 - - qer_editorimage textures/skies/bluetopclouds.tga - - skyparms - 512 - - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } - - -} - -textures/skies/kcbasesky_arena1_sky -{ - qer_editorimage textures/skies/pjbasesky.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 256 - q3map_sun 0.266383 0.274632 0.358662 150 60 85 - q3map_surfacelight 500 - - skyparms - 512 - - - { - map textures/skies/dimclouds.tga - tcMod scroll 0.01 0.01 - tcMod scale 3 3 - depthWrite - } - { - map textures/skies/pjbasesky.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -0.01 -0.01 - tcMod scale 5 5 - } -} - -textures/skies/killsky -{ - qer_editorimage textures/skies/killsky_1.tga - surfaceparm noimpact - surfaceparm nomarks - surfaceparm nolightmap - - q3map_sun 3 2 2 70 315 65 - q3map_surfacelight 75 - skyparms - 512 - - - - { - map textures/skies/killsky_1.tga - tcMod scroll 0.05 .1 - tcMod scale 2 2 - } - { - map textures/skies/killsky_2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 0.05 0.06 - tcMod scale 3 2 - } -} - -textures/skies/mkc_sky -{ - qer_editorimage textures/skies/pjbasesky.tga - surfaceparm noimpact - surfaceparm nolightmap - - q3map_sun 0.266383 0.274632 0.358662 150 60 80 - q3map_surfacelight 700 - - skyparms half 256 - - - { - map textures/skies/dimclouds.tga - tcMod scroll 0.01 0.01 - tcMod scale 3 3 - depthWrite - } - { - map textures/skies/pjbasesky.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -0.01 -0.01 - tcMod scale 5 5 - } -} - -textures/skies/nightsky_xian_dm1 -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_surfacelight 300 - q3map_sun 1 1 1 100 -41 58 - - qer_editorimage textures/skies/xnight2_up.tga - - - skyparms env/xnight2 - - -} - -textures/skies/nightsky_xian_dm15 -{ - qer_editorimage textures/skies/xnight2_up.tga - surfaceparm nolightmap - surfaceparm noimpact - - q3map_surfacelight 900 - q3map_sun 1 1 1 100 -58 58 - skyparms env/xnight2 - - - - -} - -textures/skies/nightsky_xian_dm4 -{ - qer_editorimage textures/skies/xnight2_up.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_sun 1 1 1 80 -41 58 - q3map_surfacelight 50 - skyparms env/xnight2 - - -} - -textures/skies/pj_arena2sky -{ - qer_editorimage textures/skies/pjbasesky.tga - - surfaceparm noimpact - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 512 - q3map_sun 0.266383 0.274632 0.358662 100 350 55 - q3map_surfacelight 100 - - skyparms full 200 - - - { - map textures/skies/dimclouds.tga - tcMod scroll 0.015 0.016 - tcMod scale 3 3 - depthWrite - } - { - map textures/skies/pjbasesky.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -0.01 -0.012 - tcMod scale 5 5 - } -} - -textures/skies/pj_arena4_sky -{ - qer_editorimage textures/skies/pjbasesky.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 512 - q3map_sun 0.266383 0.274632 0.358662 200 165 45 - q3map_surfacelight 100 - - skyparms full 128 - - - { - map textures/skies/dimclouds.tga - tcMod scroll 0.015 0.016 - tcMod scale 3 3 - depthWrite - } - { - map textures/skies/pjbasesky.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -0.01 -0.012 - tcMod scale 5 5 - } -} - -textures/skies/pj_ctf1sky -{ - qer_editorimage textures/skies/pjbasesky - - surfaceparm noimpact - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 512 - q3map_sun 0.266383 0.274632 0.358662 100 350 75 - q3map_surfacelight 150 - - skyparms full 200 - - - { - map textures/skies/dimclouds.tga - tcMod scroll 0.015 0.016 - tcMod scale 3 3 - depthWrite - } - { - map textures/skies/pjbasesky.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -0.01 -0.012 - tcMod scale 5 5 - } -} - -textures/skies/pj_ctf2_sky -{ - qer_editorimage textures/skies/bluetopclouds.tga - q3map_lightimage textures/skies/topclouds.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 512 - q3map_sun 0.266383 0.274632 0.358662 250 90 45 - q3map_surfacelight 100 - - skyparms full 128 - - - { - map textures/skies/bluedimclouds.tga - tcMod scroll 0.015 0.016 - tcMod scale 3 3 - depthWrite - } - { - map textures/skies/topclouds.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -0.01 -0.012 - tcMod scale 5 5 - } -} - -textures/skies/pj_dm10sky -{ - q3map_lightimage textures/common/white.tga - q3map_lightsubdivide 512 - q3map_globaltexture - surfaceparm noimpact - surfaceparm nolightmap - - q3map_sun .5 .6 .8 90 225 55 - q3map_surfacelight 150 - - qer_editorimage textures/skies/bluetopclouds.tga - - skyparms - 512 - - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } - -} - -textures/skies/pj_dm9sky -{ - qer_editorimage textures/skies/bluetopclouds.tga - q3map_lightimage textures/skies/topclouds.tga - surfaceparm noimpact - surfaceparm nomarks - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 512 - - q3map_sun .5 .6 .8 140 165 60 - q3map_surfacelight 80 - - skyparms - 512 - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/pjbasesky_arena1_sky -{ - qer_editorimage textures/skies/pjbasesky.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 256 - q3map_sun 0.266383 0.274632 0.358662 150 60 85 - q3map_surfacelight 100 - - skyparms - 512 - - - { - map textures/skies/dimclouds.tga - tcMod scroll 0.01 0.01 - tcMod scale 3 3 - depthWrite - } - { - map textures/skies/pjbasesky.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -0.01 -0.01 - tcMod scale 5 5 - } -} - -textures/skies/q3dm0 - -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_sun .5 .6 .8 60 80 75 - q3map_surfacelight 80 - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/bluetopclouds.tga - - skyparms - 512 - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/skybox -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/space1_bk.tga - q3map_sun 1 1 1 100 -58 58 - q3map_surfacelight 400 - - skyparms env/space1 - - - { - map textures/skies/killsky_2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 0.05 0.06 - tcMod scale 3 2 - } -} - -textures/skies/stars_arena7 -{ - qer_editorimage textures/skies/black_up.tga - - surfaceparm noimpact - surfaceparm nolightmap - - q3map_surfacelight 10 - q3map_sun .6 .6 .6 30 35 78 - - skyparms env/black - - -} - -textures/skies/tim_dm14 -{ - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/killsky_1.tga - surfaceparm noimpact - surfaceparm nomarks - surfaceparm nolightmap - q3map_sun 3 2 2 90 314 60 - q3map_surfacelight 80 - skyparms - 512 - - - //cloudparms 512 full - //lightning - - { - map textures/skies/killsky_1.tga - tcMod scroll 0.05 .1 - tcMod scale 2 2 - depthWrite - } - { - map textures/skies/killsky_2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 0.05 0.06 - tcMod scale 3 2 - } -} - -textures/skies/tim_dm14red -{ - q3map_lightimage textures/skies/stars_red.tga - qer_editorimage textures/skies/killsky_1.tga - surfaceparm noimpact - surfaceparm nomarks - surfaceparm nolightmap - q3map_sun .5 .37 .19 70 314 60 - - q3map_surfacelight 80 - skyparms - 512 - - - { - map textures/skies/killsky_1.tga - tcMod scroll 0.05 .1 - tcMod scale 2 2 - depthWrite - } - { - map textures/skies/killsky_2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 0.05 0.06 - tcMod scale 3 2 - } -} - -textures/skies/tim_dm3_red -{ - q3map_lightimage textures/skies/stars_red.tga - qer_editorimage textures/skies/killsky_1.tga - surfaceparm noimpact - surfaceparm nomarks - surfaceparm nolightmap - - q3map_sun .5 .37 .19 70 30 70 - - q3map_surfacelight 80 - skyparms - 512 - - - { - map textures/skies/killsky_1.tga - tcMod scroll 0.05 .1 - tcMod scale 2 2 - depthWrite - } - { - map textures/skies/killsky_2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 0.05 0.06 - tcMod scale 3 2 - } -} - -textures/skies/tim_hell -{ - q3map_lightimage textures/skies/stars_red.tga - qer_editorimage textures/skies/killsky_1.tga - surfaceparm noimpact - surfaceparm nomarks - surfaceparm nolightmap - - q3map_sun 1 .77 .77 80 315 70 - q3map_surfacelight 130 - skyparms - 384 - - { - map textures/skies/killsky_1.tga - tcMod scroll 0.05 .1 - tcMod scale 2 2 - depthWrite - } - { - map textures/skies/killsky_2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 0.05 0.06 - tcMod scale 3 2 - } -} - -textures/skies/tim_km2 -{ - q3map_lightimage textures/skies/stars_red.tga - qer_editorimage textures/skies/killsky_1.tga - surfaceparm noimpact - surfaceparm nomarks - surfaceparm nolightmap - - q3map_sun .5 .37 .19 90 315 40 - q3map_surfacelight 80 - skyparms - 512 - - - { - map textures/skies/killsky_1.tga - tcMod scroll 0.05 .1 - tcMod scale 2 2 - depthWrite - } - { - map textures/skies/killsky_2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 0.05 0.06 - tcMod scale 3 2 - } -} - -textures/skies/toxicsky -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/inteldimredclouds.tga - q3map_surfacelight 80 - q3map_sun 1 1 0.5 100 30 60 - - - skyparms - 512 - - - { - map textures/skies/inteldimclouds.tga - tcMod scroll 0.1 0.1 - tcMod scale 3 2 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0.05 - tcMod scale 3 3 - } -} - -textures/skies/toxicskydim -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_surfacelight 100 - q3map_sun 1 1 0.5 80 30 70 - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - skyparms - 512 - - { - map textures/skies/inteldimclouds.tga - tcMod scroll 0.1 0.1 - tcMod scale 3 2 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0.05 - tcMod scale 3 3 - } -} - -textures/skies/toxicskytim_blue -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_sun .5 .6 .8 100 70 60 - q3map_surfacelight 120 - - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/bluetopclouds.tga - skyparms - 512 - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/toxicskytim_ctf1 -//used in tim_ctf1 -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_sun 1 1 0.5 90 70 40 - q3map_surfacelight 120 - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - skyparms - 512 - - { - map textures/skies/inteldimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/toxicskytim_dm2 - -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_sun .5 .6 .8 100 190 75 - q3map_surfacelight 120 - - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/bluetopclouds.tga - skyparms - 512 - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/toxicskytim_dm3 - -{ - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_surfacelight 80 - q3map_sun 1 1 0.5 100 30 60 - - skyparms - 512 - - - { - map textures/skies/inteldimclouds.tga - tcMod scroll 0.1 0.1 - tcMod scale 3 2 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0.05 - tcMod scale 3 3 - } -} - -textures/skies/toxicskytim_dm4 -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_sun 1 1 0.5 90 120 75 - q3map_surfacelight 80 - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - skyparms - 512 - - { - map textures/skies/inteldimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/toxicskytim_dm5 -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_sun 1 .78 .48 90 225 55 - q3map_surfacelight 120 - - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/bluetopclouds.tga - skyparms - 512 - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/toxicskytim_dm7 -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_sun .5 .6 .8 100 260 50 - q3map_surfacelight 120 - - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/bluetopclouds.tga - skyparms - 512 - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/toxicskytim_dm8 -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_sun 1 1 0.5 85 220 40 - q3map_surfacelight 120 - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - skyparms - 512 - - { - map textures/skies/inteldimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/toxicskytim_dm9 -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_sun .980 .835 .3 100 25 65 - q3map_surfacelight 80 - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - skyparms - 512 - - { - map textures/skies/inteldimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/xblacksky -{ - qer_editorimage textures/skies/blacksky.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_surfacelight 300 - q3map_lightsubdivide 512 - q3map_sun 1 1 1 32 45 90 - { - map gfx/colors/black.tga - } -} - -textures/skies/xblacksky_dm7 -{ - qer_editorimage textures/skies/blacksky.tga - surfaceparm noimpact - surfaceparm nolightmap - { - map gfx/colors/black.tga - } -} - -textures/skies/xtoxicsky_ctf -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - q3map_surfacelight 500 - q3map_sun 1 1 0.5 150 30 60 - skyparms - 512 - - - { - map textures/skies/inteldimclouds.tga - tcMod scroll 0.1 0.1 - tcMod scale 3 2 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0.05 - tcMod scale 3 3 - } -} - -textures/skies/xtoxicsky_dm14 -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_surfacelight 800 - q3map_sun 1 1 0.85 100 90 90 - - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - skyparms - 512 - - { - map textures/skies/inteldimclouds.tga - tcMod scroll 0.1 0.1 - tcMod scale 3 2 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0.05 - tcMod scale 3 3 - } -} - -textures/skies/xtoxicsky_dm3 -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - q3map_surfacelight 400 - q3map_sun 1 1 0.5 150 30 60 - skyparms - 512 - - - { - map textures/skies/inteldimclouds.tga - tcMod scroll 0.1 0.1 - tcMod scale 3 2 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0.05 - tcMod scale 3 3 - } -} - -textures/skies/xtoxicsky_dm9 -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - q3map_surfacelight 400 - q3map_sun 1 1 0.5 150 30 60 - skyparms - 512 - - - { - map textures/skies/inteldimclouds.tga - tcMod scroll 0.1 0.1 - tcMod scale 3 2 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0.05 - tcMod scale 3 3 - } -} - -textures/skies/xtoxicsky_q3ctf3 -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/bluetopclouds.tga - q3map_surfacelight 500 - q3map_sun 1 1 0.5 150 30 60 - skyparms - 512 - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/xtoxicsky_tourney -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - q3map_surfacelight 495 - q3map_sun 1 1 0.5 150 75 60 - skyparms - 512 - - - { - map textures/skies/inteldimclouds.tga - tcMod scroll 0.1 0.1 - tcMod scale 3 2 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0.05 - tcMod scale 3 3 - } -} - -textures/skies/xtoxicskytim_q3dm5 - -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_surfacelight 400 - q3map_sun .5 .6 .8 150 30 60 - - - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/bluetopclouds.tga - skyparms - 512 - - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/baseq3/scripts/skin.shader b/install/installs/Q3Pack/install/baseq3/scripts/skin.shader deleted file mode 100644 index f7e248d..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/skin.shader +++ /dev/null @@ -1,161 +0,0 @@ - -textures/skin/chapthroat2 -{ - qer_editorimage textures/skin/chapthroat2.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/skin/chapthroat2.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/skin/chapthroatooz -{ - - surfaceparm nonsolid - { - map textures/liquids/proto_gruel3.tga - tcMod scroll 0 .2 - tcMod scale 2 2 - rgbGen vertex - } - { - map textures/skin/chapthroatooz.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/skin/nibbles -{ - deformVertexes wave 10 sin 4 3 0 0.3 - { - rgbGen identity - map $lightmap - } - { - map textures/skin/nibbles.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/skin/skin1_trans -{ - qer_editorimage textures/skin/skin1.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/skin/skin1.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/skin/skin5_trans -{ - qer_editorimage textures/skin/skin5.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/skin/skin5.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/skin/skin6_trans -{ - qer_editorimage textures/skin/skin6.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/skin/skin6.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/skin/skin6move -{ - tessSize 128 - deformVertexes wave 100 sin 4 3 0 0.3 - { - map $lightmap - rgbGen identity - } - { - map textures/skin/skin6move.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/skin/surface8_trans -{ - qer_editorimage textures/skin/surface8.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/skin/surface8.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/skin/tongue_trans -{ - qer_editorimage textures/skin/tongue.tga - surfaceparm nomarks - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/skin/tongue.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/baseq3/scripts/terrademoQ3.shader b/install/installs/Q3Pack/install/baseq3/scripts/terrademoQ3.shader deleted file mode 100644 index 0e185b0..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/terrademoQ3.shader +++ /dev/null @@ -1,623 +0,0 @@ -// if you are using the tree models in any of your maps, make sure you redistribute those shaders - -models/mapobjects/tree/branch -{ - cull disable - deformVertexes wave 100 sin 0 .1 0 .2 - surfaceparm trans - { - map models/mapobjects/tree/branch.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } -} - -models/mapobjects/tree2/branch2 -{ - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - cull none - sort 10 - { - clampmap models/mapobjects/tree2/branch2.tga - blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR - } -} - -// following shaders are for terrain maps - -textures/common/terrain -{ - surfaceparm nodraw - surfaceparm nomarks - surfaceparm nolightmap -} - -textures/common/terrain2 -{ - qer_editorimage textures/common/terrain.tga - surfaceparm dust - surfaceparm nodraw - surfaceparm nomarks - surfaceparm nolightmap -} - -// ************************************************* -// * -// * Vertex Lighting Replacement Shaders -// * -// ************************************************* - -textures/terrain/vxmpterra2 - -{ - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - - - { - - map textures/stone/pjrock10b_2.tga - rgbGen vertex - tcmod scale 0.125 0.125 - } - -} - - -textures/terrain/vxmpterra1 - -{ - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - - - { - - map textures/stone/pjrock12c.tga - rgbGen vertex - tcmod scale 0.125 0.125 - } - -} - - -// ********************************************************* - -// ************************************************* -// * -// * MPTerra2 terrain shaders (PaulJ) -// * -// ************************************************* - - -textures/terrain/mpterra2_0 - -{ - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - - { - - map textures/stone/pjrock9b_2.tga - rgbGen vertex - tcmod scale 0.125 0.125 - } - - { - - map textures/skies2/clouds.tga - blendfunc filter - detail - tcmod scale 0.01 0.01 - tcMod scroll -0.05 0.05 - tcmod transform 1 0 1 1 1 1 - - } - - -} - -textures/terrain/mpterra2_1 - -{ - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - - { - - map textures/stone/pjrock12b_2.tga - rgbGen vertex - tcmod scale 0.1 0.1 - - } - - { - - map textures/skies2/clouds.tga - blendfunc filter - detail - tcmod scale 0.01 0.01 - tcMod scroll -0.05 0.05 - tcmod transform 1 0 1 1 1 1 - - } - - -} - -textures/terrain/mpterra2_2 -{ - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - - { - - map textures/stone/pjrock10b_2.tga - tcmod scale 0.05 0.05 - rgbGen vertex - } - - { - map textures/skies2/clouds.tga - blendfunc filter - detail - tcmod scale 0.01 0.01 - tcMod scroll -0.05 0.05 - tcmod transform 1 0 1 1 1 1 - - } - -} - -textures/terrain/mpterra2_0to1 - -{ - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - - { - map textures/stone/pjrock9b_2.tga - rgbGen vertex - alphaGen vertex - tcmod scale 0.125 0.125 - } - - { - map textures/stone/pjrock12b_2.tga - tcmod scale 0.1 0.1 - rgbGen vertex - alphaGen vertex - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - - { - map textures/skies2/clouds.tga - blendfunc filter - detail - tcmod scale 0.01 0.01 - tcMod scroll -0.05 0.05 - tcmod transform 1 0 1 1 1 1 - } - - -} - -textures/terrain/mpterra2_0to2 -{ - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - { - map textures/stone/pjrock9b_2.tga - rgbGen vertex - alphaGen vertex - tcmod scale 0.125 0.125 - } - { - map textures/stone/pjrock10b_2.tga - rgbGen vertex - alphaGen vertex - tcmod scale 0.05 0.05 - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - - { - map textures/skies2/clouds.tga - blendfunc filter - detail - tcmod scale 0.01 0.01 - tcMod scroll -0.05 0.05 - tcmod transform 1 0 1 1 1 1 - - } - - -} - -textures/terrain/mpterra2_1to2 -{ - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - - { - map textures/stone/pjrock12b_2.tga - rgbGen vertex - alphaGen vertex - tcmod scale 0.1 0.1 - } - - { - map textures/stone/pjrock10b_2.tga - tcmod scale 0.05 0.05 - rgbGen vertex - alphaGen vertex - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - - { - map textures/skies2/clouds.tga - blendfunc filter - detail - tcmod scale 0.01 0.01 - tcMod scroll -0.05 0.05 - tcmod transform 1 0 1 1 1 1 - } - - -} - -////////////////////////////////////////////// -// // -// x_mpterra // -// // -////////////////////////////////////////////// - -textures/terrain/vxmpterra3 - -{ - surfaceparm nolightmap - surfaceparm dust - { - map textures/proto2/px02.tga - tcmod scale .1 .1 - rgbGen vertex - } - -} - - - -textures/proto2/xproto_0to1 - -{ - surfaceparm nolightmap - surfaceparm dust - - { - map textures/proto2/px01.tga - tcmod scale .1 .1 - rgbGen vertex - - } - - { - map textures/proto2/px02.tga - rgbGen vertex - alphaGen vertex - tcmod scale .1 .1 - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - - -} - -textures/proto2/xproto_1to2 - -{ - surfaceparm nolightmap - surfaceparm dust - { - map textures/proto2/px02.tga - tcmod scale .1 .1 - rgbGen vertex - alphaGen vertex - } - - { - map textures/proto2/px03.tga - rgbGen vertex - alphaGen vertex - tcmod scale .1 .1 - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - - -} - -textures/proto2/xproto_0to2 - -{ - surfaceparm nolightmap - surfaceparm dust - - { - map textures/proto2/px01.tga - tcmod scale .1 .1 - rgbGen vertex - } - { - map textures/proto2/px03.tga - rgbGen vertex - alphaGen vertex - tcmod scale .1 .1 - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - - -} - - - -textures/proto2/xproto_0 - -{ - surfaceparm nolightmap - surfaceparm dust - { - map textures/proto2/px01.tga - tcmod scale .1 .1 - rgbGen vertex - } -} - -textures/proto2/xproto_1 - -{ - surfaceparm nolightmap - surfaceparm dust - { - map textures/proto2/px02.tga - tcmod scale .1 .1 - rgbGen vertex - } -} - -textures/proto2/xproto_2 - -{ - surfaceparm nolightmap - surfaceparm dust - { - map textures/proto2/px03.tga - tcmod scale .1 .1 - rgbGen vertex - } - -} - - - -// ************************************************* -// * -// * MPTerra1 terrain shaders (Tim) -// * -// ************************************************* - -textures/terrain/mpterra1_0 -{ - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - { - map textures/stone/pjrock9c.tga - rgbGen vertex - tcmod scale 0.125 0.125 - } - { - map textures/skies2/clouds2.tga - blendfunc filter - tcmod scale 0.01 0.01 - tcMod scroll -0.1 0.1 - - } - -} - -textures/terrain/mpterra1_1 -{ - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - { - map textures/stone/pjrock12c.tga - rgbGen vertex - tcmod scale 0.125 0.125 - } - { - map textures/skies2/clouds2.tga - blendfunc filter - tcmod scale 0.01 0.01 - tcMod scroll -0.1 0.1 - - } - -} - -textures/terrain/mpterra1_2 -{ - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - { - map textures/stone/pjrock10c.tga - tcmod scale 0.05 0.05 - rgbGen vertex - } - { - map textures/skies2/clouds2.tga - blendfunc filter - tcmod scale 0.01 0.01 - tcMod scroll -0.1 0.1 - - } - -} - -textures/terrain/mpterra1_0to1 -{ - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - { - map textures/stone/pjrock9c.tga - rgbGen vertex - alphaGen vertex - tcmod scale 0.125 0.125 - } - { - map textures/stone/pjrock12c.tga - tcmod scale 0.125 0.125 - rgbGen vertex - alphaGen vertex - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - { - map textures/skies2/clouds2.tga - blendfunc filter - tcmod scale 0.01 0.01 - tcMod scroll -0.1 0.1 - - } - -} - -textures/terrain/mpterra1_0to2 -{ - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - { - map textures/stone/pjrock9c.tga - rgbGen vertex - alphaGen vertex - tcmod scale 0.125 0.125 - } - { - map textures/stone/pjrock10c.tga - tcmod scale 0.05 0.05 - rgbGen vertex - alphaGen vertex - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - { - map textures/skies2/clouds2.tga - blendfunc filter - tcmod scale 0.01 0.01 - tcMod scroll -0.1 0.1 - - } - -} - -textures/terrain/mpterra1_1to2 -{ - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - { - map textures/stone/pjrock12c.tga - rgbGen vertex - alphaGen vertex - tcmod scale 0.125 0.125 - } - { - map textures/stone/pjrock10c.tga - tcmod scale 0.05 0.05 - rgbGen vertex - alphaGen vertex - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - { - map textures/skies2/clouds2.tga - blendfunc filter - tcmod scale 0.01 0.01 - tcMod scroll -0.1 0.1 - - } -} - -// ********************************************************* -// MP Terra 3 Textures (Xian) -// ********************************************************* - -textures/proto2/x_sandy01 -{ - qer_editorimage textures/proto2/xsandy01.tga - surfaceparm nolightmap - { - map textures/proto2/xsandy01.tga - tcmod scale .8 .8 - rgbGen vertex - } -} - -textures/proto2/x_rocky01 -{ - qer_editorimage textures/proto2/xrocky01.tga - surfaceparm nolightmap - { - map textures/proto2/xrocky01.tga - tcmod scale .8 .8 - rgbGen vertex - } -} - - -textures/proto2/tproto_0to1 -{ - surfaceparm nolightmap - { - map textures/proto2/xsandy01.tga - tcmod scale .3 .3 - rgbGen vertex - alphaGen vertex - } - { - map textures/proto2/xrocky01.tga - rgbGen vertex - alphaGen vertex - tcmod scale .1 .1 - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } -} - - -textures/proto2/tproto_0 -{ - surfaceparm nolightmap - { - map textures/proto2/xsandy01.tga - tcmod scale .2 .2 - rgbGen vertex - } -} - -textures/proto2/tproto_1 -{ - surfaceparm nolightmap - { - map textures/proto2/xrocky01.tga - tcmod scale .1 .1 - rgbGen vertex - } -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/baseq3/scripts/test.shader b/install/installs/Q3Pack/install/baseq3/scripts/test.shader deleted file mode 100644 index 8b40d0b..0000000 --- a/install/installs/Q3Pack/install/baseq3/scripts/test.shader +++ /dev/null @@ -1,943 +0,0 @@ -//**********************************************************************// -// test.shader sorted and updated on Phase 2 // -// by Eutectic - 12 May 2000 // -// This file is irrelevant for Q3Radiant and the shaders // -// in this file must NOT be used to make new maps. // -// It was updated for the sake of completeness: // -// some shaders that belonged in other files were moved to those // -// shader files // -// // -// SHADERS THAT DIDN'T BELONG HERE AND MOVED TO PROPER FILE: 8 // -// textures/base/bluemet1 // -// textures/common/transwater // -// textures/gothic_trim/hellodolly // -// textures/sfx/kenelectric // -// textures/sfx/mkc_fog_dm1 // -// textures/sfx/mkc_fog_dm1a // -// textures/sfx/mkc_fog_dm4 // -// textures/skies/mkc_sky // -// SHADERS THAT BELONGED HERE BUT WERE IN ANOTHER FILE: 0 // -//**********************************************************************// - -// ************************************************* -// * TEST SHADERS * -// * DO NOT USE IN PROJECT MAPS * -// ************************************************* - -textures/bwhtest/crackedearth -{ - { - map textures/bwhtest/crackedearth.tga - } -} - -// Rogues sorting trimmed glass// - -textures/bwhtest/lightning -{ - cull disable - { - map textures/bwhtest/lightning.tga - blendfunc GL_ONE GL_ONE - tcMod turb 0 0.1 0 1 - } -} - -textures/dont_use/flameshader -{ -// ************************************************* -// * test flames * -// ************************************************* - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - cull none - fogparms .3 .1 .1 0 32 - tesssize 16 - deformVertexes wave 100 sin 2.5 5 10 .1 - -// END -} - -textures/dont_use/foggentest_shader -{ -// ************************************************* -// * Kevin's fogggen test * -// ************************************************* - - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms .2 .1 .3 0 0 - foggen sin .1 .1 .1 .1 - - cull backsided - - - -// END -} - -textures/dont_use/foglightshader -{ -// ************************************************* -// * Kevin's simplified fog * -// ************************************************* - - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - cull backsided - { - map textures/dont_use/fogkc.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 1 1 - tcMod scale .25 .25 - tcMod turb .1 .1 .1 .1 - } - - -// END -} - -textures/dont_use/metal2_2kc -{ - - surfaceparm nolightmap - cull none - { - map textures/dont_use/metal2_2kc.tga - alphaMap $fromBlack - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - depthWrite - } -} - -textures/dont_use/nightsky_kc -{ - -// ************************************************* -// * Kevin's strange test sky * -// ************************************************* - surfaceparm sky - surfaceparm noimpact - surfaceparm nolightmap - q3map_surfacelight 200 - - cloudparms 256 half - - - { - map textures/dont_use/strangesky3_kc.tga - tcMod scroll .03 .03 - } - - - { - map textures/dont_use/strangesky.tga - blendfunc GL_ONE GL_SRC_COLOR - tcMod scroll .05 .05 - } - - - { - map textures/dont_use/strangesky2_kc.tga - blendFunc GL_DST_COLOR GL_SRC_COLOR - tcMod scroll 0.01 0.01 - tcMod scale .5 .5 - } - -//END -} - -textures/dont_use/nightsky_kcold -{ - -// ************************************************* -// * Kevin's four layer storm sky * -// ************************************************* - surfaceparm sky - surfaceparm noimpact - surfaceparm nolightmap - q3map_surfacelight 200 - - cloudparms 256 full - lightning - - { - map textures/dont_use/tileclouds3_kc.tga - tcMod scroll 0.01 0.01 - tcMod scale 2 2 - } - - - { - map textures/dont_use/tileclouds4_kc.tga - blendFunc GL_ONE GL_ONE - tcMod scroll .04 .05 - } - - - { - map textures/dont_use/lightningsky8_kc.tga - blendfunc GL_DST_COLOR GL_ONE - tcMod scroll .1 .1 - tcMod scale 4 4 - } - - { - map textures/dont_use/tileclouds3b_kc.tga - blendFunc GL_DST_COLOR GL_ONE - tcMod scroll 0.01 .02 - } - -//END -} - -textures/dont_use/openwindow -{ - - surfaceparm nolightmap - cull none - - { - map textures/dont_use/openwindow.tga - alphaMap openwindow.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - depthWrite - } -} - -textures/dont_use/rustysupport -{ - - surfaceparm nolightmap - cull none - { - map textures/dont_use/rustysupport.tga - alphaMap $fromBlack - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - depthWrite - } -} - -textures/dont_use/shader2 -{ -// ************************************************* -// * test shader2 for test use * -// ************************************************* - surfaceparm trans - surfaceparm nonsolid - surfaceparm nolightmap - { - map textures/dont_use/shader2.tga - blendfunc GL_ONE GL_ONE - tcMod turb .2 .01 0 .1 - tcMod scroll 0 0 - } -// END -} - -textures/dont_use/shader3 -{ -// ************************************************* -// * test shader3 for test use * -// ************************************************* - surfaceparm trans - surfaceparm nonsolid - surfaceparm nolightmap - - tesssize 64 - deformVertexes wave 100 sin 2 2 10 .01 - - { - map textures/dont_use/blood2.tga - tcMod turb .1 .1 0 0.02 - tcMod scroll .1 .1 - } - - -// END -} - -textures/dont_use/shader4 -{ -// ************************************************* -// * test shader4 for test use * -// ************************************************* - surfaceparm trans - surfaceparm nonsolid - surfaceparm nolightmap - tesssize 64 - deformVertexes wave 100 sin 1 1 1 .1 - - q3map_surfacelight 100 - - { - map textures/dont_use/slimetest7c.tga - blendfunc GL_ONE_MINUS_DST_COLOR GL_ZERO - tcMod turb .01 .2 10 0.01 - tcMod scroll .2 .1 - } - { - map textures/dont_use/bubbleslimeelectricc.tga - blendfunc GL_DST_COLOR GL_ONE - tcMod turb .5 .5 10 0.01 - tcMod scroll .2 .2 - tcMod scale .1 .1 - } - - - - -// END -} - -textures/dont_use/shader5 -{ -// ************************************************* -// * test shader5 for test use * -// ************************************************* - surfaceparm trans - surfaceparm nonsolid - surfaceparm nolightmap - tesssize 64 - - { - map textures/dont_use/firetestb.tga - blendfunc gl_one gl_one - tcMod scroll 5 15 - tcMod scale .25 .25 - tcMod turb .2 .2 .1 1 - } - - { - map textures/dont_use/firetest.tga - blendFunc GL_dst_color gl_src_alpha - tcMod scroll 0 10 - tcMod scale .1 .1 - tcMod turb .2 .1 .1 1 - rgbGen wave SIN .5 .5 1 .1 - } - - { - map textures/dont_use/firetest2.tga - blendFunc GL_dst_color gl_one - tcMod scroll 10 50 - tcMod turb .1 .1 .5 .5 - rgbGen wave SIN .5 .5 1 .1 - } - - -// END -} - -textures/dont_use/shader5old -{ -// ************************************************* -// * test shader5 for test use * -// ************************************************* - surfaceparm trans - surfaceparm nonsolid - surfaceparm nolightmap - tesssize 64 - - - { - map textures/dont_use/firetestb.tga - blendfunc gl_one gl_one - tcMod scroll 5 15 - tcMod scale .25 .25 - tcMod turb .2 .2 .1 1 - } - - { - map textures/dont_use/firetest.tga - blendFunc GL_dst_color gl_src_alpha - tcMod scroll 0 10 - tcMod scale .1 .1 - tcMod turb .2 .1 .1 1 - } - - { - map textures/dont_use/firetest2.tga - blendFunc GL_dst_color gl_one - tcMod scroll 10 50 - tcMod turb .1 .1 .5 .5 - } - -// END -} - -textures/dont_use/sign_test_glow -{ - surfaceparm trans - surfaceparm nolightmap - q3map_surfacelight 100 - - { - map textures/dont_use/sign_test.tga - alphaMap $fromBlack - blendFunc GL_ONE GL_ONE - } - - { - map textures/dont_use/sign_test_glow.tga - alphaMap $fromBlack - blendFunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 1 .1 - } - -// END -} - -textures/dont_use/sky_test -{ - surfaceparm sky - surfaceparm noimpact - q3map_surfacelight 100 - surfaceparm nolightmap - sky textures/dont_use/sky_test -} - -textures/dont_use/train1kc_shader -{ -// ************************************************* -// * test shader wall * -// ************************************************* - - - { - map $lightmap - rgbGen identity - } - - { - map textures/common/pjrock5b.tga - blendFunc GL_DST_COLOR GL_SRC_COLOR - rgbGen identity - detail - tcmod scale 9.1 9.2 - } - - { - map textures/common/pjrock5.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - -// END -} - -textures/dont_use/web -{ - - surfaceparm nolightmap - cull twosided - { - map textures/dont_use/web.tga - alphaMap $fromBlack - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - depthWrite - } -} - -textures/test/blocks10pent -{ - - // ************************************************* - // * TEST BORDER WALL * - // * Feb 24 1999 * - // * Please Comment Changes * - // ************************************************* - - q3map_surfacelight 1000 - surfaceparm nodamage - qer_lightimage textures/test/jumpadsmall.tga - - - { - map textures/sfx/bouncepad01block18b.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/test/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin .6 .4 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - - // END -} - -textures/test/electricity3 -{ - // ************************************************* - // * Ripply Water Feb 16 1999 * - // * IF YOU CHANGE THIS PLEASE COMMENT THE CHANGE * - // ************************************************* - - qer_trans .5 - - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - - cull disable - tesssize 64 - deformVertexes wave 100 triangle 2 2 1 0.1 - - - - { - map textures/test/fub.tga - blendFunc GL_ZERO GL_ONE - alphafunc GT0 - tcMod scale .1 .01 - tcmod turb 0 .01 .3 .1 - alphaGen wave sin .5 .5 0 .01 - tcMod scroll .1 .1 - depthWrite - } - { - map textures/liquids/pool2.tga - blendfunc GL_ONE GL_SRC_COLOR - tcMod scale .03 .03 - tcMod scroll .001 .001 - } - - - - { - map textures/test/electricity9.tga - blendfunc GL_DST_COLOR GL_ONE - tcmod turb 0 .01 .3 10 - tcMod scale .5 .5 - tcMod rotate 1 - depthfunc equal - tcMod scroll -.01 -.05 - } - - { - map textures/test/electricity9.tga - blendfunc GL_DST_COLOR GL_ONE - tcmod turb 0 .01 .3 10 - tcMod scale .5 .5 - tcMod rotate 1 - depthfunc equal - tcMod scroll -.01 -.05 - } - - // END -} - -textures/test/densewaterfog -{ - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - backsided - fogparms 0.7 0.7 0.7 128 64 -} - -textures/test/fire2 -{ - - { - map textures/test/fire2.tga - } - { - map textures/test/fire3.tga - tcMod turb 0 .1 0 .7 - tcMod scroll 0 10 - rgbGen wave sin 1 2 0 1 - } - { - map textures/test/fire3.blend.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 0 10 - } -} - -textures/test/fogtestshader -{ -// ************************************************* -// * Kevin's simplified fog * -// ************************************************* - - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - cull disable - fogparms .2 .225 .25 0 0 - tesssize 64 - - { - map textures/test/cloud2.tga - blendFunc GL_DST_COLOR GL_ONE - tcGen environment - tcMod turb .5 .5 .5 0.03 - tcMod scroll .25 .25 - tcMod scale .5 .5 - } - -// END -} - -textures/test/lavacrustshader -{ -// ************************************************* -// * Kevin's brown lava crust * -// ************************************************* - - surfaceparm trans - //surfaceparm nonsolid - //surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - -// light 1 - q3map_surfacelight 100 - - tesssize 64 - deformVertexes wave 100 sin 1 1 0 .03 - cull disable - - { - map textures/test/lavatest.tga - tcMod turb .25 0.1 1 0.02 - tcMod scroll .2 .2 - } - { - map textures/test/lavacrust.tga - blendfunc GL_DST_COLOR GL_SRC_ALPHA - tcMod turb .5 .5 5 0.01 - tcMod scroll .1 .1 - tcMod scale .1 .1 - rgbGen wave triangle 1 1 2 1 - } - { - map textures/test/lavacrust.tga - blendfunc GL_ONE GL_SRC_ALPHA - tcMod turb .2 .01 5 .01 - tcMod scroll -.01 -.01 - } - - -// END -} - -textures/test/lavatest -{ -// ************************************************* -// * Kevin's simplified version of lava * -// ************************************************* - - surfaceparm trans - surfaceparm nonsolid - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - -// light 1 - q3map_surfacelight 100 - - tesssize 128 - cull disable - deformVertexes wave 100 sin 5 5 .5 0.02 - - { - map textures/test/lavatest.tga - tcMod turb .25 0.2 1 0.02 - tcMod scroll .25 .25 - } - -// END -} - -textures/test/river -{ -// ************************************************* -// * Kevin's test river shader * -// ************************************************* - - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - - cull disable - tesssize 64 - deformVertexes wave 100 sin 1 1 1 .05 - - { - map textures/test/watertest8c.tga - blendFunc GL_DST_COLOR GL_SRC_COLOR - tcMod turb .01 .01 0 0.1 - tcMod scroll -5 0 - tcMod scale .5 .5 - } - { - map textures/test/watertest10f.tga - blendfunc GL_DST_COLOR GL_SRC_COLOR - tcMod turb .01 .01 0 0.1 - rgbGen wave sin .8 .01 1 1 - tcMod scroll -6 0 - tcMod scale .5 .5 - } - { - map textures/test/watertest8e.tga - blendFunc GL_DST_COLOR GL_ONE - tcMod turb .01 .01 .1 .1 - tcMod scroll -10 0 - } - -// END -} - -textures/test/rnd_ledm1 -{ - surfaceparm nolightmap - surfaceparm trans - qer_trans 0.5 - qer_editorimage textures/test/rnd_ledm1.tga - - { - map textures/test/rnd_ledm1.tga - blendFunc GL_ONE GL_ONE - rgbGen identity - } - { - map textures/test/rnd_ledm2.tga - blendFunc GL_ZERO GL_SRC_COLOR - rgbGen identity - } -} - -textures/test/slimeshader -{ -// ************************************************* -// * Kevin's temp slime with electricity * -// ************************************************* - - surfaceparm trans - surfaceparm nonsolid - surfaceparm slime - surfaceparm nolightmap - - tesssize 64 - cull disable - deformVertexes wave 100 sin .5 .5 1 .05 - - q3map_surfacelight 500 - - { - map textures/test/slimetest6.tga - tcMod turb .25 0.1 1 0.02 - tcMod scroll .2 .2 - } - { - map textures/test/slimecrust5d.tga - blendfunc GL_DST_COLOR GL_SRC_ALPHA - tcMod turb .5 .5 1 .02 - tcMod scroll .1 .01 - tcMod scale .1 .1 - } - { - map textures/test/electricslime.tga - tcMod turb 1 1 1 .01 - tcMod scroll 1 5 - tcMod scale .5 .5 - blendfunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 0 .1 - } - { - map textures/test/slimecrust5d.tga - blendfunc GL_ONE GL_SRC_ALPHA - tcMod turb .2 .1 5 .01 - tcMod scroll -.01 -.01 - } - -// FOG - surfaceparm fog - fogparms .2 1 .25 0 256 - -// END -} - -textures/test/waterfall -{ -// ************************************************* -// * Kevin's test waterfall shader * -// ************************************************* - - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - - cull disable - tesssize 16 - deformVertexes wave 100 sin 0 2 1 .1 - - - { - map textures/test/watertest8e.tga - blendFunc GL_ONE GL_SRC_ALPHA - tcMod turb .01 .01 0 0.1 - tcMod scroll 15 0 - } - { - map textures/test/watertest10f.tga - blendfunc GL_DST_COLOR GL_SRC_COLOR - tcMod turb .01 .01 0 0.1 - rgbGen wave sin .8 .01 1 1 - tcMod scroll 20 0 - } - { - map textures/test/watertest10c.tga - blendFunc GL_ONE GL_SRC_ALPHA - //tcMod turb .05 .05 .1 0.1 - tcMod scroll 17 1 - tcMod scale .5 .5 - } - - -// END -} - -textures/test/watertile -{ -// ************************************************* -// * Kevin's test water tile with shader * -// ************************************************* - - cull disable - - { - map textures/paulbase/tilefloor2.tga - } - //{ - //map textures/test/watertest7f.tga - //blendFunc GL_ONE GL_SRC_COLOR - //tcMod turb .01 .02 0 0.05 - //tcMod scroll .01 .01 - //} - //{ - //map textures/test/watertest7h.tga - //blendFunc GL_ONE GL_SRC_COLOR - //tcMod turb .01 .03 0 0.05 - //tcMod scroll -.01 -.01 - //} - -// END -} - -textures/test/water_trans -{ -// ************************************************** -// * Kevin's simplified version of translucent water* -// * Should be used for small pools * -// ************************************************** - - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - - cull disable - tesssize 64 - deformVertexes wave 100 sin 1 1 1 .1 - - - { - map textures/test/watertest8d.tga - blendfunc GL_ONE GL_SRC_COLOR - tcMod scale .03 .03 - tcMod scroll .001 .001 - } - - { - map textures/test/watertest12e.tga - blendfunc GL_DST_COLOR GL_ONE - tcMod scale .2 .2 - tcMod stretch sin 1 .1 .02 .05 - rgbGen wave sin .8 .2 .02 .05 - tcMod scroll -.001 .001 - } - - { - map textures/test/watertest12e7.tga - blendfunc GL_DST_COLOR GL_ONE - tcMod turb .1 .1 0 .01 - tcMod scale .5 .5 - tcMod scroll -.025 .02 - } - - { - map textures/test/watertest12e6.tga - blendfunc GL_DST_COLOR GL_ONE - tcMod scale .3 .3 - tcMod turb .1 .01 .01 .01 - tcMod stretch sin 1 .3 .015 .015 - rgbGen wave sin .7 .3 .02 .02 - tcMod scroll .001 -.001 - } - -// END -} - -textures/test/wispy -{ - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - - deformVertexes wave 100 sin 0 3 0 0.1 - tesssize 64 - - { - map env/alphaclouds.tga - blendfunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - tcMod scroll 1 0.8 - tcMod scale 0.1 0.1 - tcMod turb 0 0.3 0 0.1 - } - -} - -textures/vector -// testing tcgen vector -{ - nomipmaps - { - map textures/gothic_block/blocks10.tga - tcGen vector ( 0.0001 0.0001 0.0001 ) ( 0 0 0 ) - tcMod scroll 0.01 0 - rgbGen identity - } -} - diff --git a/install/installs/Q3Pack/install/baseq3/textures/.svn/entries b/install/installs/Q3Pack/install/baseq3/textures/.svn/entries deleted file mode 100644 index 5aa5ee3..0000000 --- a/install/installs/Q3Pack/install/baseq3/textures/.svn/entries +++ /dev/null @@ -1,37 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/Q3Pack/trunk/install/baseq3/textures -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2006-02-09T00:07:34.157408Z -1 -spog - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -skies2 -dir - -proto2 -dir - -stone -dir - diff --git a/install/installs/Q3Pack/install/baseq3/textures/proto2/.svn/entries b/install/installs/Q3Pack/install/baseq3/textures/proto2/.svn/entries deleted file mode 100644 index c1aa9d9..0000000 --- a/install/installs/Q3Pack/install/baseq3/textures/proto2/.svn/entries +++ /dev/null @@ -1,62 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/Q3Pack/trunk/install/baseq3/textures/proto2 -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2006-02-09T00:07:34.157408Z -1 -spog - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -pj_terralpha01.pcx -file - - - - -2012-04-01T16:52:06.755836Z -be624795478ab29d2e5e1ec44a94a3a3 -2006-02-09T00:07:34.157408Z -1 -spog -has-props - - - - - - - - - - - - - - - - - - - - -2384 - diff --git a/install/installs/Q3Pack/install/baseq3/textures/proto2/.svn/prop-base/pj_terralpha01.pcx.svn-base b/install/installs/Q3Pack/install/baseq3/textures/proto2/.svn/prop-base/pj_terralpha01.pcx.svn-base deleted file mode 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zE~hI5gWyp(b0gAU%>QP2xFdueAsZSY*B@A?~k*Qg(ZzJ [- ...]] - -Example 1: bspc -bsp2aas d:\quake3\baseq3\maps\mymap?.bsp -Example 2: bspc -bsp2aas d:\quake3\baseq3\pak0.pk3\maps/q3dm*.bsp - -Switches: - bsp2aas <[pakfilter/]filter.bsp> = convert BSP to AAS - reach = compute reachability & clusters - cluster = compute clusters - aasopt = optimize aas file - output = set output path - threads = set number of threads to X - cfg = use this cfg file - optimize = enable optimization - noverbose = disable verbose output - breadthfirst = breadth first bsp building - nobrushmerge = don't merge brushes - freetree = free the bsp tree - nocsg = disables brush chopping - forcesidesvisible = force all sides to be visible - grapplereach = calculate grapple reachabilities - - -Several metacharacter may be used in the filter and pakfilter. - -* match any string of zero or more characters -? match any single character -[abc...] match any of the enclosed characters; a hyphen can - be used to specify a range (e.g. a-z, A-Z, 0-9) - -.pk3 files are accessed as if they are normal folders. For instance -use "d:\quake3\baseq3\pak0.pk3\maps/q3dm1.bsp" to access the -map q3dm1.bsp from the pak0.pk3 file. - -Multiple files may be listed after the switches bsp2map, bsp2aas, reach, -cluster and aasopt. - -If a BSP file is being converted to an AAS file and no output path -is entered on the command-line then the AAS file will automatically -be stored in the same folder as the BSP file. However if the BSP file -was stored in a .pk3 file then the AAS file will be stored in a folder -with the name 'maps' outside the .pk3 file. - - -Updating entity lump --------------------- - -If an AAS file is already available for a BSP file and you ONLY change -the entities inside this BSP file then you only have to recalculate the -reachabilities. This way you can move items, platforms etc. around -without the need to recalculate the whole AAS file which can save quite -some compile time. You can recalculate the reachabilities as follows: - -bspc -reach mymap.bsp - -Where mymap.bsp is the BSP file. The mymap.aas file has to be in the -same folder as mymap.bsp or should be in the output folder specified -with the -output option. - -Keep in mind that as soon as ANY geometry in the map changes the whole -AAS file HAS to be recalculated in order to play with bots. - -NOTE: -reach does not work on optimized .AAS files! -NOTE: don't use -reach when moving the position of doors. - - -Leaks ------ - -Just like there can be vis leaks in a map there can also be clipping -leaks. Two things can be wrong when the BSPC tool outputs that a map -leaks. - -1. There are no entities in the map at all, or all entities that are -actually in the map are placed in solid. In this case the BSPC tool -outputs "WARNING: no entities inside". (At least a player start entity -is needed to load a map.) - -2. There is a spot in the map where players can go outside the map -into the void. This is bad, players should never be able to fall out -of a level. In this case the BSPC tool outputs "WARNING: entity -reached from outside". The BSPC tool also writes a mymap.lin file -that can be loaded in the Q3Radiant editor to show lines that go -through the actual leak. - -Make sure the .lin file is stored in the same folder as where q3radiant -stores the .bsp file. Load the map in q3radiant and use the -menu -> File -> Pointfile... to load the .lin file. A thick red line -will be shown in the map. Follow this line to find the leak. - - -Map bounds ----------- - -Currently a map should be within the bounds (-65536, -65536, -65536) - -(65536, 65536, 65536) for the bspc tool to compile. These are the same -limits the q3map tool has. - - -Physics -------- - -The player bounding box is a 30 units by 30 units square with a height -of 56 units. If we assume 1.75 meters being the average height of a human -and a player in Quake III Arena being 56 units high we get 32 units = 1 meter. - -Maximum step height of a player is 18 units (just keep steps 16 units or -lower). - -The maximum water jump height for bots has been set to 18 units. (height -difference between water surface and the floor jumping onto). If the -waterjump height is made higher human players will have a hard time getting -out of the water. - -With normal gravity and without the quad the maximum rocket jump height is -around 280 units (you can sometimes jump a few units higher but this is a -safe value for reference). - -The maximum height for barriers the bots will jump on is 32 units. - -Some math to calculate some other values of interest: - -gravity = 800; -jump velocity = 270; -max vertical rocketjump velocity = 670; -max run velocity = 320; -max step height = 18; - -max jump height = 0.5 * gravity * (jumpvelocity/gravity)*(jumpvelocity/gravity); -max jump height = 45 units; -NOTE: even though this is the mathematical maximum jump height always keep -the the 32 units maximum barrier height for bots in mind when building maps. - -maximum horizontal jump distance over a gap from one spot to another both -at the same height: - -t = sqrt((maxjumpheight + maxstep) / (0.5 * gravity)); -t = 0.3986 seconds; -dist = maxrunvelocity * (t + jumpvelocity / gravity); -dist = 235 units; -Because players use a bounding box we can jump a full bounding box width -furter in the ideal case. (15 units at the jump start and 15 at the -landing place). -235 + 15 + 15 = 265 units. -Again this is the mathematical maximum which players can only reach under -ideal circumstances. - - -Optimizing a map for bspc -------------------------- - -Hint brushes have no effect on the bspc tool. Only solid, clip, liquid, -cluster portal and do not enter brushes are used by the bspc tool. - -The bspc tool outputs how many areas are created for a map. Less areas -is better. Often the number of areas can be reduced by adding additional -clip brushes. By adding these additional clip brushes the complexity -of the geometry used for collision can be reduced. Do not add clip -brushes in front of the complex geometry but get the complex shaped -geometry contained within these clip brushes. Things that should be -contained within clip brushes are small or complex shaped (often detail) -brushes and complex and twisted curves, but also more regular curves -can be placed within a clip brush. When containing a curve within a -clip brush it's preferred to place the whole curve within the clip -brush (not just part of the curve). -Note: you can make brushes or curves non-solid when they are contained -within *full* clip or *weap* clip brushes to speed up bspc calculations. - -Always try to align your geometry to the grids. Always use the largest -grid possible for alignment of your geometry. Also try to align the -back sides of brushes which may not be visible. The more brush sides -are aligned the better. This will also speed up bspc calculations. - -Align adjacent brushes as much as possible. Make sure no tiny faces are -created due to badly aligned brushes. - -Quite often there are places in a map that are visible to players -but that players can never get to. Players would be able to walk around there -but since players can never reach such places they will never actually -move around there. If players are never able to get to such places -it's better to put a large clip brush which encloses that whole space. -This will also speed up bspc calculations and reduce the number of areas -created by the bspc tool. - -Note: the number of areas relative to the map size tells something about -the navigation complexity for players in general (also human players). -Reducing the collision complexity for bots also makes the map easier to -navigate for human players - - -func_plat and func_bobbing --------------------------- - -When func_plat or func_bobbing entities are placed in a map the bots will -use them if possible. The bots assume they can stand on top of the bounding -box of the model used for the func_plat or func_bobbing entity. As a result -creating complex shaped func_plat or func_bobbing models is mostly a bad -idea. You have to make sure the bots (and players) can actually stand -everywhere ontop of the bounding box of the model. - - -Cluster Portals ---------------- - -A map is divided into areas. Several of these areas can be grouped together -to create a cluster. The clusters are seperated by cluster portals which are -areas themselves. One of the things the bot uses these clusters for is a -multi-level routing algorithm. When a map is efficiently divided up into -clusters bot calculations will be faster. - -several things to take into account: - -- The BSPC tool tries to create cluster portals automatically but additional - cluster portals can be created by placing "clusterportal" brushes. -- Cluster portals are manually created by placing "clusterportal" brushes - inside the map. -- Cluster portal brushes are a tool to optimize a map for CPU usage by the - bots. They are not needed for the bots to operate correctly. -- The "clusterportal" brushes should not be used outside the world hull. -- The cluster portals do not have any effect on vis. -- If a door is already sealed with an areaportal brush, a clusterportal is - not necessary there. (area portals are also used as cluster portals). -- Just like the area portals, the cluster portals must seal a space off - entirely from other areas. -- The cluster portal areas should seal off a cluster in a way that the only - path towards another cluster is through a cluster portal area. -- Only create cluster portals where people can walk or swim through. -- Don't create cluster portals in gaps in the floor. (people would fall through) -- If you have two sealed off clusters and you add a teleporter between them - then the two clusters will be merged again because of the teleporter. -- Cluster portals must seperate no more and no less than two (2) clusters. -- Try to create clusters with all the same number of 'reachability' areas. - for instance if the map has 5400 areas try to create 10 clusters with 540 - areas each, or 12 clusters with 450 areas each, etc. The BSPC tool lists - the number of reachability areas in each cluster. - With Q3A version 1.25 and up you can use /set bot_testclusters 1 on the - console and the area number and cluster number you're in will be printed - on the screen. These cluster number correspond to the cluster numbers - the BSPC tool prints. -- Minimize the number of clusters with only a few (less than 10) areas. -- When adding "cluster portal" brushes try to place them in places with - minimal geometric complexity. For instance place them inside convex door - openings or small hallways (not infront of door openings). Ideally the shape - of the face through which a player walks or swims into the cluster portal - is the same as the shape of the face through which a player leaves the - cluster portal. Also ideally the open space inside the cluster portal - brush is convex. -- Make cluster portals about 16 or 32 units thick or align them with - adjacent geometry. Don't make them too thick though. -- Minimize the total number of cluster portal areas at all times. The more - cluster portal areas you have the more CPU the bots need. -- Items have no effect at all on the creation of areas or clusters. - The same goes for item_botroam. - - -Do Not Enter areas ------------------- - -When bot navigation problems show up or you want to make sure a bot never tries -to go to a certain place "do not enter" brushes can be used. - -several things to take into account: - -- The "do not enter" brushes should not be used outside the world hull. -- The "do not enter" brush is Not a clip brush for the bot. -- The "do not enter" brush is a tool of last resort. Do not use it unless - there are serious navigation problems. -- The number of "do not enter" brushes should be minimized because these - brushes create additional areas for the bots. -- The "do not enter" brush will create a New area that the bot will try to - avoid. However if the bot somehow ends up in a "do not enter" area or there - is a valid goal inside the "do not enter" area then the bot is allowed to - go into and out of that area. So if the bot somehow gets in a "do not enter" - area the bot will be able to get out. - - -Bot roaming ------------ - -The item_botroam entity can be used when a bot does not roam the whole level -or prefers to go to only specific areas. This (invisible) item can be placed -in a map just like regular items. Nobody can actually pick up the item it's -only used to attract bots to certain places of the map. The item_botroam has -a key "origin". The value is set by Q3Radiant automatically. The item_botroam -also has a key "weight". The value is the weight of the roam item and is -relative to the weight of other items in the map. The bot character specific -item weights are stored with the bot characters in the botfiles/bots/ sub-folder -in the .pk3 file. The value of the weight is a non-zero floating point value, -most often in the range 0 to 400. (Higher values are allowed but keep in mind -that the bot should also still go for normal items, so don't make the -item_botroam weight to high.) - -When a bot should never go for a specific item the key "notbot" with value "1" -can be used for that item. This key with value can be used for every available -item in Quake III Arena. - -The suspended flag can be used on all items (item_botroam included). -However keep in mind that when a suspended item is not anywhere near the -ground the bot will ONLY try to go for this suspended item using jump pads. - - -Team based entities -------------------- - -You can use the "bot_notteam" entity key with value "1" or "2" on teleporters -(trigger_teleport or trigger_multiple pointing at a target_teleporter), -elevators (func_plat), cyclic movers (func_bobbing), jumppads (trigger_push) -and areas that hurt the player (trigger_hurt). -When "notteam" is set to "1" only bots using the travel flag TFL_NOTTEAM1 will -use the entity or move through the area. When "bot_notteam" is set to "2" only -bots using the travel flag TFL_NOTTEAM2 will use the entity or move through the -area. These travel flags can be used in the game source code. Using this entity -key also only has effect if the mod the map is being made for supports team based -navigation for bots. - - -Testing AAS files ------------------ - -One of the easiest ways to test the AAS file is to load the map in -Quake3 in teamplay mode (type /set g_gametype 3 on the console before -loading the map). Enter a team and add a bot to your team. Use the -team order menu (by default bound to the key F3) to command the bot -to follow you. Walk around the map and see if the bot is able to -follow you everywhere. - -Map bugs can sometimes cause certain places in the map to show up -'solid' in the AAS file. The bots cannot travel through these 'solid' -areas. To test for these 'solid' places set the cvar bot_testsolid -to 1 on the console. (type /set bot_testsolid 1) The map has to be -started with devmap instead of map before the cvar bot_testsolid can -be set. When the cvar is set to 1 then either "empty area" or -"SOLID area" will be printed on the screen while traveling through a map. -Several map bugs can cause these 'solid' places in the AAS file. -- Sometimes microscopic brushes are left over after a brush CSG. Search - for such brushes in the problem area and delete them. -- Tiny brush faces (not curves) can also cause problems. Due to vertex - snapping in the q3map tool those tiny brush faces can be snapped out - of existence. Such faces will not show up in Quake3 and you'll see - tiny peek holes or slits where you can view through the geometry. - Allign vertexes of and edges of adjacent brushes to remove and avoid - such tiny faces. Placing a clip brush in front of the face that is - snapped out of existence will also remove the 'solid' area but ofcourse - it's much better to remove the peek holes and slits. -- Another cause could be a brush with a collapsed side. Check how many - sides a brush has and how many sides actually have a surface. Rebuild - brushes with collapsed sides. -- All faces contained within liquid brushes using a shader without - "surfaceparm trans" set will be removed. Those contained surfaces will - not be visible and can cause the liquid to appear "solid" in the AAS file. - -If you insist creating an AAS file for a map with bugs then the option --forcesidesvisible can be used. This should fix all the problems with areas -showing up solid in the AAS file. However creating an AAS file with this -option takes a lot longer (often more than twice the normal compile time). - -Clusters can be tested with the cvar bot_testclusters. -(type "/set bot_testclusters 1" on the console) - -Jumppads can also be tested. Type the following on the Quake3 console -before loading your map: - -/set bot_maxdebugpolys 1024 -/set bot_visualizejumppads 1 -/set bot_forcereachability 1 - -Now load the map. A counter will be shown and goes from 0% to 100%. -When the counter has reached 100% type /set bot_debug 1 and -/set r_debugSurface 2 on the console. For every jumppad the -default arch of travel (without using air control) will be visualized. -This only works if your .aas file is not optimized. - - -Error messages --------------- - -Level designers should not worry too much about the following messages and/or warnings. The things reported are non fatal and won't cause any major problems. Some of the messages are just debug left overs. - -"AAS_CheckArea: area %d face %d is flipped\n" -"AAS_CheckArea: area %d center is %f %f %f\n" -"AAS_CheckFaceWindingPlane: face %d winding plane unequal to face plane\r\n" -"AAS_CheckFaceWindingPlane: face %d winding reversed\r\n" -"area %d face %d flipped: front area %d, back area %d\n" -"area %d face %d is tiny\r\n" -"face %d and %d, same front and back area but flipped planes\r\n" -"AAS_SplitFace: tiny back face\r\n" -"AAS_SplitFace: tiny back face\r\n" -"AAS_SplitArea: front area without faces\n" -"AAS_SplitArea: back area without faces\n" -"gsubdiv: area %d has a tiny winding\r\n" -"AAS_TestSplitPlane: tried face plane as splitter\n" -"found %d epsilon faces trying to split area %d\r\n" -"AAS_SplitArea: front area without faces\n" -"AAS_GetFace: face %d had degenerate edge %d-%d\r\n" -"AAS_GetFace: face %d was tiny\r\n" -"WARNING: huge winding\n" -"bogus brush after clip" -"split removed brush" -"split not on both sides" -"two tiny brushes\r\n" -"possible portal: %d\r\n" -"portal %d: area %d\r\n" -"WARNING: CM_GridPlane unresolvable\n" -"WARNING: CM_AddFacetBevels... invalid bevel\n" -"WARNING: CM_SetBorderInward: mixed plane sides\n" -"WARNING: bevel plane already used\n" -"trigger_multiple model = \"%s\"\n" -"trigger_teleport model = \"%s\"\n" -"found a trigger_push with velocity %f %f %f\n" -"AAS_TraceBoundingBox: stack overflow\n" -"AAS_TraceAreas: stack overflow\n" -"AAS_LinkEntity: stack overflow\n" -"MergeWindings: degenerate edge on winding %f %f %f\n" -"Warning: MergeWindings: front to back found twice\n" -"FindPlaneSeperatingWindings: winding1 non-convex\r\n" -"FindPlaneSeperatingWindings: winding2 non-convex\r\n" - - -When one of the following messages, errors or warnings is found then there is often something to be fixed. - -"WARNING! HashVec: point %f %f %f outside valid range\n" -"This should never happen!\n" - While storing the AAS file some vertex was found outside the valid map bounds. When this happens some part of the map is likely to have badly aligned brushes or weird shaped curves. Clipping off or rebuilding complex shapes often helps. -"trigger_push start solid\n" - The trigger_push start point is in solid. Try making the trigger_push brush a bit larger or move it around a bit. -"trigger_push without target entity %s\n" - Could not find the target entity of the trigger_push with the target field %s. -"trigger_push without time\n" - trigger_push entity found without "time" field. -"trigger_multiple not in any jump pad area\n" -"trigger_push not in any jump pad area\n" - A trigger_push entity was found not to be in any valid jumppad area. (the message states trigger_multiple but it should have been trigger_push) Try making the trigger_push brush a bit larger or move it around a bit. -"trigger_multiple at %1.0f %1.0f %1.0f without target\n" - A trigger multiple was found at the given coordinates without a "target" field. -"target_teleporter without target\n" - A target_teleporter entity was found without target field. -"trigger_teleport at %1.0f %1.0f %1.0f without target\n" - A trigger_teleport entity was found at the given coordinates without "target" field. -"teleporter without misc_teleporter_dest (%s)\n" - The destination of a teleporter with target field %s could not be found. -"teleporter destination (%s) without origin\n" - A teleporter destination with the target name %s was found without origin field. -"teleporter destination (%s) in solid\n" - A teleporter destination with the targetname %s was found to be in solid. -"teleported into slime or lava at dest %s\n" - A player would be pushed into slime or lave at the teleporter destination with the targetname %s. -"trigger_multiple not in any area\n" - A teleporter trigger was found not to be in any valid area. Try moving the trigger around a bit. -"func_plat without model\n" - A func_plat entity was found without model field. -"func_plat with invalid model number\n" - A func_plat entity was found with the model field set to some invalid number. -"func_bobbing without model\n" - A func_bobbing entity was found without model field. -"func_bobbing with invalid model number\n" - A func_bobbing entity was found with the model field set to some invalid number. -"%s in solid at (%1.1f %1.1f %1.1f)\n" - An item with classname %s was found to be in solid at the given coordinates. -"empty aas link heap\n" - Some part of the map has some rather complex clipping. Reduce the geometric complexity or use clip brushes to reduce the clipping complexity. -"too many entities in BSP file\n" - There are too many entities in the bsp file. -"error opening %s\n" - Could not create a new AAS file. Hard disk might be full. -"error writing lump %s\n" - Could not write an AAS lump to file. Hard disk might be full. - - - -Version Changes ---------------- - -2.1h (2001-03-28) - -- fixed crash bug - -2.1g (2001-02-18) - -- added bot_notteam support on trigger_hurt entities - - -2.1f (2001-02-06) - -- added some AAS statistics -- don't flood through faces when creating clusters - - -2.1e (2001-01-10) - -- fix map size limitation - - -2.1d (2000-12-17) - -- renamed "notteam" to "bot_notteam" - - -2.1c (2000-11-02) - -- added fs_maxfallheight -- compiled with larger map size bounds - - -2.1b (2000-09-15) - -- fixed cfg file loading - - -2.1 (2000-06-28) - -- added model numbers for AREACONTENTS_MOVER -- added team based func_plat, func_bobbing, trigger_teleport and trigger_push reachabilities - - -2.0 (2000-06-21) - -- fixed swim reachabilities -- fixed some reachabilities through cluster portals -- fixed jump reachabilities -- changed some start travel times -- added travel time settings to cfg - - -1.9 (2000-03-27) - -- fixed func_bobbing entities with origin brush - - -1.8 (2000-01-14) - -- fixed trigger_teleport bug. -- increased max map bounds to (-8192, -8192, -8192)-(8192, 8192, 8192) -- increased max points on winding -- made "HashVec: point x y z outside valid range" non-fatal -- fixed rocket jump reachabilities -- added force sides visible option -- increased simulated stack size for area traces - - -1.7 (1999-12-22) - -- fixed ducked bounding box size -- fixed sv_maxsteepness being zero in aas configuration -- AAS files are now automatically stored in BSP file folder -- fixed crash bug caused by overflow of a simulated stack diff --git a/install/installs/Q3Pack/install/docs/Compile_Manual/.svn/text-base/cfgq3.c.svn-base b/install/installs/Q3Pack/install/docs/Compile_Manual/.svn/text-base/cfgq3.c.svn-base deleted file mode 100644 index 47e43c8..0000000 --- a/install/installs/Q3Pack/install/docs/Compile_Manual/.svn/text-base/cfgq3.c.svn-base +++ /dev/null @@ -1,78 +0,0 @@ -//=========================================================================== -// BSPC configuration file -// Quake3 -//=========================================================================== - -#define PRESENCE_NONE 1 -#define PRESENCE_NORMAL 2 -#define PRESENCE_CROUCH 4 - -// more bounding boxes can be added if required -// always minimize the number of bounding boxes listed here to reduce AAS file size -// for instance if players cannot crouch then it's good to remove the bbox definition for it - -//bounding box when running/walking -bbox //30x30x56 -{ - presencetype PRESENCE_NORMAL - flags 0x0000 - mins {-15, -15, -24} - maxs {15, 15, 32} -} - -// bounding box when crouched -bbox //30x30x40 -{ - presencetype PRESENCE_CROUCH - flags 0x0001 - mins {-15, -15, -24} - maxs {15, 15, 16} -} - -// do not forget settings as they might not be defaulted correctly when this cfg is used -settings -{ - // physics settings - phys_gravitydirection {0, 0, -1} // direction of gravity - phys_friction 6 // friction - phys_stopspeed 100 // stop speed - phys_gravity 800 // gravity - phys_waterfriction 1 // friction in water - phys_watergravity 400 // gravity in water - phys_maxvelocity 320 // maximum run speed - phys_maxwalkvelocity 320 // maximum walk speed (set for running) - phys_maxcrouchvelocity 100 // maximum crouch speed - phys_maxswimvelocity 150 // maximum swim speed - phys_walkaccelerate 100 // acceleration for walking - phys_airaccelerate 0 // acceleration flying through the air - phys_swimaccelerate 0 // acceleration for swimming - phys_maxstep 18 // maximum step height - phys_maxsteepness 0.7 // maximum floor steepness a player can walk on - phys_maxwaterjump 19 // maximum height for an out of water jump - phys_maxbarrier 33 // maximum barrier a player can jump onto - phys_jumpvel 270 // jump velocity - phys_falldelta5 40 // falling delta for 5 damage ( see PM_CrashLand in game/bg_pmove.c ) - phys_falldelta10 60 // falling delta for 5 damage ( see PM_CrashLand in game/bg_pmove.c ) - // reachability settings - // the following are all additional travel times added - // for certain reachabilities in 1/100th of a second - rs_waterjump 400 - rs_teleport 50 - rs_barrierjump 100 - rs_startcrouch 300 - rs_startgrapple 500 - rs_startwalkoffledge 70 - rs_startjump 300 - rs_rocketjump 500 - rs_bfgjump 500 - rs_jumppad 250 - rs_aircontrolledjumppad 300 - rs_funcbob 300 - rs_startelevator 50 - rs_falldamage5 300 // avoid getting 5 damage - rs_falldamage10 500 // avoid getting 10 damage - // if != 0 then this is the maximum fall height a reachability can be created for - rs_maxfallheight 0 - // maximum height a bot may fall down when jumping to some location - rs_maxjumpfallheight 450 -} diff --git a/install/installs/Q3Pack/install/docs/Compile_Manual/.svn/text-base/headskins.txt.svn-base b/install/installs/Q3Pack/install/docs/Compile_Manual/.svn/text-base/headskins.txt.svn-base deleted file mode 100644 index bf45f9f..0000000 --- a/install/installs/Q3Pack/install/docs/Compile_Manual/.svn/text-base/headskins.txt.svn-base +++ /dev/null @@ -1,75 +0,0 @@ -search orders with different settings - - -===================== -NON-TEAMPLAY -===================== - -------------------------------------------------- -headmodel = *callisto/lily - -models/players/heads/callisto/lily/head_default.skin -models/players/heads/callisto/head_lily.skin - - -------------------------------------------------- -headmodel = callisto/lily - -models/players/callisto/lily/head_default.skin -models/players/callisto/head_lily.skin -models/players/heads/callisto/lily/head_default.skin -models/players/heads/callisto/head_lily.skin - - - -===================== -Q3 TEAMPLAY -===================== - -------------------------------------------------- -team_headmodel = *callisto/lily -team = red - -models/players/heads/callisto/lily/head_red.skin -models/players/heads/callisto/head_red.skin - - -------------------------------------------------- -team_headmodel = callisto/lily -team = red - -models/players/callisto/lily/head_red.skin -models/players/callisto/head_red.skin -models/players/heads/callisto/lily/head_red.skin -models/players/heads/callisto/head_red.skin - - - -===================== -TA TEAMPLAY -===================== - -------------------------------------------------- -team_headmodel = *callisto/lily -team = red -teamName = Stroggs - -models/players/heads/callisto/lily/Stroggs/head_red.skin -models/players/heads/callisto/Stroggs/head_red.skin -models/players/heads/callisto/lily/head_red.skin -models/players/heads/callisto/head_red.skin - - -------------------------------------------------- -team_headmodel = callisto/lily -team = red -teamName = Stroggs - -models/players/callisto/lily/Stroggs/head_red.skin -models/players/callisto/Stroggs/head_red.skin -models/players/callisto/lily/head_red.skin -models/players/callisto/head_red.skin -models/players/heads/callisto/lily/Stroggs/head_red.skin -models/players/heads/callisto/Stroggs/head_red.skin -models/players/heads/callisto/lily/head_red.skin -models/players/heads/callisto/head_red.skin diff --git a/install/installs/Q3Pack/install/docs/Compile_Manual/.svn/text-base/index.html.svn-base b/install/installs/Q3Pack/install/docs/Compile_Manual/.svn/text-base/index.html.svn-base deleted file mode 100644 index 6b8d719..0000000 --- a/install/installs/Q3Pack/install/docs/Compile_Manual/.svn/text-base/index.html.svn-base +++ /dev/null @@ -1,65 +0,0 @@ - - - - - Compiling Manual - - - - - - - -

- - - diff --git a/install/installs/Q3Pack/install/docs/Compile_Manual/.svn/text-base/modelskins.txt.svn-base b/install/installs/Q3Pack/install/docs/Compile_Manual/.svn/text-base/modelskins.txt.svn-base deleted file mode 100644 index b0f4a01..0000000 --- a/install/installs/Q3Pack/install/docs/Compile_Manual/.svn/text-base/modelskins.txt.svn-base +++ /dev/null @@ -1,73 +0,0 @@ -search orders with different settings - - -===================== -NON-TEAMPLAY -===================== - -------------------------------------------------- -model = hunter/harpy - - -legs: - models/players/hunter/lower_harpy_default.skin - models/players/hunter/lower_harpy.skin - models/players/characters/james/lower_harpy_default.skin - models/players/characters/james/lower_harpy.skin -torso: - models/players/hunter/upper_harpy_default.skin - models/players/hunter/upper_harpy.skin - models/players/characters/hunter/upper_harpy_default.skin - models/players/characters/hunter/upper_harpy.skin - - -===================== -Q3 TEAMPLAY -===================== - -------------------------------------------------- -team_model = hunter/harpy -team = red - -legs: - models/players/hunter/lower_harpy_red.skin - models/players/hunter/lower_red.skin - models/players/characters/hunter/lower_harpy_red.skin - models/players/characters/hunter/lower_red.skin -torso: - models/players/hunter/upper_harpy_red.skin - models/players/hunter/upper_red.skin - models/players/characters/hunter/upper_harpy_red.skin - models/players/characters/hunter/upper_red.skin - - -===================== -TA TEAMPLAY -===================== - -------------------------------------------------- -team_model = james/badass -team = red -teamName = Stroggs - -legs: - models/players/james/Stroggs/lower_badass_red.skin - models/players/james/Stroggs/lower_red.skin - models/players/james/lower_badass_red.skin - models/players/james/lower_red.skin - models/players/characters/james/Stroggs/lower_badass_red.skin - models/players/characters/james/Stroggs/lower_red.skin - models/players/characters/james/lower_badass_red.skin - models/players/characters/james/lower_red.skin -torso: - models/players/james/Stroggs/upper_badass_red.skin - models/players/james/Stroggs/upper_red.skin - models/players/james/upper_badass_red.skin - models/players/james/upper_red.skin - models/players/characters/james/Stroggs/upper_badass_red.skin - models/players/characters/james/Stroggs/upper_red.skin - models/players/characters/james/upper_badass_red.skin - models/players/characters/james/upper_red.skin - - - diff --git a/install/installs/Q3Pack/install/docs/Compile_Manual/.svn/text-base/q3map.html.svn-base b/install/installs/Q3Pack/install/docs/Compile_Manual/.svn/text-base/q3map.html.svn-base deleted file mode 100644 index 1b84545..0000000 --- a/install/installs/Q3Pack/install/docs/Compile_Manual/.svn/text-base/q3map.html.svn-base +++ /dev/null @@ -1,410 +0,0 @@ - - - - - Q3Map Manual - - - - - -

Q3map Manual

- -
- - - - -
-

q3map command line switches:

-
-q3map
------
-
--threads <number>
-	Number of threads used to compile the map. For the fastest compile
-	times the number of threads is set to the number of system processors.
--glview
-	Write a .gl file of the bsp tree for debugging.
--v
-	Output verbose information.
--draw
-	Enable realtime debug drawing output.
--nowater
-	Water, slime and lava brushes are not compiled and won't show up when running the map in Quake.
--noopt
-	unused.
--nofill
-	unused.
--nodetail
-	Detail brushes are not compiled and won't show up when running the map in Quake.
--fulldetail
-	Detail brushes will be treated as normal brushes.
--onlyents
-	Only change the entities in a .bsp using a .ent file.
--onlytextures
-	Only change the textures in a .bsp file.
--micro
-	unused.
--nofog
-	Visible surfaces that cross fog boundaries will not be split along the bound.
-	This can cause visually incorrect fog in the map.
--nosubdivide
-	Visible surfaces are not subdivided as required by shader tesselation.
-	The shader parameter "tesssize" sets the tesselation of a surface.
--leaktest
-	Only test the map for leaks. If a leak is found the compilation is stopped.
--verboseentities
-	Output verbose information about entity sub-models.
--nocurves
-	Curves are not compiled and won't show up when running the map in Quake.
--notjunc
-	T-junctions are not fixed. This can cause tiny slits where a surface meets halfway another surface.
--expand
-	Expands all the brush planes and saves a new map out to allow visual inspection of the clipping bevels
--tmpout
-	Output files to a folder called "tmp".
--fakemap
-	Write out a fakemap.map This map will contain a worldspawn entity with all the world brushes.
--samplesize <N>
-	Set the lightmap pixel size to NxN units. Default 16x16.
--custinfoparms
-	Will enable custom surface flags (see below)
-
-q3map -vis
-----------
-
--threads <number>
-	Number of threads used to compile the map. For the fastest compile
-	times the number of threads is set to the number of system processors.
--fast
-	Only calculate a very loose visiblity list. It doesn't take much time to
-	calculate but a lot more polygons will be drawn by the Q3 engine than necesary.
--merge
-	Merge bsp leaves before calculating the visibility list. This will speed up
-	the vis calculations but mostly more polygons will be drawn by the Q3 engine
-	than necesary.
--nopassage
-	Disable the passage visibility algorithm. The passage vis is faster and a bit more
-	tight than the old algorithm.
--level
-	unused.
--v
-	Output verbose information.
--nosort
-	Don't sort the portals on complexity. Sorting mostly speeds up visibility calculations
-	because more complex portals can use information from less complex portals.
--saveprt
-	Don't delete the .prt file after creating the visibility list.
--tmpin <path>
-	Input files will be read from a folder called "tmp".
--tmpout <path>
-	Output files will be written to a folder called "tmp".
-
-
-q3map -light
-------------
-
--threads <number>
-	Number of threads used to compile the map. For the fastest compile
-	times the number of threads is set to the number of system processors.
--bounce <N> [NEW]
-	Enable radiosity calculation. Rediffuses the light emitted onto surfaces N
-	times. Will write out the BSP after every pass, so it can be cancelled.
-	Light reflected is the lightmap/vertex * texture color, subsampled to a certain
-	granularity across every lit surface. Use q3map_lightimage in a shader
-	to override the reflected color.
--bouncegrid [NEW]
-	Radiosity affects lightgrid (entity lighting).
--fast [NEW]
-	Enables light envelopes for area lights, speeding light up by 50x or more on
-	some maps. Has the side effect of dimmer maps with large numbers of dim surface
-	lights.
--fastgrid [NEW]
-	Same as fast, but only for lightgrid calculation.
--fastbounce [NEW]
-	Enables fast for radiosity passes only.
--cheap [NEW]
-	Stop calculating light at a sample when it exceeds (255, 255, 255). This may
-	produce odd artifacts on maps with lots of saturated colored lighting. Also,
-	do not use -cheap with radiosity if you wish to preserve all light emitted.
--cheapgrid [NEW]
-	Same as cheap, but only for lightgrid calculation.
--area <scale>
-	This scales the light intensity of area lights.
--point <scale>
-	This scales the light intensity of point lights.
--notrace
-	No light tracing is performed. As a result no shadows will be casted.
--patchshadows
-	Enable patches casting shadows.
--novertex
-	Don't calculate vertex lighting.
--nogrid
-	Don't calculate light grid for dynamic model lighting.
--smooth [NEW]
-	Smart version of -extra. Only subsamples lightmap pixels that are shadowed.
-	Produces results comparable to -extra in roughly 1/3 the time. Can also be
-	used with -extra or -extrawide for 16- or 48-tap sampling respectively
-	(smoother shadows).
--extra
-	Take four samples per lightmap pixel and store the average light value of these
-	four samples for the actual lightmap pixel.
-	This super sampling is used for anti-aliasing.
--extrawide
-	Just like -extra four samples per lightmap pixel are calculated. However the
-	average of 12 samples is stored per lightmap pixel.
--samplesize <N>
-	Set the lightmap pixel size to NxN units. Default 16x16.
--border
-	Create a debugging border around the lightmap.
--v
-	Output verbose information.
--nosurf
-	Disables surface tracing (detail brushes and patches) for shadow calculation.
--dump
-	Dumps prefab files when used with radiosity for each bounce.
-
-
-q3map -vlight
--------------
-
--threads <number>
-	Number of threads used to compile the map. For the fastest compile
-	times the number of threads is set to the number of system processors.
--area <scale>
-	This scales the light intensity of area lights.
--point <scale>
-	This scales the light intensity of point lights.
--novertex
-	Don't calculate vertex lighting.
--nogrid
-	Don't calculate light grid for dynamic model lighting.
--nostitching
-	No polygon stitching before lighting.
--noalphashading
-	Don't use alpha shading at all.
--nocolorshading
-	Don't use colored alpha shading. The alpha channel will be used as if it were binary.
-	The light goes through or not and does not change color.
--tracelight
-	Use the "-light" light algorithm for all surface unless a surface
-	uses a shader with the shader option "q3map_vlight".
--samplesize <N>
-	Set the lightmap pixel size to NxN units. Default 16x16.
--v
-	Output verbose information.
-
- - - -

The q3map options are a subset of the shader instructions that require -recompiling of the map.

- -

q3map_bounce <fraction>

-

      [NEW] -Specify a number between 0 and 1.0 (or higher) to scale the amount of light reflected in radiosity passes. -Default: 1.0

- -

q3map_nofast

-

      [NEW] -Surfaces that emit light with this shader parameter will disable -fast optimisation. Useful for -large areas of dim sky where you want all the dim light to reach all surfaces.

- -

q3map_tracelight

-

      [NEW] Surfaces using a shader with this option will always be lit with the -original "-light" light algorithm. Patches will not cast shadows on -this surface unless the shader option q3map_patchshadows is used.

-

q3map_patchshadows

-

      [NEW] When this option is used in conjunction with the original (-light) -lighting algorithm, surfaces with textures modified by this option will will -show shadows cast by curve patches (under normal circumstances, curve patches do -not cast shadows).

-

q3map_vertexshadows

-

      [NEW] By default, no shadows are cast on vertex-only lit surfaces (see -surfaceparm pointlight). Also when running Quake III Arena in vertex  lighting -mode, no shadows are cast upon any surfaces (shadows are part of the light map). -When using this shader option shadows *will* be cast on the surface when vertex -lit. However sharp shadow edges won't be seen on the surface because light -values are only calculated at the vertexes.

-

q3map_novertexshadows

-

      [NEW] Shaders used for misc_models and terrain can now use -q3map_novertexshadows to disable shadows to be cast at the vertex lit surfaces. -Shadows being cast at small misc_model objects often makes sense. However -shadows on large vertex lit terrain surfaces often look bad. By default no -shadows are cast at forced vertex list surfaces ( shaders with "pointlight" -).

-

q3map_forcesunlight

-

      [NEW] No sunlight is cast at vertex lit md3 models and terrain by default. -Using this option sunlight (overbright bits created by q3map_sun option) will be -cast on these surfaces.

-

q3map_vertexscale <scale>

-

      [NEW] The light value at the vertexes of a surface using a shader with this -option is multiplied by the scale value. This is a way to lighten or darken a -vertex light only surface in comparison to other, light-map lit surfaces around -it.

-

q3map_notjunc

-

      [NEW] Surfaces modified by a shader with this option are not used for -tjunction fixing.

-

q3map_vlight

-

      [NEW] Surfaces modified by a shader with this option will always be lit with -the "-vlight" algorithm when q3map is used with the options "-vlight --tracelight".

-

q3map_lightmapsamplesize <S>

-

      [NEW] Surfaces using a shader with this shader option will use lightmaps with -pixel size SxS. This option can be used to produce high resolution shadows on -certain surfaces or can be used to reduce the size of lightmap data where high -resolution shadows are not required.

-

q3map_lightimage <image>

-

      Image to use for the light color of a surface light instead of the image(s) -used by the shader. Color is averaged from the texture. Texture must be the same -size as the base image map.

-

q3map_surfacelight <value>

-

Sets the amount of light this surface emits.

-

q3map_lightsubdivide <value>

-

      A surface light is subdivided into a bunch of point lights for the actual -lighting of the world. This parameter controls the space between those point -lights. Default value is 120.

-

q3map_backsplash <percent> <distance>

-

      A surface light is also lit by itself using back splash point lights with a -lower intensity. The <percent> parameter specifies the intensity -percentage they use from the q3map_surfacelight <value> parameter. The -<distance> parameter controls the distance of these back splash lights -from the surface. You can set the <percent> to zero or a negative value to -disable the back splash lights.

-

      q3map_globaltexture

-

When this option is set the texture is not aligned to the world.

-

      q3map_backshader <shader>

-

<shader> is the path/name of the shader or texture to be used at the -back side of the surface.

-

      q3map_flare <shader>

-

Creates a flare using the specified <shader> at the center of the -surface using a shader with this option.

-

      light <value>

-

Old style flare specification always using the shader "flareshader". -The <value> parameter is unused.

-

      q3map_sun <red> <green> <blue> <intensity> -<degrees> <elevation>

-

Color will be normalized, so it doesn't matter what range you use. The -intensity falls off with angle but not distance. A value of 100 is a fairly -bright sun.

-

      degree of 0 = from the east, 90 = north, etc.

-

      elevation of 0 = sunrise/set, 90 = noon

-

      surfaceparm pointlight

-

Surfaces using a shader with this parameter will always be vertex lit

-

This option can be used to reduce the lightmap data. Often used on surfaces

-

that don't need any shadows.

- - -

Surfaceparm dust

-

If a player lands (jumps onto) on a surfaces using a shader with this -parameter, a put of dust will appear at the player’s feet. Note that the -worldspawn entity of that map must have an enableDust key set to a value of 1. -Note: This surfaceflag has been replaced by "surfaceparm woodsteps" in -Return to Castle Wolfenstien.

- - -

Custom surfaceparms

-
-

With the new q3map tool you can add custom surface parameters for mods -without the need to recompile the q3map tool. These custom surfaceparms are -stored in a file called ‘custinfoparms.txt’ in the folder scripts/. An -example of this file with the new surfaceparm treacle and surfaceparm grass is -shown below.

-

// Custom Infoparms File
-// Custom Contentsflags
-{
-treacle 0x4000
-}
-// Custom Surfaceflags
-{
-grass 0x80000
-}

-

 

- -

NOTE: For linux users, when using the -custinfoparms parameter q3map -first looks in your homedir, and only if it doesn't find a custinfoparms.txt -there, it uses the one stored in the

-

quake3 install dir (usually /usr/local/games).

-

 

-
-

Content Flags

-
-

Contents flags are flags similar to CONTENTS_FOG in the original Q3A. These -flags define the contents of volumes inside the game (for instance lava, fog, -water, etc.).

-

If you look in the source file game/surfaceflags.h, it has defines for all -contents flags. The define is split into a name and a hexadecimal value, for -instance CONTENTS_PLAYERCLIP 0x10000. These hexadecimal values are powers of 2 -and can be ored together (binary) to form a bit mask. Up to 32 contents flags -can be ored together this way.

- -

Example: creating a volume with treacle.

-

The following outlines how a custom contents flag can be added and used in a -mod. First open the ‘custinfoparms.txt’ file and add ‘treacle 0x4000’ -to the Custom Contentsflags section as shown in the example file above (0x4000 -is one of the unused values available for custom use). Next write a shader -script which uses ‘surfaceparm treacle’. Apply this new shader to all sides -of a brush in a test map. When you compile the map, add the -custinfoparms -parameter to the command line following q3map.

-

Next, add CONTENTS_TREACLE 0x4000 to the source file game/surfaceflags.h in -your mod. Now you can call the point contents function. If the point is inside -the brush with the shader using the ‘surfaceparm treacle’ then the point -contents call will return a bit mask with CONTENTS_TREACLE set. This can for -instance be used to slow down player movement when a player is inside such a -brush.

-

 

-
-

Surface Flags

-
-

The surface flags are texture properties that often affect entities in -contact with surfaces using such flags. The ‘surfaceparm metalsteps’ -parameter from Q3A is a good example.

-

If you look in the source file game/surfaceflags.h, it has defines for all -surface flags. The define is split into a name and a hexadecimal value, for -instance SURF_NODAMAGE 0x1. These hexadecimal values are powers of 2 and can be -ored together (binary) to form a bit mask. Up to 32 surface flags can be ored -together this way.

- -

Example: Making ‘footsteps on grass’ sounds

-

The following outlines how a custom surface flag can be added and used in a -mod. First open up the ‘custinfoparms.txt’ file and add 'grass 0x80000' to -the Custom Surfaceflags section as shown in the example file above (0x80000 is -the first available unused value in surfaceflags.h for surface flags). Next -write a shader script which uses a grass image and has 'surfaceparm grass’. -Create a test map with the grass shader covering the ground surface. When you -compile the map, add the -custinfoparms parameter to the command line following -q3map.

-

Next, add SURF_GRASS 0x80000 to the source file game/surfaceflags.h in your -mod. Now you'll be able to execute a trace and the trace information will be -returned in the trace_t structure. If the trace hits a surface with the grass -surfaceparm then the SURF_GRASS flag will be set in trace_t->surfaceFlags. -Such a trace can be used to trigger playing a sound of a person stepping on -grass. For a reference example, see the existing metal steps in the game code.

-

 

-
-

 

- -
- - - -

 

-
-
-

 

-

 

-

-27-

- - - - diff --git a/install/installs/Q3Pack/install/docs/Compile_Manual/bspc.txt b/install/installs/Q3Pack/install/docs/Compile_Manual/bspc.txt deleted file mode 100644 index 0547b97..0000000 --- a/install/installs/Q3Pack/install/docs/Compile_Manual/bspc.txt +++ /dev/null @@ -1,565 +0,0 @@ - - -Title: BSP Converter -Version: 2.1h -Date: 2001-03-28 -Author: Mr. Elusive - - -Description ------------ - -The BSPC tool is used to create AAS files from BSP files. -An AAS file is a file with areas used by the Quake III Arena bot in order -to navigate and understand a map. The Quake III Arena maps are stored in -BSP files. - - -Usage ------ - -bspc [- [- ...]] - -Example 1: bspc -bsp2aas d:\quake3\baseq3\maps\mymap?.bsp -Example 2: bspc -bsp2aas d:\quake3\baseq3\pak0.pk3\maps/q3dm*.bsp - -Switches: - bsp2aas <[pakfilter/]filter.bsp> = convert BSP to AAS - reach = compute reachability & clusters - cluster = compute clusters - aasopt = optimize aas file - output = set output path - threads = set number of threads to X - cfg = use this cfg file - optimize = enable optimization - noverbose = disable verbose output - breadthfirst = breadth first bsp building - nobrushmerge = don't merge brushes - freetree = free the bsp tree - nocsg = disables brush chopping - forcesidesvisible = force all sides to be visible - grapplereach = calculate grapple reachabilities - - -Several metacharacter may be used in the filter and pakfilter. - -* match any string of zero or more characters -? match any single character -[abc...] match any of the enclosed characters; a hyphen can - be used to specify a range (e.g. a-z, A-Z, 0-9) - -.pk3 files are accessed as if they are normal folders. For instance -use "d:\quake3\baseq3\pak0.pk3\maps/q3dm1.bsp" to access the -map q3dm1.bsp from the pak0.pk3 file. - -Multiple files may be listed after the switches bsp2map, bsp2aas, reach, -cluster and aasopt. - -If a BSP file is being converted to an AAS file and no output path -is entered on the command-line then the AAS file will automatically -be stored in the same folder as the BSP file. However if the BSP file -was stored in a .pk3 file then the AAS file will be stored in a folder -with the name 'maps' outside the .pk3 file. - - -Updating entity lump --------------------- - -If an AAS file is already available for a BSP file and you ONLY change -the entities inside this BSP file then you only have to recalculate the -reachabilities. This way you can move items, platforms etc. around -without the need to recalculate the whole AAS file which can save quite -some compile time. You can recalculate the reachabilities as follows: - -bspc -reach mymap.bsp - -Where mymap.bsp is the BSP file. The mymap.aas file has to be in the -same folder as mymap.bsp or should be in the output folder specified -with the -output option. - -Keep in mind that as soon as ANY geometry in the map changes the whole -AAS file HAS to be recalculated in order to play with bots. - -NOTE: -reach does not work on optimized .AAS files! -NOTE: don't use -reach when moving the position of doors. - - -Leaks ------ - -Just like there can be vis leaks in a map there can also be clipping -leaks. Two things can be wrong when the BSPC tool outputs that a map -leaks. - -1. There are no entities in the map at all, or all entities that are -actually in the map are placed in solid. In this case the BSPC tool -outputs "WARNING: no entities inside". (At least a player start entity -is needed to load a map.) - -2. There is a spot in the map where players can go outside the map -into the void. This is bad, players should never be able to fall out -of a level. In this case the BSPC tool outputs "WARNING: entity -reached from outside". The BSPC tool also writes a mymap.lin file -that can be loaded in the Q3Radiant editor to show lines that go -through the actual leak. - -Make sure the .lin file is stored in the same folder as where q3radiant -stores the .bsp file. Load the map in q3radiant and use the -menu -> File -> Pointfile... to load the .lin file. A thick red line -will be shown in the map. Follow this line to find the leak. - - -Map bounds ----------- - -Currently a map should be within the bounds (-65536, -65536, -65536) - -(65536, 65536, 65536) for the bspc tool to compile. These are the same -limits the q3map tool has. - - -Physics -------- - -The player bounding box is a 30 units by 30 units square with a height -of 56 units. If we assume 1.75 meters being the average height of a human -and a player in Quake III Arena being 56 units high we get 32 units = 1 meter. - -Maximum step height of a player is 18 units (just keep steps 16 units or -lower). - -The maximum water jump height for bots has been set to 18 units. (height -difference between water surface and the floor jumping onto). If the -waterjump height is made higher human players will have a hard time getting -out of the water. - -With normal gravity and without the quad the maximum rocket jump height is -around 280 units (you can sometimes jump a few units higher but this is a -safe value for reference). - -The maximum height for barriers the bots will jump on is 32 units. - -Some math to calculate some other values of interest: - -gravity = 800; -jump velocity = 270; -max vertical rocketjump velocity = 670; -max run velocity = 320; -max step height = 18; - -max jump height = 0.5 * gravity * (jumpvelocity/gravity)*(jumpvelocity/gravity); -max jump height = 45 units; -NOTE: even though this is the mathematical maximum jump height always keep -the the 32 units maximum barrier height for bots in mind when building maps. - -maximum horizontal jump distance over a gap from one spot to another both -at the same height: - -t = sqrt((maxjumpheight + maxstep) / (0.5 * gravity)); -t = 0.3986 seconds; -dist = maxrunvelocity * (t + jumpvelocity / gravity); -dist = 235 units; -Because players use a bounding box we can jump a full bounding box width -furter in the ideal case. (15 units at the jump start and 15 at the -landing place). -235 + 15 + 15 = 265 units. -Again this is the mathematical maximum which players can only reach under -ideal circumstances. - - -Optimizing a map for bspc -------------------------- - -Hint brushes have no effect on the bspc tool. Only solid, clip, liquid, -cluster portal and do not enter brushes are used by the bspc tool. - -The bspc tool outputs how many areas are created for a map. Less areas -is better. Often the number of areas can be reduced by adding additional -clip brushes. By adding these additional clip brushes the complexity -of the geometry used for collision can be reduced. Do not add clip -brushes in front of the complex geometry but get the complex shaped -geometry contained within these clip brushes. Things that should be -contained within clip brushes are small or complex shaped (often detail) -brushes and complex and twisted curves, but also more regular curves -can be placed within a clip brush. When containing a curve within a -clip brush it's preferred to place the whole curve within the clip -brush (not just part of the curve). -Note: you can make brushes or curves non-solid when they are contained -within *full* clip or *weap* clip brushes to speed up bspc calculations. - -Always try to align your geometry to the grids. Always use the largest -grid possible for alignment of your geometry. Also try to align the -back sides of brushes which may not be visible. The more brush sides -are aligned the better. This will also speed up bspc calculations. - -Align adjacent brushes as much as possible. Make sure no tiny faces are -created due to badly aligned brushes. - -Quite often there are places in a map that are visible to players -but that players can never get to. Players would be able to walk around there -but since players can never reach such places they will never actually -move around there. If players are never able to get to such places -it's better to put a large clip brush which encloses that whole space. -This will also speed up bspc calculations and reduce the number of areas -created by the bspc tool. - -Note: the number of areas relative to the map size tells something about -the navigation complexity for players in general (also human players). -Reducing the collision complexity for bots also makes the map easier to -navigate for human players - - -func_plat and func_bobbing --------------------------- - -When func_plat or func_bobbing entities are placed in a map the bots will -use them if possible. The bots assume they can stand on top of the bounding -box of the model used for the func_plat or func_bobbing entity. As a result -creating complex shaped func_plat or func_bobbing models is mostly a bad -idea. You have to make sure the bots (and players) can actually stand -everywhere ontop of the bounding box of the model. - - -Cluster Portals ---------------- - -A map is divided into areas. Several of these areas can be grouped together -to create a cluster. The clusters are seperated by cluster portals which are -areas themselves. One of the things the bot uses these clusters for is a -multi-level routing algorithm. When a map is efficiently divided up into -clusters bot calculations will be faster. - -several things to take into account: - -- The BSPC tool tries to create cluster portals automatically but additional - cluster portals can be created by placing "clusterportal" brushes. -- Cluster portals are manually created by placing "clusterportal" brushes - inside the map. -- Cluster portal brushes are a tool to optimize a map for CPU usage by the - bots. They are not needed for the bots to operate correctly. -- The "clusterportal" brushes should not be used outside the world hull. -- The cluster portals do not have any effect on vis. -- If a door is already sealed with an areaportal brush, a clusterportal is - not necessary there. (area portals are also used as cluster portals). -- Just like the area portals, the cluster portals must seal a space off - entirely from other areas. -- The cluster portal areas should seal off a cluster in a way that the only - path towards another cluster is through a cluster portal area. -- Only create cluster portals where people can walk or swim through. -- Don't create cluster portals in gaps in the floor. (people would fall through) -- If you have two sealed off clusters and you add a teleporter between them - then the two clusters will be merged again because of the teleporter. -- Cluster portals must seperate no more and no less than two (2) clusters. -- Try to create clusters with all the same number of 'reachability' areas. - for instance if the map has 5400 areas try to create 10 clusters with 540 - areas each, or 12 clusters with 450 areas each, etc. The BSPC tool lists - the number of reachability areas in each cluster. - With Q3A version 1.25 and up you can use /set bot_testclusters 1 on the - console and the area number and cluster number you're in will be printed - on the screen. These cluster number correspond to the cluster numbers - the BSPC tool prints. -- Minimize the number of clusters with only a few (less than 10) areas. -- When adding "cluster portal" brushes try to place them in places with - minimal geometric complexity. For instance place them inside convex door - openings or small hallways (not infront of door openings). Ideally the shape - of the face through which a player walks or swims into the cluster portal - is the same as the shape of the face through which a player leaves the - cluster portal. Also ideally the open space inside the cluster portal - brush is convex. -- Make cluster portals about 16 or 32 units thick or align them with - adjacent geometry. Don't make them too thick though. -- Minimize the total number of cluster portal areas at all times. The more - cluster portal areas you have the more CPU the bots need. -- Items have no effect at all on the creation of areas or clusters. - The same goes for item_botroam. - - -Do Not Enter areas ------------------- - -When bot navigation problems show up or you want to make sure a bot never tries -to go to a certain place "do not enter" brushes can be used. - -several things to take into account: - -- The "do not enter" brushes should not be used outside the world hull. -- The "do not enter" brush is Not a clip brush for the bot. -- The "do not enter" brush is a tool of last resort. Do not use it unless - there are serious navigation problems. -- The number of "do not enter" brushes should be minimized because these - brushes create additional areas for the bots. -- The "do not enter" brush will create a New area that the bot will try to - avoid. However if the bot somehow ends up in a "do not enter" area or there - is a valid goal inside the "do not enter" area then the bot is allowed to - go into and out of that area. So if the bot somehow gets in a "do not enter" - area the bot will be able to get out. - - -Bot roaming ------------ - -The item_botroam entity can be used when a bot does not roam the whole level -or prefers to go to only specific areas. This (invisible) item can be placed -in a map just like regular items. Nobody can actually pick up the item it's -only used to attract bots to certain places of the map. The item_botroam has -a key "origin". The value is set by Q3Radiant automatically. The item_botroam -also has a key "weight". The value is the weight of the roam item and is -relative to the weight of other items in the map. The bot character specific -item weights are stored with the bot characters in the botfiles/bots/ sub-folder -in the .pk3 file. The value of the weight is a non-zero floating point value, -most often in the range 0 to 400. (Higher values are allowed but keep in mind -that the bot should also still go for normal items, so don't make the -item_botroam weight to high.) - -When a bot should never go for a specific item the key "notbot" with value "1" -can be used for that item. This key with value can be used for every available -item in Quake III Arena. - -The suspended flag can be used on all items (item_botroam included). -However keep in mind that when a suspended item is not anywhere near the -ground the bot will ONLY try to go for this suspended item using jump pads. - - -Team based entities -------------------- - -You can use the "bot_notteam" entity key with value "1" or "2" on teleporters -(trigger_teleport or trigger_multiple pointing at a target_teleporter), -elevators (func_plat), cyclic movers (func_bobbing), jumppads (trigger_push) -and areas that hurt the player (trigger_hurt). -When "notteam" is set to "1" only bots using the travel flag TFL_NOTTEAM1 will -use the entity or move through the area. When "bot_notteam" is set to "2" only -bots using the travel flag TFL_NOTTEAM2 will use the entity or move through the -area. These travel flags can be used in the game source code. Using this entity -key also only has effect if the mod the map is being made for supports team based -navigation for bots. - - -Testing AAS files ------------------ - -One of the easiest ways to test the AAS file is to load the map in -Quake3 in teamplay mode (type /set g_gametype 3 on the console before -loading the map). Enter a team and add a bot to your team. Use the -team order menu (by default bound to the key F3) to command the bot -to follow you. Walk around the map and see if the bot is able to -follow you everywhere. - -Map bugs can sometimes cause certain places in the map to show up -'solid' in the AAS file. The bots cannot travel through these 'solid' -areas. To test for these 'solid' places set the cvar bot_testsolid -to 1 on the console. (type /set bot_testsolid 1) The map has to be -started with devmap instead of map before the cvar bot_testsolid can -be set. When the cvar is set to 1 then either "empty area" or -"SOLID area" will be printed on the screen while traveling through a map. -Several map bugs can cause these 'solid' places in the AAS file. -- Sometimes microscopic brushes are left over after a brush CSG. Search - for such brushes in the problem area and delete them. -- Tiny brush faces (not curves) can also cause problems. Due to vertex - snapping in the q3map tool those tiny brush faces can be snapped out - of existence. Such faces will not show up in Quake3 and you'll see - tiny peek holes or slits where you can view through the geometry. - Allign vertexes of and edges of adjacent brushes to remove and avoid - such tiny faces. Placing a clip brush in front of the face that is - snapped out of existence will also remove the 'solid' area but ofcourse - it's much better to remove the peek holes and slits. -- Another cause could be a brush with a collapsed side. Check how many - sides a brush has and how many sides actually have a surface. Rebuild - brushes with collapsed sides. -- All faces contained within liquid brushes using a shader without - "surfaceparm trans" set will be removed. Those contained surfaces will - not be visible and can cause the liquid to appear "solid" in the AAS file. - -If you insist creating an AAS file for a map with bugs then the option --forcesidesvisible can be used. This should fix all the problems with areas -showing up solid in the AAS file. However creating an AAS file with this -option takes a lot longer (often more than twice the normal compile time). - -Clusters can be tested with the cvar bot_testclusters. -(type "/set bot_testclusters 1" on the console) - -Jumppads can also be tested. Type the following on the Quake3 console -before loading your map: - -/set bot_maxdebugpolys 1024 -/set bot_visualizejumppads 1 -/set bot_forcereachability 1 - -Now load the map. A counter will be shown and goes from 0% to 100%. -When the counter has reached 100% type /set bot_debug 1 and -/set r_debugSurface 2 on the console. For every jumppad the -default arch of travel (without using air control) will be visualized. -This only works if your .aas file is not optimized. - - -Error messages --------------- - -Level designers should not worry too much about the following messages and/or warnings. The things reported are non fatal and won't cause any major problems. Some of the messages are just debug left overs. - -"AAS_CheckArea: area %d face %d is flipped\n" -"AAS_CheckArea: area %d center is %f %f %f\n" -"AAS_CheckFaceWindingPlane: face %d winding plane unequal to face plane\r\n" -"AAS_CheckFaceWindingPlane: face %d winding reversed\r\n" -"area %d face %d flipped: front area %d, back area %d\n" -"area %d face %d is tiny\r\n" -"face %d and %d, same front and back area but flipped planes\r\n" -"AAS_SplitFace: tiny back face\r\n" -"AAS_SplitFace: tiny back face\r\n" -"AAS_SplitArea: front area without faces\n" -"AAS_SplitArea: back area without faces\n" -"gsubdiv: area %d has a tiny winding\r\n" -"AAS_TestSplitPlane: tried face plane as splitter\n" -"found %d epsilon faces trying to split area %d\r\n" -"AAS_SplitArea: front area without faces\n" -"AAS_GetFace: face %d had degenerate edge %d-%d\r\n" -"AAS_GetFace: face %d was tiny\r\n" -"WARNING: huge winding\n" -"bogus brush after clip" -"split removed brush" -"split not on both sides" -"two tiny brushes\r\n" -"possible portal: %d\r\n" -"portal %d: area %d\r\n" -"WARNING: CM_GridPlane unresolvable\n" -"WARNING: CM_AddFacetBevels... invalid bevel\n" -"WARNING: CM_SetBorderInward: mixed plane sides\n" -"WARNING: bevel plane already used\n" -"trigger_multiple model = \"%s\"\n" -"trigger_teleport model = \"%s\"\n" -"found a trigger_push with velocity %f %f %f\n" -"AAS_TraceBoundingBox: stack overflow\n" -"AAS_TraceAreas: stack overflow\n" -"AAS_LinkEntity: stack overflow\n" -"MergeWindings: degenerate edge on winding %f %f %f\n" -"Warning: MergeWindings: front to back found twice\n" -"FindPlaneSeperatingWindings: winding1 non-convex\r\n" -"FindPlaneSeperatingWindings: winding2 non-convex\r\n" - - -When one of the following messages, errors or warnings is found then there is often something to be fixed. - -"WARNING! HashVec: point %f %f %f outside valid range\n" -"This should never happen!\n" - While storing the AAS file some vertex was found outside the valid map bounds. When this happens some part of the map is likely to have badly aligned brushes or weird shaped curves. Clipping off or rebuilding complex shapes often helps. -"trigger_push start solid\n" - The trigger_push start point is in solid. Try making the trigger_push brush a bit larger or move it around a bit. -"trigger_push without target entity %s\n" - Could not find the target entity of the trigger_push with the target field %s. -"trigger_push without time\n" - trigger_push entity found without "time" field. -"trigger_multiple not in any jump pad area\n" -"trigger_push not in any jump pad area\n" - A trigger_push entity was found not to be in any valid jumppad area. (the message states trigger_multiple but it should have been trigger_push) Try making the trigger_push brush a bit larger or move it around a bit. -"trigger_multiple at %1.0f %1.0f %1.0f without target\n" - A trigger multiple was found at the given coordinates without a "target" field. -"target_teleporter without target\n" - A target_teleporter entity was found without target field. -"trigger_teleport at %1.0f %1.0f %1.0f without target\n" - A trigger_teleport entity was found at the given coordinates without "target" field. -"teleporter without misc_teleporter_dest (%s)\n" - The destination of a teleporter with target field %s could not be found. -"teleporter destination (%s) without origin\n" - A teleporter destination with the target name %s was found without origin field. -"teleporter destination (%s) in solid\n" - A teleporter destination with the targetname %s was found to be in solid. -"teleported into slime or lava at dest %s\n" - A player would be pushed into slime or lave at the teleporter destination with the targetname %s. -"trigger_multiple not in any area\n" - A teleporter trigger was found not to be in any valid area. Try moving the trigger around a bit. -"func_plat without model\n" - A func_plat entity was found without model field. -"func_plat with invalid model number\n" - A func_plat entity was found with the model field set to some invalid number. -"func_bobbing without model\n" - A func_bobbing entity was found without model field. -"func_bobbing with invalid model number\n" - A func_bobbing entity was found with the model field set to some invalid number. -"%s in solid at (%1.1f %1.1f %1.1f)\n" - An item with classname %s was found to be in solid at the given coordinates. -"empty aas link heap\n" - Some part of the map has some rather complex clipping. Reduce the geometric complexity or use clip brushes to reduce the clipping complexity. -"too many entities in BSP file\n" - There are too many entities in the bsp file. -"error opening %s\n" - Could not create a new AAS file. Hard disk might be full. -"error writing lump %s\n" - Could not write an AAS lump to file. Hard disk might be full. - - - -Version Changes ---------------- - -2.1h (2001-03-28) - -- fixed crash bug - -2.1g (2001-02-18) - -- added bot_notteam support on trigger_hurt entities - - -2.1f (2001-02-06) - -- added some AAS statistics -- don't flood through faces when creating clusters - - -2.1e (2001-01-10) - -- fix map size limitation - - -2.1d (2000-12-17) - -- renamed "notteam" to "bot_notteam" - - -2.1c (2000-11-02) - -- added fs_maxfallheight -- compiled with larger map size bounds - - -2.1b (2000-09-15) - -- fixed cfg file loading - - -2.1 (2000-06-28) - -- added model numbers for AREACONTENTS_MOVER -- added team based func_plat, func_bobbing, trigger_teleport and trigger_push reachabilities - - -2.0 (2000-06-21) - -- fixed swim reachabilities -- fixed some reachabilities through cluster portals -- fixed jump reachabilities -- changed some start travel times -- added travel time settings to cfg - - -1.9 (2000-03-27) - -- fixed func_bobbing entities with origin brush - - -1.8 (2000-01-14) - -- fixed trigger_teleport bug. -- increased max map bounds to (-8192, -8192, -8192)-(8192, 8192, 8192) -- increased max points on winding -- made "HashVec: point x y z outside valid range" non-fatal -- fixed rocket jump reachabilities -- added force sides visible option -- increased simulated stack size for area traces - - -1.7 (1999-12-22) - -- fixed ducked bounding box size -- fixed sv_maxsteepness being zero in aas configuration -- AAS files are now automatically stored in BSP file folder -- fixed crash bug caused by overflow of a simulated stack diff --git a/install/installs/Q3Pack/install/docs/Compile_Manual/cfgq3.c b/install/installs/Q3Pack/install/docs/Compile_Manual/cfgq3.c deleted file mode 100644 index 47e43c8..0000000 --- a/install/installs/Q3Pack/install/docs/Compile_Manual/cfgq3.c +++ /dev/null @@ -1,78 +0,0 @@ -//=========================================================================== -// BSPC configuration file -// Quake3 -//=========================================================================== - -#define PRESENCE_NONE 1 -#define PRESENCE_NORMAL 2 -#define PRESENCE_CROUCH 4 - -// more bounding boxes can be added if required -// always minimize the number of bounding boxes listed here to reduce AAS file size -// for instance if players cannot crouch then it's good to remove the bbox definition for it - -//bounding box when running/walking -bbox //30x30x56 -{ - presencetype PRESENCE_NORMAL - flags 0x0000 - mins {-15, -15, -24} - maxs {15, 15, 32} -} - -// bounding box when crouched -bbox //30x30x40 -{ - presencetype PRESENCE_CROUCH - flags 0x0001 - mins {-15, -15, -24} - maxs {15, 15, 16} -} - -// do not forget settings as they might not be defaulted correctly when this cfg is used -settings -{ - // physics settings - phys_gravitydirection {0, 0, -1} // direction of gravity - phys_friction 6 // friction - phys_stopspeed 100 // stop speed - phys_gravity 800 // gravity - phys_waterfriction 1 // friction in water - phys_watergravity 400 // gravity in water - phys_maxvelocity 320 // maximum run speed - phys_maxwalkvelocity 320 // maximum walk speed (set for running) - phys_maxcrouchvelocity 100 // maximum crouch speed - phys_maxswimvelocity 150 // maximum swim speed - phys_walkaccelerate 100 // acceleration for walking - phys_airaccelerate 0 // acceleration flying through the air - phys_swimaccelerate 0 // acceleration for swimming - phys_maxstep 18 // maximum step height - phys_maxsteepness 0.7 // maximum floor steepness a player can walk on - phys_maxwaterjump 19 // maximum height for an out of water jump - phys_maxbarrier 33 // maximum barrier a player can jump onto - phys_jumpvel 270 // jump velocity - phys_falldelta5 40 // falling delta for 5 damage ( see PM_CrashLand in game/bg_pmove.c ) - phys_falldelta10 60 // falling delta for 5 damage ( see PM_CrashLand in game/bg_pmove.c ) - // reachability settings - // the following are all additional travel times added - // for certain reachabilities in 1/100th of a second - rs_waterjump 400 - rs_teleport 50 - rs_barrierjump 100 - rs_startcrouch 300 - rs_startgrapple 500 - rs_startwalkoffledge 70 - rs_startjump 300 - rs_rocketjump 500 - rs_bfgjump 500 - rs_jumppad 250 - rs_aircontrolledjumppad 300 - rs_funcbob 300 - rs_startelevator 50 - rs_falldamage5 300 // avoid getting 5 damage - rs_falldamage10 500 // avoid getting 10 damage - // if != 0 then this is the maximum fall height a reachability can be created for - rs_maxfallheight 0 - // maximum height a bot may fall down when jumping to some location - rs_maxjumpfallheight 450 -} diff --git a/install/installs/Q3Pack/install/docs/Compile_Manual/headskins.txt b/install/installs/Q3Pack/install/docs/Compile_Manual/headskins.txt deleted file mode 100644 index bf45f9f..0000000 --- a/install/installs/Q3Pack/install/docs/Compile_Manual/headskins.txt +++ /dev/null @@ -1,75 +0,0 @@ -search orders with different settings - - -===================== -NON-TEAMPLAY -===================== - -------------------------------------------------- -headmodel = *callisto/lily - -models/players/heads/callisto/lily/head_default.skin -models/players/heads/callisto/head_lily.skin - - -------------------------------------------------- -headmodel = callisto/lily - -models/players/callisto/lily/head_default.skin -models/players/callisto/head_lily.skin -models/players/heads/callisto/lily/head_default.skin -models/players/heads/callisto/head_lily.skin - - - -===================== -Q3 TEAMPLAY -===================== - -------------------------------------------------- -team_headmodel = *callisto/lily -team = red - -models/players/heads/callisto/lily/head_red.skin -models/players/heads/callisto/head_red.skin - - -------------------------------------------------- -team_headmodel = callisto/lily -team = red - -models/players/callisto/lily/head_red.skin -models/players/callisto/head_red.skin -models/players/heads/callisto/lily/head_red.skin -models/players/heads/callisto/head_red.skin - - - -===================== -TA TEAMPLAY -===================== - -------------------------------------------------- -team_headmodel = *callisto/lily -team = red -teamName = Stroggs - -models/players/heads/callisto/lily/Stroggs/head_red.skin -models/players/heads/callisto/Stroggs/head_red.skin -models/players/heads/callisto/lily/head_red.skin -models/players/heads/callisto/head_red.skin - - -------------------------------------------------- -team_headmodel = callisto/lily -team = red -teamName = Stroggs - -models/players/callisto/lily/Stroggs/head_red.skin -models/players/callisto/Stroggs/head_red.skin -models/players/callisto/lily/head_red.skin -models/players/callisto/head_red.skin -models/players/heads/callisto/lily/Stroggs/head_red.skin -models/players/heads/callisto/Stroggs/head_red.skin -models/players/heads/callisto/lily/head_red.skin -models/players/heads/callisto/head_red.skin diff --git a/install/installs/Q3Pack/install/docs/Compile_Manual/index.html b/install/installs/Q3Pack/install/docs/Compile_Manual/index.html deleted file mode 100644 index 6b8d719..0000000 --- a/install/installs/Q3Pack/install/docs/Compile_Manual/index.html +++ /dev/null @@ -1,65 +0,0 @@ - - - - - Compiling Manual - - - - - - - -
-
-
- - -
-

Compiling Manual, q3map & bspc help

-
-
- -

- Table of Contents -

    - · - Q3Map Documentation - -
    · - BSPC Documentation - -
    . - BSPC Configuration file - -
    . - modelskins: Q3 and TA search order for model skins - -
    . - headskins: Q3 and TA search order for head skins - -
-

- -
- - -
- Last updated: Jan 21, 2002   -
-
- -
-
- - - diff --git a/install/installs/Q3Pack/install/docs/Compile_Manual/modelskins.txt b/install/installs/Q3Pack/install/docs/Compile_Manual/modelskins.txt deleted file mode 100644 index b0f4a01..0000000 --- a/install/installs/Q3Pack/install/docs/Compile_Manual/modelskins.txt +++ /dev/null @@ -1,73 +0,0 @@ -search orders with different settings - - -===================== -NON-TEAMPLAY -===================== - -------------------------------------------------- -model = hunter/harpy - - -legs: - models/players/hunter/lower_harpy_default.skin - models/players/hunter/lower_harpy.skin - models/players/characters/james/lower_harpy_default.skin - models/players/characters/james/lower_harpy.skin -torso: - models/players/hunter/upper_harpy_default.skin - models/players/hunter/upper_harpy.skin - models/players/characters/hunter/upper_harpy_default.skin - models/players/characters/hunter/upper_harpy.skin - - -===================== -Q3 TEAMPLAY -===================== - -------------------------------------------------- -team_model = hunter/harpy -team = red - -legs: - models/players/hunter/lower_harpy_red.skin - models/players/hunter/lower_red.skin - models/players/characters/hunter/lower_harpy_red.skin - models/players/characters/hunter/lower_red.skin -torso: - models/players/hunter/upper_harpy_red.skin - models/players/hunter/upper_red.skin - models/players/characters/hunter/upper_harpy_red.skin - models/players/characters/hunter/upper_red.skin - - -===================== -TA TEAMPLAY -===================== - -------------------------------------------------- -team_model = james/badass -team = red -teamName = Stroggs - -legs: - models/players/james/Stroggs/lower_badass_red.skin - models/players/james/Stroggs/lower_red.skin - models/players/james/lower_badass_red.skin - models/players/james/lower_red.skin - models/players/characters/james/Stroggs/lower_badass_red.skin - models/players/characters/james/Stroggs/lower_red.skin - models/players/characters/james/lower_badass_red.skin - models/players/characters/james/lower_red.skin -torso: - models/players/james/Stroggs/upper_badass_red.skin - models/players/james/Stroggs/upper_red.skin - models/players/james/upper_badass_red.skin - models/players/james/upper_red.skin - models/players/characters/james/Stroggs/upper_badass_red.skin - models/players/characters/james/Stroggs/upper_red.skin - models/players/characters/james/upper_badass_red.skin - models/players/characters/james/upper_red.skin - - - diff --git a/install/installs/Q3Pack/install/docs/Compile_Manual/q3map.html b/install/installs/Q3Pack/install/docs/Compile_Manual/q3map.html deleted file mode 100644 index 1b84545..0000000 --- a/install/installs/Q3Pack/install/docs/Compile_Manual/q3map.html +++ /dev/null @@ -1,410 +0,0 @@ - - - - - Q3Map Manual - - - - - -

Q3map Manual

- -
- - - - -
-

q3map command line switches:

-
-q3map
------
-
--threads <number>
-	Number of threads used to compile the map. For the fastest compile
-	times the number of threads is set to the number of system processors.
--glview
-	Write a .gl file of the bsp tree for debugging.
--v
-	Output verbose information.
--draw
-	Enable realtime debug drawing output.
--nowater
-	Water, slime and lava brushes are not compiled and won't show up when running the map in Quake.
--noopt
-	unused.
--nofill
-	unused.
--nodetail
-	Detail brushes are not compiled and won't show up when running the map in Quake.
--fulldetail
-	Detail brushes will be treated as normal brushes.
--onlyents
-	Only change the entities in a .bsp using a .ent file.
--onlytextures
-	Only change the textures in a .bsp file.
--micro
-	unused.
--nofog
-	Visible surfaces that cross fog boundaries will not be split along the bound.
-	This can cause visually incorrect fog in the map.
--nosubdivide
-	Visible surfaces are not subdivided as required by shader tesselation.
-	The shader parameter "tesssize" sets the tesselation of a surface.
--leaktest
-	Only test the map for leaks. If a leak is found the compilation is stopped.
--verboseentities
-	Output verbose information about entity sub-models.
--nocurves
-	Curves are not compiled and won't show up when running the map in Quake.
--notjunc
-	T-junctions are not fixed. This can cause tiny slits where a surface meets halfway another surface.
--expand
-	Expands all the brush planes and saves a new map out to allow visual inspection of the clipping bevels
--tmpout
-	Output files to a folder called "tmp".
--fakemap
-	Write out a fakemap.map This map will contain a worldspawn entity with all the world brushes.
--samplesize <N>
-	Set the lightmap pixel size to NxN units. Default 16x16.
--custinfoparms
-	Will enable custom surface flags (see below)
-
-q3map -vis
-----------
-
--threads <number>
-	Number of threads used to compile the map. For the fastest compile
-	times the number of threads is set to the number of system processors.
--fast
-	Only calculate a very loose visiblity list. It doesn't take much time to
-	calculate but a lot more polygons will be drawn by the Q3 engine than necesary.
--merge
-	Merge bsp leaves before calculating the visibility list. This will speed up
-	the vis calculations but mostly more polygons will be drawn by the Q3 engine
-	than necesary.
--nopassage
-	Disable the passage visibility algorithm. The passage vis is faster and a bit more
-	tight than the old algorithm.
--level
-	unused.
--v
-	Output verbose information.
--nosort
-	Don't sort the portals on complexity. Sorting mostly speeds up visibility calculations
-	because more complex portals can use information from less complex portals.
--saveprt
-	Don't delete the .prt file after creating the visibility list.
--tmpin <path>
-	Input files will be read from a folder called "tmp".
--tmpout <path>
-	Output files will be written to a folder called "tmp".
-
-
-q3map -light
-------------
-
--threads <number>
-	Number of threads used to compile the map. For the fastest compile
-	times the number of threads is set to the number of system processors.
--bounce <N> [NEW]
-	Enable radiosity calculation. Rediffuses the light emitted onto surfaces N
-	times. Will write out the BSP after every pass, so it can be cancelled.
-	Light reflected is the lightmap/vertex * texture color, subsampled to a certain
-	granularity across every lit surface. Use q3map_lightimage in a shader
-	to override the reflected color.
--bouncegrid [NEW]
-	Radiosity affects lightgrid (entity lighting).
--fast [NEW]
-	Enables light envelopes for area lights, speeding light up by 50x or more on
-	some maps. Has the side effect of dimmer maps with large numbers of dim surface
-	lights.
--fastgrid [NEW]
-	Same as fast, but only for lightgrid calculation.
--fastbounce [NEW]
-	Enables fast for radiosity passes only.
--cheap [NEW]
-	Stop calculating light at a sample when it exceeds (255, 255, 255). This may
-	produce odd artifacts on maps with lots of saturated colored lighting. Also,
-	do not use -cheap with radiosity if you wish to preserve all light emitted.
--cheapgrid [NEW]
-	Same as cheap, but only for lightgrid calculation.
--area <scale>
-	This scales the light intensity of area lights.
--point <scale>
-	This scales the light intensity of point lights.
--notrace
-	No light tracing is performed. As a result no shadows will be casted.
--patchshadows
-	Enable patches casting shadows.
--novertex
-	Don't calculate vertex lighting.
--nogrid
-	Don't calculate light grid for dynamic model lighting.
--smooth [NEW]
-	Smart version of -extra. Only subsamples lightmap pixels that are shadowed.
-	Produces results comparable to -extra in roughly 1/3 the time. Can also be
-	used with -extra or -extrawide for 16- or 48-tap sampling respectively
-	(smoother shadows).
--extra
-	Take four samples per lightmap pixel and store the average light value of these
-	four samples for the actual lightmap pixel.
-	This super sampling is used for anti-aliasing.
--extrawide
-	Just like -extra four samples per lightmap pixel are calculated. However the
-	average of 12 samples is stored per lightmap pixel.
--samplesize <N>
-	Set the lightmap pixel size to NxN units. Default 16x16.
--border
-	Create a debugging border around the lightmap.
--v
-	Output verbose information.
--nosurf
-	Disables surface tracing (detail brushes and patches) for shadow calculation.
--dump
-	Dumps prefab files when used with radiosity for each bounce.
-
-
-q3map -vlight
--------------
-
--threads <number>
-	Number of threads used to compile the map. For the fastest compile
-	times the number of threads is set to the number of system processors.
--area <scale>
-	This scales the light intensity of area lights.
--point <scale>
-	This scales the light intensity of point lights.
--novertex
-	Don't calculate vertex lighting.
--nogrid
-	Don't calculate light grid for dynamic model lighting.
--nostitching
-	No polygon stitching before lighting.
--noalphashading
-	Don't use alpha shading at all.
--nocolorshading
-	Don't use colored alpha shading. The alpha channel will be used as if it were binary.
-	The light goes through or not and does not change color.
--tracelight
-	Use the "-light" light algorithm for all surface unless a surface
-	uses a shader with the shader option "q3map_vlight".
--samplesize <N>
-	Set the lightmap pixel size to NxN units. Default 16x16.
--v
-	Output verbose information.
-
- - - -

The q3map options are a subset of the shader instructions that require -recompiling of the map.

- -

q3map_bounce <fraction>

-

      [NEW] -Specify a number between 0 and 1.0 (or higher) to scale the amount of light reflected in radiosity passes. -Default: 1.0

- -

q3map_nofast

-

      [NEW] -Surfaces that emit light with this shader parameter will disable -fast optimisation. Useful for -large areas of dim sky where you want all the dim light to reach all surfaces.

- -

q3map_tracelight

-

      [NEW] Surfaces using a shader with this option will always be lit with the -original "-light" light algorithm. Patches will not cast shadows on -this surface unless the shader option q3map_patchshadows is used.

-

q3map_patchshadows

-

      [NEW] When this option is used in conjunction with the original (-light) -lighting algorithm, surfaces with textures modified by this option will will -show shadows cast by curve patches (under normal circumstances, curve patches do -not cast shadows).

-

q3map_vertexshadows

-

      [NEW] By default, no shadows are cast on vertex-only lit surfaces (see -surfaceparm pointlight). Also when running Quake III Arena in vertex  lighting -mode, no shadows are cast upon any surfaces (shadows are part of the light map). -When using this shader option shadows *will* be cast on the surface when vertex -lit. However sharp shadow edges won't be seen on the surface because light -values are only calculated at the vertexes.

-

q3map_novertexshadows

-

      [NEW] Shaders used for misc_models and terrain can now use -q3map_novertexshadows to disable shadows to be cast at the vertex lit surfaces. -Shadows being cast at small misc_model objects often makes sense. However -shadows on large vertex lit terrain surfaces often look bad. By default no -shadows are cast at forced vertex list surfaces ( shaders with "pointlight" -).

-

q3map_forcesunlight

-

      [NEW] No sunlight is cast at vertex lit md3 models and terrain by default. -Using this option sunlight (overbright bits created by q3map_sun option) will be -cast on these surfaces.

-

q3map_vertexscale <scale>

-

      [NEW] The light value at the vertexes of a surface using a shader with this -option is multiplied by the scale value. This is a way to lighten or darken a -vertex light only surface in comparison to other, light-map lit surfaces around -it.

-

q3map_notjunc

-

      [NEW] Surfaces modified by a shader with this option are not used for -tjunction fixing.

-

q3map_vlight

-

      [NEW] Surfaces modified by a shader with this option will always be lit with -the "-vlight" algorithm when q3map is used with the options "-vlight --tracelight".

-

q3map_lightmapsamplesize <S>

-

      [NEW] Surfaces using a shader with this shader option will use lightmaps with -pixel size SxS. This option can be used to produce high resolution shadows on -certain surfaces or can be used to reduce the size of lightmap data where high -resolution shadows are not required.

-

q3map_lightimage <image>

-

      Image to use for the light color of a surface light instead of the image(s) -used by the shader. Color is averaged from the texture. Texture must be the same -size as the base image map.

-

q3map_surfacelight <value>

-

Sets the amount of light this surface emits.

-

q3map_lightsubdivide <value>

-

      A surface light is subdivided into a bunch of point lights for the actual -lighting of the world. This parameter controls the space between those point -lights. Default value is 120.

-

q3map_backsplash <percent> <distance>

-

      A surface light is also lit by itself using back splash point lights with a -lower intensity. The <percent> parameter specifies the intensity -percentage they use from the q3map_surfacelight <value> parameter. The -<distance> parameter controls the distance of these back splash lights -from the surface. You can set the <percent> to zero or a negative value to -disable the back splash lights.

-

      q3map_globaltexture

-

When this option is set the texture is not aligned to the world.

-

      q3map_backshader <shader>

-

<shader> is the path/name of the shader or texture to be used at the -back side of the surface.

-

      q3map_flare <shader>

-

Creates a flare using the specified <shader> at the center of the -surface using a shader with this option.

-

      light <value>

-

Old style flare specification always using the shader "flareshader". -The <value> parameter is unused.

-

      q3map_sun <red> <green> <blue> <intensity> -<degrees> <elevation>

-

Color will be normalized, so it doesn't matter what range you use. The -intensity falls off with angle but not distance. A value of 100 is a fairly -bright sun.

-

      degree of 0 = from the east, 90 = north, etc.

-

      elevation of 0 = sunrise/set, 90 = noon

-

      surfaceparm pointlight

-

Surfaces using a shader with this parameter will always be vertex lit

-

This option can be used to reduce the lightmap data. Often used on surfaces

-

that don't need any shadows.

- - -

Surfaceparm dust

-

If a player lands (jumps onto) on a surfaces using a shader with this -parameter, a put of dust will appear at the player’s feet. Note that the -worldspawn entity of that map must have an enableDust key set to a value of 1. -Note: This surfaceflag has been replaced by "surfaceparm woodsteps" in -Return to Castle Wolfenstien.

- - -

Custom surfaceparms

-
-

With the new q3map tool you can add custom surface parameters for mods -without the need to recompile the q3map tool. These custom surfaceparms are -stored in a file called ‘custinfoparms.txt’ in the folder scripts/. An -example of this file with the new surfaceparm treacle and surfaceparm grass is -shown below.

-

// Custom Infoparms File
-// Custom Contentsflags
-{
-treacle 0x4000
-}
-// Custom Surfaceflags
-{
-grass 0x80000
-}

-

 

- -

NOTE: For linux users, when using the -custinfoparms parameter q3map -first looks in your homedir, and only if it doesn't find a custinfoparms.txt -there, it uses the one stored in the

-

quake3 install dir (usually /usr/local/games).

-

 

-
-

Content Flags

-
-

Contents flags are flags similar to CONTENTS_FOG in the original Q3A. These -flags define the contents of volumes inside the game (for instance lava, fog, -water, etc.).

-

If you look in the source file game/surfaceflags.h, it has defines for all -contents flags. The define is split into a name and a hexadecimal value, for -instance CONTENTS_PLAYERCLIP 0x10000. These hexadecimal values are powers of 2 -and can be ored together (binary) to form a bit mask. Up to 32 contents flags -can be ored together this way.

- -

Example: creating a volume with treacle.

-

The following outlines how a custom contents flag can be added and used in a -mod. First open the ‘custinfoparms.txt’ file and add ‘treacle 0x4000’ -to the Custom Contentsflags section as shown in the example file above (0x4000 -is one of the unused values available for custom use). Next write a shader -script which uses ‘surfaceparm treacle’. Apply this new shader to all sides -of a brush in a test map. When you compile the map, add the -custinfoparms -parameter to the command line following q3map.

-

Next, add CONTENTS_TREACLE 0x4000 to the source file game/surfaceflags.h in -your mod. Now you can call the point contents function. If the point is inside -the brush with the shader using the ‘surfaceparm treacle’ then the point -contents call will return a bit mask with CONTENTS_TREACLE set. This can for -instance be used to slow down player movement when a player is inside such a -brush.

-

 

-
-

Surface Flags

-
-

The surface flags are texture properties that often affect entities in -contact with surfaces using such flags. The ‘surfaceparm metalsteps’ -parameter from Q3A is a good example.

-

If you look in the source file game/surfaceflags.h, it has defines for all -surface flags. The define is split into a name and a hexadecimal value, for -instance SURF_NODAMAGE 0x1. These hexadecimal values are powers of 2 and can be -ored together (binary) to form a bit mask. Up to 32 surface flags can be ored -together this way.

- -

Example: Making ‘footsteps on grass’ sounds

-

The following outlines how a custom surface flag can be added and used in a -mod. First open up the ‘custinfoparms.txt’ file and add 'grass 0x80000' to -the Custom Surfaceflags section as shown in the example file above (0x80000 is -the first available unused value in surfaceflags.h for surface flags). Next -write a shader script which uses a grass image and has 'surfaceparm grass’. -Create a test map with the grass shader covering the ground surface. When you -compile the map, add the -custinfoparms parameter to the command line following -q3map.

-

Next, add SURF_GRASS 0x80000 to the source file game/surfaceflags.h in your -mod. Now you'll be able to execute a trace and the trace information will be -returned in the trace_t structure. If the trace hits a surface with the grass -surfaceparm then the SURF_GRASS flag will be set in trace_t->surfaceFlags. -Such a trace can be used to trigger playing a sound of a person stepping on -grass. For a reference example, see the existing metal steps in the game code.

-

 

-
-

 

- -
- - - -

 

-
-
-

 

-

 

-

-27-

- - - - diff --git a/install/installs/Q3Pack/install/docs/Model_Manual/.svn/entries b/install/installs/Q3Pack/install/docs/Model_Manual/.svn/entries deleted file mode 100644 index 6f03d97..0000000 --- a/install/installs/Q3Pack/install/docs/Model_Manual/.svn/entries +++ /dev/null @@ -1,65 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/Q3Pack/trunk/install/docs/Model_Manual -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2006-02-09T00:07:34.157408Z -1 -spog - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -styles -dir - -model_manual.htm -file - - - - -2012-04-01T16:51:54.369128Z -3c6cafe924ffd55fc17a3be3c66e6e63 -2006-02-09T00:07:34.157408Z -1 -spog -has-props - - - - - - - - - - - - - - - - - - - - -18324 - diff --git a/install/installs/Q3Pack/install/docs/Model_Manual/.svn/prop-base/model_manual.htm.svn-base b/install/installs/Q3Pack/install/docs/Model_Manual/.svn/prop-base/model_manual.htm.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/docs/Model_Manual/.svn/prop-base/model_manual.htm.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/docs/Model_Manual/.svn/text-base/model_manual.htm.svn-base b/install/installs/Q3Pack/install/docs/Model_Manual/.svn/text-base/model_manual.htm.svn-base deleted file mode 100644 index 6735fa7..0000000 --- a/install/installs/Q3Pack/install/docs/Model_Manual/.svn/text-base/model_manual.htm.svn-base +++ /dev/null @@ -1,217 +0,0 @@ - - - -Q3A Player Characters: Putting them in the Game - - - -
-

Putting New Models in Quake III Arena

- -Based on original notes by Paul Steed - -

Edited by Paul Jaquays
-

Edited 12/22/99 by ps
-

QERadiant.com thanks John Hutton for re-formating this manual into a more web friendly version
-

-
-The purpose of this document is to explain how to set up a model for Quake 3 Arena, create the necessary animation and conversion files, and then export it into the MD3 format required by the game. It is intended to be informative only and not a tutorial on building or animating models. - -

The player models for Quake III Arena were built using the commercial modeling software, 3D Studio Max R2.5 (3ds Max) by -Kinetix. These models were then animated using Physique and Biped, components of a plugin for 3dsMax called Character Studio -(also by Kinetix). The following instructions assume that you will model and animate with 3dsMax and Character Studio. - -

1. Setting up the Files

-Begin in your Quake3 directory. If you don't have one already, create a baseq3 directory. Inside the baseq3 directory, create a models directory. Inside the models directory, create a players directory. Inside the players directory, create a directory with the name of your model (we will use [character] in this document to represent information requiring the name of the model). It is generally a good idea to create a 'work' directory under [character] so that the [character] directory itself remains uncluttered. Place all versions of your model and temp textures here, saving the [character] directory purely for the finished model files. - -

2. Building and Naming the Mesh

-The mesh should be built keeping in mind the game engine needs three distinct body part grouping: the head, the upper body, and the lower body. These groupings can consist of different parts or sub-objects, but keep in mind too many sub-objects does impact performance and game play speed. A good rule of thumb is to consolidate your objects (i.e. attach them to each other) as long as they remain a part of a major group. For example, you decide to create a character that has its arms as separate objects for easier animation. Unless the arms or torso has different textures assigned to them go ahead and attach the arms to the torso. It may be more difficult to assign the vertices to the biped skeleton later on, but the efficiency of the model is much better. However, if you must keep the limbs detached for unique shader assignment then keep the following naming conventions in mind: - -

2.1 Head Geometry

-All head geometry needs to begin with lower case 'H_' (h_head, h_glasses, h_hat, etc...). Keep in mind that the head has no -animations itself other than to respond to player mouse-look input. - -

2.2 Upper Body Geometry

-All upper body geometry needs to begin with lower case 'U_' (u_torso, u_arms, u_abdomen, etc.) This is your model's torso and arms. The individual animations for the upper body are listed below. - -

2.3 Lower Body Geometry

-All lower body geometry begins with lower case 'L_' (l_hips, l_legs, l_lfoot, l_rfoot, etc...). This is your model's buttocks, legs and feet. The individual animations for the upper body are listed below. - -

2.4 Tags

-Tags are connection points for other model parts and represent the limited hierarchical system of the game. They include links between the three character body parts and the weapons. Keep in mind that these tags are representations of geometry so they can be animated to represent that geometry. For example, tag_head represents the head, tag_torso represents the torso and tag_weapon represents the weapon. This is important to understand since for example, any time the character is performing a locomotive animation, the upper body can and will animate independently of the lower body, using the relative position of the tag as a base or 'home' position. The tags for the body parts and weapons are named tag_weapon, tag_torso and tag_head. - -

3. Texturing

-Once you finish building your character go ahead and attach it to your biped and do some basic test animations to make certain the mesh doesn't deform in weird ways. Turn edges, ad faces, whatever you need to do to make sure that while animating, the character retains its mesh integrity. Handing the mesh over to another artist to assign UVW's or assigning and texturing yourself without testing the animation integrity of the mesh is very risky. Major modifications after UV assignment can cost you valuable time resulting in re-assigning not just the UV's, but re-attaching the mesh to your biped as well. Once your model is ready, go ahead and apply the texture to it. Typically the textures used in Q3A consist of one 256 x 256 texture for the body and one 128 x 128 texture for the head. Keep in mind that it's best to consolidate your texture on a single page rather than break it up into smaller pages. Also some video cards cannot process a texture size larger than 256, so making a high-rez 1024 x 512 texture just won't be seen since the card will knock it down to -256 x 128 to digest it. - -

4. Set Up for Animation

-Once the character is textured or skinned, bring the mesh back into 3dsMax (2.5) and attach it to an adjusted Biped using the Character Studio plug-in. As a rule of thumb, it's always better to just assign the mesh to the biped using the default -settings and then manually assign vertices to appropriate skeletal 'limbs'. - -

5. Animation

-When animating the character, keep all animations in one file. It's crucial that the animations adhere to a specific order that pertains to the separate body parts as this supports our current tag system. - -

Basically the order of animations goes: full body (animations that combine both upper and lower), upper body, and lower body. Each character file has the following animations in them and for now that's all the modeler is allowed. The division is basically death (all body parts), extraneous upper body, and dedicated locomotive animations. That way all the upper body animations can be performed at any time, separate from whatever it is that that lower body animations may be doing. There is a set number of animation types which are (in order): - -

  • death1 (approx. 30 frames) -
  • death2 (approx. 30 frames) -
  • death3 (approx. 30 frames) - -

  • taunt (approx. 45 frames) -
  • weapon attack (exactly 6 frames) -
  • melee attack (exactly 6 frames) -
  • change weapon (exactly 9 frames) -
  • weapon idle (exactly 1 frame) -
  • melee idle (exactly 1 frame) - -

  • crouched walk (approx. 10 frames) -
  • walk (approx. 15 frames) -
  • run (approx. 12 frames) -
  • backpedal (approx. 10 frames) -
  • swim (approx. 10 frames) -
  • jump forward (approx. 10 frames) -
  • jump forward-land (approx. 6 frames) -
  • jump backward (approx. 10 frames) -
  • jump backward-land (approx. 6 frames) -
  • standing idle (approx. 10 frames) -
  • crouched idle (approx. 10 frames) -
  • turn in place (approx. 8 frames)
- -

A good rule of thumb is to create an idle pose at the frame right after the final death frame. Keep this pose for the -entire lower body and center of mass of the biped up through melee idle frame since any animation by the lower body during these frames will not register during the grab process. Similarly, once the animations for the lower body start, copy the pose for the upper body at the weapon idle frame to the first frame of the crouched walk animation and don't animate the upper body at all after that frame. This allows you to more closely approximate what happens during the game where the upper body is basically just along for the ride as the lower body carries it along via the tag_torso. - -

Keep in mind that an animation.cfg has to be generated for each character that is a direct reflection of your animation file above. - -

6. Setting up Tags

-After the modeler is satisfied with the animations for the character, it's time to bring in the tags that up until now, have -kept in a separate file. This is milestone mark that lets the modeler know that the character is nearly complete. 'Merge' -the tags into your scene. Turn off 'inherit scale' for the tags under the hierarchy/link command panel in Max. Then, -assign a Physique modifier (Character Studio), linking them to specific areas in the biped: - -

tag_torso is linked to the Biped 'pelvis' -
tag_head is linked to the Biped 'head'. -
tag_weapon is linked to the right 'hand'. - -

6.1 Animate Body Tags

-Now, go in and actually animate the tag_torso so that it matches the default position (established previously at -approximately the standing idle frame- from the top view it looks like a perfect 90 degree triangle with the base half as wide as the length, pointing forward) when appropriate. "Appropriate" means that as the character goes through the lower body animations, if the triangle is pointing anywhere else but forward, the upper body will point that way as well since to the code the upper body IS the tag. This works out to the modeler's advantage, though because even if the upper body LOOKS crazy in the animation you simply rely on the tag representation to compensate for it. - -

6.2 Handling Weapon Tags

-Tag_weapon is a bit different. Basically there is no difference between view model weapons (the weapon as seen by the player when it is in use by his or another player) and the world model weapons (weapons as they are found rotating in the maps) in Quake III Arena. However, for visually clarity and identification, they are doubled in scale when they become seen as world models. They are the same object. This reduces the number of models needed the game and creates an overall more efficient system. Unfortunately a drawback to the system is that there can be only one firing animation for the character. Thusly all weapons need to fit within the grip of the character regardless of size or geometry. This also makes it impossible to see hands on your weapons or otherwise perform vertex animation on the weapons other than barrel rotations vis the tag system (tag_barrel). -

Since the placement is always the same for the character's hands on the weapons , create the animations to the point where it begins the weapon attack sequence. Then merge one of the weapon models into the character file as a guide. The weapons have a nested triangle of same dimensions as the tag_head and tag_torso triangles (each weapon in the game has this triangle saved with it. Move the weapon into a horizontal firing position (using the side view) to about where the character would be holding the weapon correctly. Then move the character's hands into the appropriate position and link the weapon to the character's right hand. - -

When you get to the point where you bring in the tags, make a snapshot of the weapon, hide the original and simply delete all the vertices and faces of the copy of the weapon object except for the nested triangle. Rename it tag_weapon, turn off the 'inherit scale' attributes (very important), and assign Physique to it (linking it to the 'right hand' of the biped) and voila. Ready to export. - -

Level of Detail

-Each of the Quake III Arena player characters have a base model and two lower polygon versions of the model (to help with speed issues). For use in the game, the three levels of detail are file formatted as follows: - -

- - - - - - - - - - - - -
[character].[file extension]This is the highest detail model for close up viewing
[character]_1.[file extension]This is a slightly lower polygon model for mid distance viewing
[character]_2.[file extension]This is the lowest polygon model for long distance viewing.
- -

Level of detail means you need to make three versions of your model to get the best performance during gameplay. Each -version needs to have the same textures assigned and same animations assigned to them in order to work in the game. The -numbers you need to shoot for are 800 faces for the highest level, 500 faces for next level and 300 for the lowest level. This works out roughly to be a 60% drop in each LOD, but your numbers will vary in order to maintain mesh integrity. Most LOD's created in Q3A were done with the plugin called MRM (multiple resolution mesh) by Intel. The stock Optimize modifier or manual optimization techniques can be applied. - -

8. Exporting

-Once the tags are in place (also with the Physique modifier attached to them) the model is ready to export to an ase(ascii) -file. To make the models available for use in Quake III Arena, the model was exported to a native 3dsMax ASCII format -file called an '.ase' file. This export option in Max has several check boxes to tweak and then just exports the character -with its animation data (via Character Studio) to a huge ase/ascii file. Under 'Output Options' make sure the 'Mesh Definition', 'Materials', 'Transform Animation Keys', and 'Animated Mesh' boxes are checked. Under 'Mesh Options' and 'Object Types' make sure 'Mapping Coordinates' and 'Geometric' are the only boxes checked, respectively and let it run. Your 'Time Configuration' must reflect a '0' starting point up through the last frame of your animation. The native Max exporter will rely on the time configuration as a guide on which frames to actually grab during the conversion process. Of course there will be better exporters available in the future…this is just how it was done for the characters in Q3A. - -

9. Animation Config File

-The character's animations are controlled by an 'animation.cfg' file where the model maker specifies reference frames and frame rates. The animation.cfg file is a text file (originally created with MS Excel) which contains the frame and animation sequence data. Place this in the model's directory. Note, when the modeler is testing the model in Quake III Arena, changes to the animation.cfg can be made without having to re-grab the model…just do a 'vid_restart' at the cvar command line -prompt. - -

Edit an animation.cfg file which matches the frame/animation sequences and place it in the character's directory. Each animation can have different frame rates that the modeler can tweak, save out in the animation.cfg, hit 'vid_restart' to see the change right away in the game (no need to re-grab the model). The file for visor is shown here below in it's entirety. You may clip this portion of the file out and use it as the basis for your own animation files. - -

-////////////////////////////////////////////////////////////////////////////////
-
-// animation config file
-
-sex		m
-
-headoffset	0 0 0
-footsteps	normal
-
-// first frame, num frames, looping frames, frames per second
-
-0	30	0	25	// BOTH_DEATH1
-29	1	0	25	// BOTH_DEAD1
-30	30	0	25	// BOTH_DEATH2
-59	1	0	25	// BOTH_DEAD2
-60	30	0	25	// BOTH_DEATH3
-89	1	0	25	// BOTH_DEAD3
-90	40	0	20	// TORSO_GESTURE
-130	6	0	15	// TORSO_ATTACK (MUST NOT CHANGE -- hand animation is synced to this)
-136	6	0	15	// TORSO_ATTACK2 (MUST NOT CHANGE -- hand animation is synced to this)
-142	5	0	20	// TORSO_DROP (MUST NOT CHANGE -- hand animation is synced to this)
-147	4	0	20	// TORSO_RAISE (MUST NOT CHANGE -- hand animation is synced to this)
-151	1	0	15	// TORSO_STAND
-152	1	0	15	// TORSO_STAND2
-153	8	8	20	// LEGS_WALKCR
-161	12	12	20	// LEGS_WALK
-173	9	9	18	// LEGS_RUN
-182	10	10	20	// LEGS_BACK
-192	10	10	15	// LEGS_SWIM
-202	8	0	15	// LEGS_JUMP
-210	1	0	15	// LEGS_LAND
-211	8	0	15	// LEGS_JUMPB
-219	1	0	15	// LEGS_LANDB
-220	10	10	15	// LEGS_IDLE
-230	10	10	15	// LEGS_IDLECR
-240	7	7	15	// LEGS_TURN
-
-//////////////////////////////////////////////////////////////////
- -

10. The Conversion Process

- -The models need to be run through id's custom md3 conversion/'grabber' program. The program uses the information in the Quake Data text file ([filename].qdt) to grab and convert the 3dsMax files. - -

10.1 The Conversion File

- -Create a "Quake Data" text file for the model with the extension ".qdt". The contents for our [character].qdt file would read something like: - -

$asecanimconvert models/players/[character]/[character].ase -playerparms 92 155 -
$asecanimconvert models/players/[character]/[character]_1.ase -lod 1 -playerparms 92 155 -
$asecanimconvert models/players/[character]/[character]_2.ase -lod 2 -playerparms 92 155 - -

-This is the grabber program executable. - -

- -This is the path to the model's .ase file. The program looks for files starting in your Quake3\baseq3 directory. - -

-This tells the converter that this is the first level of reduced detail for the model. The value "-lod 2" is for the second, -or lowest level of detail for the model. - -

-This tells the converter which frame the upper body anims only start (first value) and which frame the lower body only anims start (second value). The numbers here are only used as examples - -

10.2 Run the Conversion

-When the qdt file is set up correctly, run the grabber by opening MSDOS command prompt, going to the quake3 directory -containing the model files and typing in 'q3data [character].qdt' - -

11. Review the Model

-Load up Quake 3 Arena. Go to map Q3DM0 (or any map containing a mirror). Bring down the console and type "\model -[character name]". Hit your Show Score key (default is TAB). You should see your new model here. Tweak the frame rates in -your animation.cfg file and save them. Type in "\vid_restart" on the console and hit enter to see the changes. - - - - - diff --git a/install/installs/Q3Pack/install/docs/Model_Manual/model_manual.htm b/install/installs/Q3Pack/install/docs/Model_Manual/model_manual.htm deleted file mode 100644 index 6735fa7..0000000 --- a/install/installs/Q3Pack/install/docs/Model_Manual/model_manual.htm +++ /dev/null @@ -1,217 +0,0 @@ - - - -Q3A Player Characters: Putting them in the Game - - - -
-

Putting New Models in Quake III Arena

- -Based on original notes by Paul Steed - -

Edited by Paul Jaquays
-

Edited 12/22/99 by ps
-

QERadiant.com thanks John Hutton for re-formating this manual into a more web friendly version
-

-
-The purpose of this document is to explain how to set up a model for Quake 3 Arena, create the necessary animation and conversion files, and then export it into the MD3 format required by the game. It is intended to be informative only and not a tutorial on building or animating models. - -

The player models for Quake III Arena were built using the commercial modeling software, 3D Studio Max R2.5 (3ds Max) by -Kinetix. These models were then animated using Physique and Biped, components of a plugin for 3dsMax called Character Studio -(also by Kinetix). The following instructions assume that you will model and animate with 3dsMax and Character Studio. - -

1. Setting up the Files

-Begin in your Quake3 directory. If you don't have one already, create a baseq3 directory. Inside the baseq3 directory, create a models directory. Inside the models directory, create a players directory. Inside the players directory, create a directory with the name of your model (we will use [character] in this document to represent information requiring the name of the model). It is generally a good idea to create a 'work' directory under [character] so that the [character] directory itself remains uncluttered. Place all versions of your model and temp textures here, saving the [character] directory purely for the finished model files. - -

2. Building and Naming the Mesh

-The mesh should be built keeping in mind the game engine needs three distinct body part grouping: the head, the upper body, and the lower body. These groupings can consist of different parts or sub-objects, but keep in mind too many sub-objects does impact performance and game play speed. A good rule of thumb is to consolidate your objects (i.e. attach them to each other) as long as they remain a part of a major group. For example, you decide to create a character that has its arms as separate objects for easier animation. Unless the arms or torso has different textures assigned to them go ahead and attach the arms to the torso. It may be more difficult to assign the vertices to the biped skeleton later on, but the efficiency of the model is much better. However, if you must keep the limbs detached for unique shader assignment then keep the following naming conventions in mind: - -

2.1 Head Geometry

-All head geometry needs to begin with lower case 'H_' (h_head, h_glasses, h_hat, etc...). Keep in mind that the head has no -animations itself other than to respond to player mouse-look input. - -

2.2 Upper Body Geometry

-All upper body geometry needs to begin with lower case 'U_' (u_torso, u_arms, u_abdomen, etc.) This is your model's torso and arms. The individual animations for the upper body are listed below. - -

2.3 Lower Body Geometry

-All lower body geometry begins with lower case 'L_' (l_hips, l_legs, l_lfoot, l_rfoot, etc...). This is your model's buttocks, legs and feet. The individual animations for the upper body are listed below. - -

2.4 Tags

-Tags are connection points for other model parts and represent the limited hierarchical system of the game. They include links between the three character body parts and the weapons. Keep in mind that these tags are representations of geometry so they can be animated to represent that geometry. For example, tag_head represents the head, tag_torso represents the torso and tag_weapon represents the weapon. This is important to understand since for example, any time the character is performing a locomotive animation, the upper body can and will animate independently of the lower body, using the relative position of the tag as a base or 'home' position. The tags for the body parts and weapons are named tag_weapon, tag_torso and tag_head. - -

3. Texturing

-Once you finish building your character go ahead and attach it to your biped and do some basic test animations to make certain the mesh doesn't deform in weird ways. Turn edges, ad faces, whatever you need to do to make sure that while animating, the character retains its mesh integrity. Handing the mesh over to another artist to assign UVW's or assigning and texturing yourself without testing the animation integrity of the mesh is very risky. Major modifications after UV assignment can cost you valuable time resulting in re-assigning not just the UV's, but re-attaching the mesh to your biped as well. Once your model is ready, go ahead and apply the texture to it. Typically the textures used in Q3A consist of one 256 x 256 texture for the body and one 128 x 128 texture for the head. Keep in mind that it's best to consolidate your texture on a single page rather than break it up into smaller pages. Also some video cards cannot process a texture size larger than 256, so making a high-rez 1024 x 512 texture just won't be seen since the card will knock it down to -256 x 128 to digest it. - -

4. Set Up for Animation

-Once the character is textured or skinned, bring the mesh back into 3dsMax (2.5) and attach it to an adjusted Biped using the Character Studio plug-in. As a rule of thumb, it's always better to just assign the mesh to the biped using the default -settings and then manually assign vertices to appropriate skeletal 'limbs'. - -

5. Animation

-When animating the character, keep all animations in one file. It's crucial that the animations adhere to a specific order that pertains to the separate body parts as this supports our current tag system. - -

Basically the order of animations goes: full body (animations that combine both upper and lower), upper body, and lower body. Each character file has the following animations in them and for now that's all the modeler is allowed. The division is basically death (all body parts), extraneous upper body, and dedicated locomotive animations. That way all the upper body animations can be performed at any time, separate from whatever it is that that lower body animations may be doing. There is a set number of animation types which are (in order): - -

  • death1 (approx. 30 frames) -
  • death2 (approx. 30 frames) -
  • death3 (approx. 30 frames) - -

  • taunt (approx. 45 frames) -
  • weapon attack (exactly 6 frames) -
  • melee attack (exactly 6 frames) -
  • change weapon (exactly 9 frames) -
  • weapon idle (exactly 1 frame) -
  • melee idle (exactly 1 frame) - -

  • crouched walk (approx. 10 frames) -
  • walk (approx. 15 frames) -
  • run (approx. 12 frames) -
  • backpedal (approx. 10 frames) -
  • swim (approx. 10 frames) -
  • jump forward (approx. 10 frames) -
  • jump forward-land (approx. 6 frames) -
  • jump backward (approx. 10 frames) -
  • jump backward-land (approx. 6 frames) -
  • standing idle (approx. 10 frames) -
  • crouched idle (approx. 10 frames) -
  • turn in place (approx. 8 frames)
- -

A good rule of thumb is to create an idle pose at the frame right after the final death frame. Keep this pose for the -entire lower body and center of mass of the biped up through melee idle frame since any animation by the lower body during these frames will not register during the grab process. Similarly, once the animations for the lower body start, copy the pose for the upper body at the weapon idle frame to the first frame of the crouched walk animation and don't animate the upper body at all after that frame. This allows you to more closely approximate what happens during the game where the upper body is basically just along for the ride as the lower body carries it along via the tag_torso. - -

Keep in mind that an animation.cfg has to be generated for each character that is a direct reflection of your animation file above. - -

6. Setting up Tags

-After the modeler is satisfied with the animations for the character, it's time to bring in the tags that up until now, have -kept in a separate file. This is milestone mark that lets the modeler know that the character is nearly complete. 'Merge' -the tags into your scene. Turn off 'inherit scale' for the tags under the hierarchy/link command panel in Max. Then, -assign a Physique modifier (Character Studio), linking them to specific areas in the biped: - -

tag_torso is linked to the Biped 'pelvis' -
tag_head is linked to the Biped 'head'. -
tag_weapon is linked to the right 'hand'. - -

6.1 Animate Body Tags

-Now, go in and actually animate the tag_torso so that it matches the default position (established previously at -approximately the standing idle frame- from the top view it looks like a perfect 90 degree triangle with the base half as wide as the length, pointing forward) when appropriate. "Appropriate" means that as the character goes through the lower body animations, if the triangle is pointing anywhere else but forward, the upper body will point that way as well since to the code the upper body IS the tag. This works out to the modeler's advantage, though because even if the upper body LOOKS crazy in the animation you simply rely on the tag representation to compensate for it. - -

6.2 Handling Weapon Tags

-Tag_weapon is a bit different. Basically there is no difference between view model weapons (the weapon as seen by the player when it is in use by his or another player) and the world model weapons (weapons as they are found rotating in the maps) in Quake III Arena. However, for visually clarity and identification, they are doubled in scale when they become seen as world models. They are the same object. This reduces the number of models needed the game and creates an overall more efficient system. Unfortunately a drawback to the system is that there can be only one firing animation for the character. Thusly all weapons need to fit within the grip of the character regardless of size or geometry. This also makes it impossible to see hands on your weapons or otherwise perform vertex animation on the weapons other than barrel rotations vis the tag system (tag_barrel). -

Since the placement is always the same for the character's hands on the weapons , create the animations to the point where it begins the weapon attack sequence. Then merge one of the weapon models into the character file as a guide. The weapons have a nested triangle of same dimensions as the tag_head and tag_torso triangles (each weapon in the game has this triangle saved with it. Move the weapon into a horizontal firing position (using the side view) to about where the character would be holding the weapon correctly. Then move the character's hands into the appropriate position and link the weapon to the character's right hand. - -

When you get to the point where you bring in the tags, make a snapshot of the weapon, hide the original and simply delete all the vertices and faces of the copy of the weapon object except for the nested triangle. Rename it tag_weapon, turn off the 'inherit scale' attributes (very important), and assign Physique to it (linking it to the 'right hand' of the biped) and voila. Ready to export. - -

Level of Detail

-Each of the Quake III Arena player characters have a base model and two lower polygon versions of the model (to help with speed issues). For use in the game, the three levels of detail are file formatted as follows: - -

- - - - - - - - - - - - -
[character].[file extension]This is the highest detail model for close up viewing
[character]_1.[file extension]This is a slightly lower polygon model for mid distance viewing
[character]_2.[file extension]This is the lowest polygon model for long distance viewing.
- -

Level of detail means you need to make three versions of your model to get the best performance during gameplay. Each -version needs to have the same textures assigned and same animations assigned to them in order to work in the game. The -numbers you need to shoot for are 800 faces for the highest level, 500 faces for next level and 300 for the lowest level. This works out roughly to be a 60% drop in each LOD, but your numbers will vary in order to maintain mesh integrity. Most LOD's created in Q3A were done with the plugin called MRM (multiple resolution mesh) by Intel. The stock Optimize modifier or manual optimization techniques can be applied. - -

8. Exporting

-Once the tags are in place (also with the Physique modifier attached to them) the model is ready to export to an ase(ascii) -file. To make the models available for use in Quake III Arena, the model was exported to a native 3dsMax ASCII format -file called an '.ase' file. This export option in Max has several check boxes to tweak and then just exports the character -with its animation data (via Character Studio) to a huge ase/ascii file. Under 'Output Options' make sure the 'Mesh Definition', 'Materials', 'Transform Animation Keys', and 'Animated Mesh' boxes are checked. Under 'Mesh Options' and 'Object Types' make sure 'Mapping Coordinates' and 'Geometric' are the only boxes checked, respectively and let it run. Your 'Time Configuration' must reflect a '0' starting point up through the last frame of your animation. The native Max exporter will rely on the time configuration as a guide on which frames to actually grab during the conversion process. Of course there will be better exporters available in the future…this is just how it was done for the characters in Q3A. - -

9. Animation Config File

-The character's animations are controlled by an 'animation.cfg' file where the model maker specifies reference frames and frame rates. The animation.cfg file is a text file (originally created with MS Excel) which contains the frame and animation sequence data. Place this in the model's directory. Note, when the modeler is testing the model in Quake III Arena, changes to the animation.cfg can be made without having to re-grab the model…just do a 'vid_restart' at the cvar command line -prompt. - -

Edit an animation.cfg file which matches the frame/animation sequences and place it in the character's directory. Each animation can have different frame rates that the modeler can tweak, save out in the animation.cfg, hit 'vid_restart' to see the change right away in the game (no need to re-grab the model). The file for visor is shown here below in it's entirety. You may clip this portion of the file out and use it as the basis for your own animation files. - -

-////////////////////////////////////////////////////////////////////////////////
-
-// animation config file
-
-sex		m
-
-headoffset	0 0 0
-footsteps	normal
-
-// first frame, num frames, looping frames, frames per second
-
-0	30	0	25	// BOTH_DEATH1
-29	1	0	25	// BOTH_DEAD1
-30	30	0	25	// BOTH_DEATH2
-59	1	0	25	// BOTH_DEAD2
-60	30	0	25	// BOTH_DEATH3
-89	1	0	25	// BOTH_DEAD3
-90	40	0	20	// TORSO_GESTURE
-130	6	0	15	// TORSO_ATTACK (MUST NOT CHANGE -- hand animation is synced to this)
-136	6	0	15	// TORSO_ATTACK2 (MUST NOT CHANGE -- hand animation is synced to this)
-142	5	0	20	// TORSO_DROP (MUST NOT CHANGE -- hand animation is synced to this)
-147	4	0	20	// TORSO_RAISE (MUST NOT CHANGE -- hand animation is synced to this)
-151	1	0	15	// TORSO_STAND
-152	1	0	15	// TORSO_STAND2
-153	8	8	20	// LEGS_WALKCR
-161	12	12	20	// LEGS_WALK
-173	9	9	18	// LEGS_RUN
-182	10	10	20	// LEGS_BACK
-192	10	10	15	// LEGS_SWIM
-202	8	0	15	// LEGS_JUMP
-210	1	0	15	// LEGS_LAND
-211	8	0	15	// LEGS_JUMPB
-219	1	0	15	// LEGS_LANDB
-220	10	10	15	// LEGS_IDLE
-230	10	10	15	// LEGS_IDLECR
-240	7	7	15	// LEGS_TURN
-
-//////////////////////////////////////////////////////////////////
- -

10. The Conversion Process

- -The models need to be run through id's custom md3 conversion/'grabber' program. The program uses the information in the Quake Data text file ([filename].qdt) to grab and convert the 3dsMax files. - -

10.1 The Conversion File

- -Create a "Quake Data" text file for the model with the extension ".qdt". The contents for our [character].qdt file would read something like: - -

$asecanimconvert models/players/[character]/[character].ase -playerparms 92 155 -
$asecanimconvert models/players/[character]/[character]_1.ase -lod 1 -playerparms 92 155 -
$asecanimconvert models/players/[character]/[character]_2.ase -lod 2 -playerparms 92 155 - -

-This is the grabber program executable. - -

- -This is the path to the model's .ase file. The program looks for files starting in your Quake3\baseq3 directory. - -

-This tells the converter that this is the first level of reduced detail for the model. The value "-lod 2" is for the second, -or lowest level of detail for the model. - -

-This tells the converter which frame the upper body anims only start (first value) and which frame the lower body only anims start (second value). The numbers here are only used as examples - -

10.2 Run the Conversion

-When the qdt file is set up correctly, run the grabber by opening MSDOS command prompt, going to the quake3 directory -containing the model files and typing in 'q3data [character].qdt' - -

11. Review the Model

-Load up Quake 3 Arena. Go to map Q3DM0 (or any map containing a mirror). Bring down the console and type "\model -[character name]". Hit your Show Score key (default is TAB). You should see your new model here. Tweak the frame rates in -your animation.cfg file and save them. Type in "\vid_restart" on the console and hit enter to see the changes. - - - - - diff --git a/install/installs/Q3Pack/install/docs/Model_Manual/styles/.svn/entries b/install/installs/Q3Pack/install/docs/Model_Manual/styles/.svn/entries deleted file mode 100644 index 676bc21..0000000 --- a/install/installs/Q3Pack/install/docs/Model_Manual/styles/.svn/entries +++ /dev/null @@ -1,62 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/Q3Pack/trunk/install/docs/Model_Manual/styles -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2006-02-09T00:07:34.157408Z -1 -spog - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -q3rad.css -file - - - - -2012-04-01T16:51:54.254121Z -f65ac3e346f227bd9de19518dacd5ba1 -2006-02-09T00:07:34.157408Z -1 -spog -has-props - - - - - - - - - - - - - - - - - - - - -782 - diff --git a/install/installs/Q3Pack/install/docs/Model_Manual/styles/.svn/prop-base/q3rad.css.svn-base b/install/installs/Q3Pack/install/docs/Model_Manual/styles/.svn/prop-base/q3rad.css.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/docs/Model_Manual/styles/.svn/prop-base/q3rad.css.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/docs/Model_Manual/styles/.svn/text-base/q3rad.css.svn-base b/install/installs/Q3Pack/install/docs/Model_Manual/styles/.svn/text-base/q3rad.css.svn-base deleted file mode 100644 index e98ae2b..0000000 --- a/install/installs/Q3Pack/install/docs/Model_Manual/styles/.svn/text-base/q3rad.css.svn-base +++ /dev/null @@ -1,23 +0,0 @@ -body { font: 12pt "Times New Roman"; - margin-left: 5mm; - margin-right: 5mm; - text-align: justify; - background: #ffffff; - color: #000000 } -h1 { font: bold 24pt Arial, Helvetica } -h2 { font: bold italic 18pt Arial, Helvetica } -.subheading { font: bold 16pt Arial, Helvetica } -:link {color: blue; - text-decoration: none; } -:visited {color: purple; - text-decoration: none; } -h6 { font: 10pt "Times New Roman" } -.MsoToc2 { font: bold small-caps 12pt "Times New Roman" } -.MsoTitle { text-align:center; - font: bold 24pt "BankGothic Md BT"; - letter-spacing:2.5pt } -.heading { font: italic 10pt "Times New Roman" } -.subcontents { font: 10pt "Times New Roman" } -.tip { font: 10pt "Comic Sans MS" } -.type { font: 10pt "Courier New" } -.menu { font: 10pt Arial, Helvetica } \ No newline at end of file diff --git a/install/installs/Q3Pack/install/docs/Model_Manual/styles/q3rad.css b/install/installs/Q3Pack/install/docs/Model_Manual/styles/q3rad.css deleted file mode 100644 index e98ae2b..0000000 --- a/install/installs/Q3Pack/install/docs/Model_Manual/styles/q3rad.css +++ /dev/null @@ -1,23 +0,0 @@ -body { font: 12pt "Times New Roman"; - margin-left: 5mm; - margin-right: 5mm; - text-align: justify; - background: #ffffff; - color: #000000 } -h1 { font: bold 24pt Arial, Helvetica } -h2 { font: bold italic 18pt Arial, Helvetica } -.subheading { font: bold 16pt Arial, Helvetica } -:link {color: blue; - text-decoration: none; } -:visited {color: purple; - text-decoration: none; } -h6 { font: 10pt "Times New Roman" } -.MsoToc2 { font: bold small-caps 12pt "Times New Roman" } -.MsoTitle { text-align:center; - font: bold 24pt "BankGothic Md BT"; - letter-spacing:2.5pt } -.heading { font: italic 10pt "Times New Roman" } -.subcontents { font: 10pt "Times New Roman" } -.tip { font: 10pt "Comic Sans MS" } -.type { font: 10pt "Courier New" } -.menu { font: 10pt Arial, Helvetica } \ No newline at end of file diff --git a/install/installs/Q3Pack/install/docs/New_Teams_For_Q3TA/.svn/entries b/install/installs/Q3Pack/install/docs/New_Teams_For_Q3TA/.svn/entries deleted file mode 100644 index b6499f8..0000000 --- a/install/installs/Q3Pack/install/docs/New_Teams_For_Q3TA/.svn/entries +++ /dev/null @@ -1,62 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/Q3Pack/trunk/install/docs/New_Teams_For_Q3TA -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2006-02-09T00:07:34.157408Z -1 -spog - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -index.html -file - - - - -2012-04-01T16:51:46.398672Z -49943f3a09ea270d0199e591cdecf9ec -2006-02-09T00:07:34.157408Z -1 -spog -has-props - - - - - - - - - - - - - - - - - - - - -76283 - diff --git a/install/installs/Q3Pack/install/docs/New_Teams_For_Q3TA/.svn/prop-base/index.html.svn-base b/install/installs/Q3Pack/install/docs/New_Teams_For_Q3TA/.svn/prop-base/index.html.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/docs/New_Teams_For_Q3TA/.svn/prop-base/index.html.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/docs/New_Teams_For_Q3TA/.svn/text-base/index.html.svn-base b/install/installs/Q3Pack/install/docs/New_Teams_For_Q3TA/.svn/text-base/index.html.svn-base deleted file mode 100644 index 44920ab..0000000 --- a/install/installs/Q3Pack/install/docs/New_Teams_For_Q3TA/.svn/text-base/index.html.svn-base +++ /dev/null @@ -1,1040 +0,0 @@ - - - -New Teams For Q3TA - - - -
- - - - - - - - - - - - - - - - -
 

New Teams for Team Arena (and other stories)
-By Paul Jaquays Script files by various id design team members Bot Search Material by Jan Paul "MrElusive" van Waveren

 
 

Table of Contents
- Introduction
- The Team Pak
- Scripts
- User Interface Assets
- In Game Team Logo Icons
- New Models for Team Skins
- Appendix A: The .Bot File
- Appendix B: The .Team File
- Appendix C: The Voice List
- Appendix D: Model Sound List
- Appendix E: .VC File Sample
- Appendix F: Sample Team Arena Animation.Cfg File and New Animation Commands
- Appendix G: Teamname.shader
- Appendix H: Search Order for Model and Head model Assets
- Appendix I: Expanded Team Skin Functionality for Q3A
- Appendix J: Contents of the tm_kreechurs.pk3
- Appendix K: A Minimal Team
- Appendix L: Contents of the TAhead_lily.pk3

-
 
 

Introduction
- The original intent for Teams in Quake III: Team Arena was to allow the use and creation of new Teams. However, it was not until community modelers attempted to build new teams that we discovered that the hooks that we put in place for team creation did not work as intended. This point release contains the fixes and additions necessary to make new teams work.

-

This document presupposes that the person wanting to create a new team already knows the basics of creating, animating, and skinning new character models for Quake III Arena. There are numerous good tutorials on-line covering both the basics and the more in-depth skills needed to make models that work inside the game.

-

Special Thanks
- The content used to test and debug the team creation code is based on a test model provided and made "Team Arena compatible" by Bill and Mike Jukes, a.k.a. "The Brothers Grimm" and a re-skinning of the original Team Arena Callisto head model provided by artist Camilla "milla" Bennett. Also thanks to milla for providing the .html version of this document. Names of some of the files used in examples have been changed. Furthermore, thanks go to Graeme Devine, Robert Duffy, and MrElusive for putting up with semi-constant harassment to get the team content working for the point release.

-

Notices: QUAKE III ARENA and QUAKE III: Team Arena are trademarks of id Software, Inc. This document is copyright 2000, 2001 by id Software, Inc. Id Software grants permission to redistribute and or redisplay this document in electronic form only. It may not be included as a part of any permanent media without first obtaining permission from id Software, inc. Permission is granted to use the contents of the scripts embedded in this document as a base for creating additional teams for Team Arena.
-

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-

The Team Pak File
-It takes a surprisingly large amount of new content to create an entirely new team. Our test file contained 186 separate files (model included only one head). An additional head added another 16 files (we tested with only one extra head model). The content required covers every discipline of game creation . skin painting, scripting, modeling, and sound production. In fact, if the new team is to have new voice taunt sounds, it can easily exceed 10 megabytes in compressed form inside the pak file. Each of the files necessary to create a team is listed below in outline and will be discussed later in detail. The paths for these files begin in the missionpack directory. Appendix J contains the file list for the test team, Appendix K shows a team with the bare minimum of files needed to create a new team with a male and female uniform, and Appendix L contains the file list for the Callisto/Lily test head.

-

Naming Conventions
-When naming a pak file that contains the assets for a new team, preface the team name with the letters "tm_". This usage is for organizational purposes only. It is done to identify the pak as a team file. Example: tm_kreechurs.pk

-

Including What id Didn't Make
-You don't need to include any of the game content that id put in the original pak0.pk3 that shipped with Team Arena. The game should have no problem finding those assets if they are called for by the new team. Any new assets created for the team need to be in the pak file. Any assets created by other artists or authors for use with Team Arena need to be in the pak file. The team creator cannot assume that players will have those assets in their possession. When including assets created by others, including modified id game content, be sure to give notice of original authorship in the readme that accompanies the pakfile.

-

Teamname_readme.txt
-This text file tells all about the contents of your new team, including who made it, how they can reach the author, who else contributed to the project, what tools were used, how long it took, when it was released (copyright data goes here), where the ideas came from, and so on. Essentially, it should contain whatever the team creator wants to reveal about himself or herself and the process of making the team. Any resources that were created by others should be acknowledged here. If the team creator agrees to let others use the original contents of the pak file in other projects, it should be noted here also, along with any special terms or contact information.

-

NOTE: The scripts used to create the various aspects of the new team are included throughout this document. Team creators have permission to copy the scripts in this document and paste them into new scripts for use in original teams. Details such as team name, character names, and bot names should be changed to fit the new team.

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-

Scripts
- Priority: Unless otherwise noted, all of the scripts listed below are required to be in the team pak file (see Appendix K: A Minimal Team, for a detailed list of the contents required for a basic team using existing models).

-

These are the various scripts used to define the team and model characteristics.

-

Teamname.team (in root directory) : A text file that defines the components of the team. This file corresponds to the original team.txt file in pak0.pk3. It is required for all new teams. See Appendix B for details.

-

Teamname.bot (scripts\) : This file defines the resources used by the five bots that are used by the team in single player (model, head_model, and bot a.i.). It is required for all new teams. See Appendix A for details.

-

Teamname.shader (scripts\) : Shader scripts for all shaders used to create the new_model and the five new_headmodels. This is required for the team icons to work properly in game. Other shader-modified textures may be included. See Appendix G for the sample version of this shader.

-

Animation.cfg (models\players\newmodel\) : The animation configuration file. Team Arena models have a few a few more animation sequences than their Q3A counterparts, but the basics are the same. The contents of a sample Q3:TA animation.cfg are included at the end of this document. It's a script, but not one that's resident in the scripts file. This is only required if a new model is included in the pak.

-

New_model.voice (scripts\) : This is the script that assigns individual voice wav files to specific message or status commands. See Appendix C for a sample script and discussion of its use. Voice files are optional and only required if an entirely new set of voice wav files is to be included in the pak. Sound files are large and can add significantly to the size of the pakfile. If creating a human-based team, consider using the 8 voices that came with Team Arena to save file space.

-

New_headmodel_1.vc (scripts\) : This file selects which .voice file is linked to a head file. Each head model in the pak needs one of these. A separate version of this file is required for each new headmodel included with the team. The name of the file is the same as the name of the bot that uses the headmodel. A sample .vc file is included in Appendix E.

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User Interface Assets
-
Priority: The tga files are required. The roq file is optional. The User Interface menus use these files to show the team logo icons and movies of the characters in actions.

-

Teamname, of course, refers to the name of the new team.

-

Teamname_name_alt.tga (ui\assets\) : This is a 256 x 128 pixel, 32 bit .tga file (with alpha channel) depicting the name of the team as a black and white (grayscale) art file. Teamname is the name of the new team, the rest of the filename is part of its format. The alpha channel should be the same as the image (not reversed).

-

Teamname_name.tga (ui\assets\) : This is a 256 x 128 pixel, 32 bit .tga file (with alpha channel) depicting the name of the team with a glow around it. It is a black and white art file (grayscale). The alpha channel should be the same as the image (not reversed).

-

Teamname.tga (ui\assets\) : This is a 128 x 128 pixel, 32 bit .tga file (with alpha channel) that depicts a black and white version of the team logo or symbol. The alpha channel should be the same as the image (not reversed).

-

Teamname_metal.tga (ui\assets\) : This is a 128 x 128 pixel, 32 bit .tga file (with alpha channel). If the team creator wants to keep the same style as the original game, this version of the team's logo is rendered to look like brushed metal, perhaps with a bluish cast. But in reality, it can be anything, any color. The alpha channel should be the same as the alpha channel in the Teamlogo.tga art.

-

Teamname.roq (ui\assets\) : The .roq movie displays in the center area of the player set up screen when the player selects one of the teams. Movie file sizes can be large, so the team creator may wish to take the overall size of the team pakfile into consideration before including a movie. Uncompressed, the team movies in Team Arena were over a megabyte each . and being compressed format files already; they don't get much smaller in the pakfile. The good news is that if no movie file is present, the game displays the teamname_metal.tga in the center area instead. It must be noted that team movie files will not be offered for viewing in the Cinematics menu option unless the teamname.roq file is also present in the video\ directory.

-

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-

In Game Team Logo Icons
- Priority: Required

-

The team style game maps for Team Arena are usually set up to display the icons of the competing teams. The game uses a separate set of art files located in the team_icon directory off the root missionpack directory for the team icons displayed in game. For Team Arena, these art files were a single color, red or blue. But that need not be the case. If a game clan wanted to use a full color version of their clan symbol, it would work in game - though the team creator may want to consider tinting the art either bluish or reddish to better suit the color used in play (most team maps are likely to use the blue/red color theme as was done in the original game).

-

Also, take into consideration that the art will be transparent, with background textures (floors, walls, colored banners) showing through behind it. Simple, graphic treatments of logos will probably work the best in all cases.

-

Art files can be larger or smaller than those shown here. However, while having smaller files will save memory, image quality will suffer. If using larger art files, image quality may improve substantially but the memory usage will be substantial also. Whether increasing or reducing file size, remember to keep the file dimension proportional to the original.

-

The Teamname.shader references this art. Make sure that the file names in the shader match those of the artwork.

-

Teamname.tga (team_icon\): This is a 128 x 128 pixel art file, the exact same file as used in ui\assets\teamname.tga. It is a black and white 32 bit version of the team logo with the same art in the alpha channel.

-

Teamname_blue.tga (team_icon\): For Team Arena, we created solid color logos, but that need not be the case. This 32 bit 128 x 128 pixel art file can be full color. The alpha channel should be the same as the teamname.tga file. If you choose to make it solid blue, consider using the same color value as the original TA logos. The RGB formula for that blue is: 0 148 255.

-

Teamname_red.tga (team_icon\): Even though id chose to make our logo's single, solid colors, this 32 bit 128 x 128 pixel art file can be whatever color the team creator wishes. The alpha channel should be the same as the teamname.tga file. If you choose to make it solid red, consider using the same color value as the original TA logos. The RGB formula for that red is: 255 0 0.

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-

New Models and Skins for Teams
-The process by which body models are created is outside the scope of this document. While body model has a few more animations than the corresponding Quake III Arena model, the process of creation is quite similar . except for one very key element. The Team Arena model has no head. Head models for Team Arena teams are created and stored separately from the body. Where the pathname to a body model might be models\players\BoB, the path to the head models is different:

-

Example: models\players\heads\Kreecha.

-

New Team Arena Models based on Q3A models
-For the Team Arena test model, the Brothers Grimm converted a character model that they had previously made for Quake III Arena. In order to keep the game from confusing two models with the same file name, the search code for models and skins was changed to allow extended search paths for models. In this case, we placed the Team Arena model in a "characters" directory nested within the "players" directory. The path to the new model read: models\players\characters\BoB\. The model directory contains the torso and legs models only, which are Upper.md3 and Lower.md3 respectively. There are no head models in that directory. Furthermore, include any art and skin files used for the default version of the model along with the animation.cfg.

-

NOTE: When creating your models for export as .ASE files for use with the Q3data.exe, you must have a head on the model (e.g.; an h_head in the max file) for the converter to work. The converter looks for and expects to see an h_head for of the model. If the converter does not find the head during the conversion, the process will halt. After the conversion is complete just use the Upper and lower Md3 files for that character's directory. Place the head model in its own separate directory.

-

Icons for new models
-The Loading Screen for Team Arena uses the icons associated with a team member's body model, not the member's head model. Be certain to include an icon_default.tga file in new model's directory. This icon will be used on the map loading screen. It represents the Body model in use by a player . not the Head model.

-

New Team Skins
-When creating a team, make a red and a blue version of the skin. Name the skins as noted below. Do not use the team or character name in the skin. That information is taken from the name of the directory in which it resides.

-

The team skins (red and blue) for a Team Arena model reside in a directory within the model directory (which contains the model md3 pieces).

-

Example: models\players\characters\BoB\Kreechurs\.

-

The teamname directory (Kreechurs in this case) would contain the art files for the skin, and the .skin files that link art to model.

-

In simple form, the skin assets required to be in the teamname file are as follows:

-

TGA file names
-Blue.tga //the body skin for the blue team version
-Red.tga //the body skin for the red team version

-

Skin File Names
-Lower_blue.skin //blue version of legs skin file
-Upper_blue.skin //blue version of torso skin file
-Lower_red.skin //red version of legs skin file
-Upper_red.skin //red version of torso skin file
-Lower_default.skin //default legs skin file (used by U.I.). Usually, this is the red skin.
-Upper_default.skin //default torso skin file (used by U.I.). Usually, this is the red skin.

-

New Heads
-Each new player on a new team should either have a new head model or have a new skin for an existing Team Arena model. Each new head model and all its assets go into a directory named for it. In the case of new skins for pre-existing models, the new skin assets reside in a directory nested within the model's directory.

-

Example: models\players\heads\callisto\lily is a new skin for the Callisto head.

-

Note that other assets, such as the .vc file for this head will also need to be nested in directories a layer deeper in their normal files.

-

Example: scripts\callisto\lily.vc.

-

New head models need to have all the assets specific to the model (md3 files, skin files and art files) in the directory named for the model head.

-

No MD3 Models Required for New Skins on id Models
-New skins created for existing head models (id created or community created) do not require that the md3 models be in their directories. The assets specific to the new skin (skin art, skin file, icons) are placed in a directory. You do not need to redistribute md3 models for the heads that are a part of the original id game.

-

Using the Work of Others
-If you are reskinning or simply using a head model previously created and distributed by a member of the community, make sure that the original creator has authorized such use (and remember to give credit where credit is due). When using community-created models, the team creator must plan to include that model and all its assets in the pakfile.

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Appendix A: The .Bot File
-Five Heads, Five Bots, Five Team Members

-Priority: Required for each new team

-

A Team Arena team consists of five players. In the original game, the five players were drawn from a mix of 11 new player heads sitting atop two body models. New teams should also have five players each. However, five players on the new team should each have a unique head/skin combination. These can either be new models or new skins using the original Q3:TA models.

-

The .bot file (whose file name is the same as the name of the new team, e.g.; Kreechurs.bot or Scumsukkers.bot) is a text script whose ".txt" file extension has been renamed to ".bot." This file corresponds to the bots.txt file used in the original Team Arena game. Appendix A shows a sample bot file.

-

Name = the name of the bot as it appears on the Start Server Menu.

-

Model = the body model used by this bot. A team can use more than one body model. However, adding multiple body models can and will add significantly to the size of the team pak file and to memory usage in game. Limiting the number of body models used by a team is a good design practice. No more than two models per team should be the limit.

-

Headmodel = *modelname. The headmodel is what makes the bot unique. It has links to the voice files and is used when creating name aliases for the bots to use in the single player game. The asterisk is a necessary part of the file name here.

-

The headmodel called Callisto/Lily is a new skin on the Callisto model mesh. The pathname is required for the model to work.

-

Aifile = the bot ai used by the team member. The computer-controlled opponents in Team Arena used three individual ai files that define their general role in the game: defense (tad_c.c), offense (tao_c.c) and all-arounder (taa_c.c). New bots can use these same a.i. files or, if desired the team creator can make new ai files based on the Team Arena ai files.

-

Filename: Teamname.bot

-
-//bot file begins here
-{
-name           Kreecha
-model          BoB
-headmodel      *Kreecha
-aifile  bots/taa_c.c
-}
-
-{
-name           Callisto/Lily
-model          BoB
-headmodel      *Callisto/Lily
-aifile  bots/tad_c.c
-}
-
-{
-name           Infinite
-model          BoB
-headmodel      *Infinite
-aifile  bots/tad_c.c
-}
-
-{
-name           Prime
-model          BoB
-headmodel      *Prime
-aifile  bots/tao_c.c
-}
-
-{
-name           Vlad
-model          BoB
-headmodel      *Vlad
-aifile  bots/tao_c.c
-}
-//bot file ends here
-		
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Appendix B: The .TEAM File
- Priority: Required for each new team.

-

The team file is a text file that has had the file extension renamed from .txt to .team.

-

Kreechurs is a test Team Arena team created to test the team and head model code for point release v1.28. It uses the hypothetical "BoB" model to create a new team.

-

The team definition appears on a single line in the file:

-

"Team name" "asset path/name" "bot 1" "bot 2" "bot 3" "bot 4" "bot 5"

-

//Teams define the assets used by the team: team name, path to U.I. assets, player names
-// Character definitions act as a link between head models used by a team and models that have the proper team skin assets. The Player Set Up User Interface primarily uses the character definitions. The first entry is the head model as defined in the .bot file. The second entry is body model used by that character. For everything to work out for the best, each character should have a unique model/skin combination that defines it.

-

Filename: Teamname.team

-
-// .team file begins here
-teams {
-  { "Kreechurs" "ui/assets/kreechurs"  "BoB" "Lily" "Vlad" "Infinite" "Prime"}
-}
-
-characters {
-{ "Callisto/Lily" " BoB " }
-{ "Kreecha"  " BoB " }
-{ "Infinite"  " BoB " }
-{ "Prime"  " BoB " }
-{ "Vlad" " BoB " }
-}
-
-// Aliases are the link between character name, headmodel, and bot A.I.
-
-aliases {
-        { "Kreecha"           "BoB"              "a"  }
-        { "Lily"        "Callisto/Lily" "d"   }
-            { "Vlad"           "Vlad"              "o"       }
-            { "Infinite"       "Infinite"           "d"      }
-            { "Prime"          "Prime"             "o"       }              
-}
-
-//.team file ends here
-
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-

Appendix C: The Voice List
- Priority: Optional.

-

The voice file is a text file that has had the file extension renamed from .txt to .voice. Each unique set of voice recordings requires its own voice file. This file contains the code script that defines the voice and corresponding text messages used by the player models in game. Like the text chat messages that appeared in original Q3A, these messages are triggered by game conditions and statuses.

-

The file directory name for the voice does not have to be the same as a head or body model, though giving it a unique name that identifies it with the team is always a good idea. The specific file names for each voice message ARE VERY IMPORTANT, as the voice script that corresponds to the file directory for the voice calls them. Example: If the new voice is called "monster", then the directory would be called "monster" and the voice file would be called monster.voice.

-

If you create a new set of recorded voices for your team or for a new model, be certain to include at least one voice message for each category (defined by a name like "getflag" and follow by opening and closing brackets) on this list. It is not necessary to provide as many different messages as shown below. Example: Your character may not need more than one way to say "yes" or have as many kill insults. You can also rewrite the scripts. Your team need not say the same thing as the id teams said or use the same style of speaking. Just remember that the text portion of the message will display on screen, so having it match the audio is always a good thing. And remember that in game, shorter speeches are better and cheaper.

-

The file path is as follows: sound\voices\newmodel\soundname.wav

-

You may include additional voices but these are the ones currently the phrases accessed by the game.

-

As with any script, these are lines of game code. Take care to maintain the proper syntax, otherwise, you are likely to either disable the file or even crash the game.

-

To create new voice recordings use a sound editing program that can produce a .wav format file that conforms to the following: Mono 22k 16bit

-

(This is taken from the male5 voice file. Substitute the name of your model for male5 in the file pathnames).

-

Filename: Voicename.voice

-
-//voice file starts here
-
-getflag
-{
-        sound/voices/male5/or_01.wav   "Get the flag"
-        sound/voices/male5/or_02.wav   "Secure the flag"
-}
-
-offense
-{
-        sound/voices/male5/or_03.wav   "You're on offense"
-}
-
-defend
-{
-        sound/voices/male5/or_04.wav   "Stay Home"
-        sound/voices/male5/or_05.wav   "Guard the base"
-        sound/voices/male5/or_07.wav   "You're on defense"
-}
-
-defendflag
-{
-        sound/voices/male5/or_06.wav   "Guard our flag"
-}
-
-patrol
-{
-        sound/voices/male5/or_08.wav   "Patrol"
-        sound/voices/male5/or_09.wav   "Take point"
-        sound/voices/male5/or_10.wav   "Go on patrol"
-}
-
-followme
-{
-        sound/voices/male5/or_11.wav   "Follow me"
-        sound/voices/male5/or_12.wav   "Cover me"
-        sound/voices/male5/or_13.wav   "Watch my back"
-}
-
-yes
-{
-        sound/voices/male5/re_01.wav   "Yessir"
-        sound/voices/male5/re_02.wav   "Yes ma'am"
-        sound/voices/male5/re_03.wav   "Aye, aye, sir"
-        sound/voices/male5/re_04.wav   "Aye, aye, ma'am"
-        sound/voices/male5/re_05.wav   "Affirmative"
-        sound/voices/male5/re_06.wav   "Copy"
-        sound/voices/male5/re_07.wav   "Roger"
-}
-
-no
-{
-        sound/voices/male5/re_08.wav   "No sir"
-        sound/voices/male5/re_09.wav   "No ma'am"
-        sound/voices/male5/re_10.wav   "Negative"
-        sound/voices/male5/re_11.wav   "I'm busy"
-}
-
-ihaveflag
-{
-        sound/voices/male5/gs_01.wav   "I'm coming in hot!"
-        sound/voices/male5/gs_02.wav   "I've secured the flag!"
-        sound/voices/male5/gs_03.wav   "I've got the flag!"
-        sound/voices/male5/gs_04.wav   "Bringing home the bacon!"
-}
-
-baseattack
-{
-        sound/voices/male5/gs_05.wav   "We're taking enemy fire!"
-        sound/voices/male5/gs_06.wav   "Security breach!"
-        sound/voices/male5/gs_07.wav   "Our base is under attack."
-}
-
-enemyhasflag
-{
-        sound/voices/male5/gs_08.wav   "Our flag is gone!"
-        sound/voices/male5/gs_09.wav   "They've got our flag!"
-        sound/voices/male5/gs_10.wav   "Enemy has secured our flag!"
-}
-
-ongetflag
-{
-        sound/voices/male5/ps_03.wav   "Getting the flag..."
-}
-
-onoffense
-{
-        sound/voices/male5/ps_01.wav   "I'm taking offense"
-        sound/voices/male5/ps_02.wav   "I'm going in..."
-}
-
-ondefense
-{
-        sound/voices/male5/ps_04.wav   "I'll stay home"
-        sound/voices/male5/ps_05.wav   "Securing base"
-        sound/voices/male5/ps_06.wav   "Guarding the base now"
-}
-
-onpatrol
-{
-        sound/voices/male5/ps_07.wav   "On patrol..."
-        sound/voices/male5/ps_08.wav   "Patroling..."
-        sound/voices/male5/ps_09.wav   "I'll take point"
-}
-
-startleader
-{
-        sound/voices/male5/ps_10.wav   "I'm the leader"
-        sound/voices/male5/ps_11.wav   "I'm in charge"
-}
-
-stopleader
-{
-        sound/voices/male5/ps_12.wav   "I don't want to lead"
-        sound/voices/male5/ps_13.wav   "Someone else lead"
-        sound/voices/male5/ps_14.wav   "I resign"
-}
-
-kill_insult
-{
-        sound/voices/male5/tt_06.wav   "Next time don't get up"
-        sound/voices/male5/tt_05.wav   "You're just a waste of space"
-        sound/voices/male2/tt_07.wav   "Are you blind?"
-        sound/voices/male5/tt_13.wav   "Duck next time"
-        sound/voices/male5/tt_19.wav   "Suh-weeet!"
-        sound/voices/male5/tt_20.wav   "Woo-Hoo!"
-        sound/voices/male5/tt_22.wav   "You just got schooled!"
-//      sound/voices/male5/tt_16.wav   "You talkin' ta ME?"
-}
-
-taunt {
-        sound/voices/male5/tt_18.wav   "How about some competition here?"
-        sound/voices/male5/tt_01.wav   "FRAGbait!"    
-        sound/voices/male5/tt_11.wav   "My momma shoots better!"
-        sound/voices/male5/tt_14.wav   "Try hitting that barn over there!"
-        sound/voices/male5/tt_17.wav   "Wanna BUY a shot?"
-//      sound/voices/male5/tt_03.wav   "Get a clue moron!"
-//      sound/voices/male5/tt_09.wav   "MORON!"
-//      sound/voices/male5/tt_02.wav   "You're such a Loser!"
-//      sound/voices/male5/tt_08.wav   "LOSER!"
-//      sound/voices/male5/tt_10.wav   "No-skill idiot!"
-//      sound/voices/male5/tt_12.wav   "Watched that all the way..."
-}
-
-death_insult {
-        sound/voices/male5/tt_15.wav   "Thank you sir.. may I have another!"
-        sound/voices/male5/tt_23.wav   "Bite me!"
-        sound/voices/male5/tt_25.wav   "Cheap shot!"
-        sound/voices/male5/tt_26.wav   "DOH"
-        sound/voices/male5/tt_28.wav   "Lucky shot!"
-        sound/voices/male5/tt_29.wav   "That's it!"
-        sound/voices/male5/tt_30.wav   "Ooh! That's it!"
-//      sound/voices/male5/tt_35.wav   "Hey, dumbass"
-//      sound/voices/male5/tt_04.wav   "What an ass!"
-//      sound/voices/male5/tt_24.wav   "Screw you!"
-}
-
-kill_gauntlet {
-        sound/voices/male5/tt_21.wav   "Eat gauntlet baby!"
-}
-
-praise {
-        sound/voices/male5/tt_27.wav   "Nice!"
-}
-
-camp                   // command someone to camp
-{
-        sound/voices/male5/voc_01.wav  "Camp this position."
-        sound/voices/male5/voc_02.wav  "Camp here."
-
-}
-
-returnflag                     // return our flag  (CTF only)
-{
-        sound/voices/male5/voc_03.wav  "Get our flag!"
-        sound/voices/male5/voc_04.wav  "Return our flag!"
-        sound/voices/male5/voc_05.wav  "Recover our flag!"
-}
-
-whoisleader                    // who is the team leader
-{
-        sound/voices/male5/voc_06.wav  "Who's our leader?"
-        sound/voices/male5/voc_07.wav  "Who's in charge?"
-        sound/voices/male5/voc_08.wav  "Who leads this team?"
-}
-
-followflagcarrier              // follow the flag/skull carrier (CTF, Oneflag, Harvester)
-{
-        sound/voices/male5/voc_09.wav  "Follow our carrier."
-        sound/voices/male5/voc_10.wav  "Stay with the carrier."
-        sound/voices/male5/voc_11.wav  "Protect the carrier."
-        sound/voices/male5/voc_12.wav  "Cover the carrier."
-}
-
-inposition                     // I'm in position
-{
-        sound/voices/male5/voc_13.wav  "I'm in place."
-        sound/voices/male5/voc_14.wav  "I'm at my post."
-        sound/voices/male5/voc_15.wav  "I am in position."
-        sound/voices/male5/voc_15a.wav "I am in position"
-}
-
-wantondefense          // I want to be on defense
-{
-        sound/voices/male5/voc_16.wav  "Let me defend."
-        sound/voices/male5/voc_17.wav  "I'd rather defend."
-}
-
-wantonoffense          // I want to be on offense
-{
-        sound/voices/male5/voc_18.wav  "Let me go on offense."
-        sound/voices/male5/voc_19.wav  "I'd rather go on offense."
-}
-
-wantonpatrol           // I want to go on patrol
-{
-        sound/voices/male5/voc_20.wav  "Let me patrol."
-        sound/voices/male5/voc_21.wav  "I'd rather patrol."
-}
-
-oncamp  //I'm Camping (status)
-{
-        sound/voices/male5/voc_22.wav  "I'm camping here."
-}
-
-onfollow
-{
-        sound/voices/male5/voc_23.wav  "I'm following."
-        sound/voices/male5/voc_24.wav  "Following!"
-}
-
-onfollowcarrier
-{
-        sound/voices/male5/voc_27.wav  "Guarding the carrier."
-}
-
-onreturnflag
-{
-        sound/voices/male5/voc_28.wav  "Getting our flag."
-}
-
-harvest //harvester game type only
-{
-        sound/voices/male5/voc_25.wav  "Go collect skulls."
-        sound/voices/male5/voc_26.wav  "Harvest some skulls."
-}
-// voice file ends here
-        
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-
-Appendix D: Model Sound List
-Priority: Only required if a new body model is included in the team pak file.

-

The following game sounds are associated with the team model. Each of the sounds listed below is a separate file. They need to be located in a directory having the same name as the body model and be nested within the sounds directory.

-

Example: sounds/newmodel/Death1.wav.

-

If new sound files are to be created, make sure that they conform to the following wav file format: Mono 22k 16bit.

-

Death1.wav
-Death2.wav
-Death3.wav
-Drown.wav
-Fall1.wav
-Falling1.wav
-Gasp.wav
-Jump1.wav
-Pain100_1.wav
-Pain25_1.wav
-Pain50_1.wav
-Pain75_1.wav
-Taunt.wav

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-

Appendix E: .VC File Sample
- Priority: Required for each head model

-

The vc file is a text file script that has had the file extension renamed from .txt to .vc. The script is linked to a bot name. Bot names are defined in the .bot file included in the pak file. Each bot needs to have a .vc file. It's best, if at all possible, to have the model name (or model/skin combination) and the bot name be the same. The very brief contents are simply a path to a voice file. The selected voice file can be either one of the original Team Arena voices or an original voice included with the team. When creating the voice file for a re-skinned head model, be sure to include the head name in the path to the voice script. That script must also be nested a layer deeper in the directory, such as: scripts/callisto/lily.vc.

-

The contents of a sample .vc file are shown below.

-
        //VC script begins here
-
scripts/newcharacter.voice
-
           //VC script ends here
-

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-

Appendix F: Sample Team Arena Animation.Cfg File and New Animation Commands
- Priority: Required only if a new model is included.

-

The animation.cfg file is a text file that has had the file extension renamed from .txt to .cfg. This file goes in the directory with the body model components (model\players \new_model\ -- or -- model\players\characters\new_model\). The specifics of using or modifying the contents of this file are a part of the model making process and are mostly outside the focus of this document.

-

It is included in this document because the Team Arena animation configuration is different from the Quake 3 Arena Configuration. Furthermore it contains the "sex" key that determines the gender/sex of a character (as does the Q3A animation.cfg). This key/value pair determines which pronouns (masculine, feminine, or neuter) are used when the game generates messages about the player.

-

Additionally, two new animation commands (for both Q3A and Q3:TA) are shown here. These were done at the request of modelers doing non-traditional biped models. When put in the animation.cfg file, they literally stop the model from responding to the programmatic animations for those body parts. If you freeze the legs, the hips don't tilt during running animation. If the model's legs were too much outside of bipedal norms (as is the case for quadrupeds), the front or back legs would disappear into the ground as the leg models programmatically tilted around the model's pelvis. If you freeze the torso, you don't get waist twists or bends. Depending on what you are making, you may want to use one, but not the other.

-

Fixedlegs : put in the animation .cfg this command freezes programmatic rotation of the legs

-

Fixedtorso : when put in the animation .cfg this command freezes programmatic rotation of the torso

-

These commands are commented out in the sample below.

-
-		// animation.config file begins here
-        sex     m      // THIS VALUE  (m, f, n) DETERMINES GENDER OF MODEL
-        //fixedlegs  // PREVENTS PROGRAMMATIC ROTATION OF LEGS
-        //fixedtorso // PREVENTS PROGRAMMATIC ROTATION OF TORSO
-        headoffset -3 0 0
-        footsteps boot
-        
-        
-        
-        // first frame, num frames, looping frames, frames per second
-        0       30      0       20             // BOTH_DEATH1
-        29      1       0       20             // BOTH_DEAD1
-        30      30      0       20             // BOTH_DEATH2
-        59      1       0       20             // BOTH_DEAD2
-        60      30      0       20             // BOTH_DEATH3
-        89      1       0       20             // BOTH_DEAD3
-        
-        90      26      0       20             // TORSO_GESTURE
-        
-        116     6       0       15             // TORSO_ATTACK        (MUST NOT CHANGE -- hand animation is synced to this)
-        122     6       0       15             // TORSO_ATTACK2       (MUST NOT CHANGE -- hand animation is synced to this)
-        
-        128     5       0       20             // TORSO_DROP          (MUST NOT CHANGE -- hand animation is synced to this)
-        133     4       0       20             // TORSO_RAISE         (MUST NOT CHANGE -- hand animation is synced to this)
-        
-        137     1       0       15             // TORSO_STAND
-        138     1       0       15             // TORSO_STAND2
-        
-        199     8       8       20             // LEGS_WALKCR
-        207     12      12      20             // LEGS_WALK
-        219     10      10      20             // LEGS_RUN
-        229     10      10      20             // LEGS_BACK
-        239     10      10      15             // LEGS_SWIM
-        
-        249     7       0       15             // LEGS_JUMP
-        256     9       0       15             // LEGS_LAND
-        265     9       0       15             // LEGS_JUMPB
-        274     6       0       15             // LEGS_LANDB
-        280     15      15      15             // LEGS_IDLE
-        295     11      11      15             // LEGS_IDLECR
-        307     9       9       15             // LEGS_TURN
-        
-        139     10      0       15             // TORSO_GETFLAG    //TA Gesture
-        149     10      0       15             // TORSO_GUARDBASE   //TA Gesture
-        159     10      0       15             // TORSO_PATROL   //TA Gesture
-        169     10      0       15             // TORSO_FOLLOWME   //TA Gesture
-        179     10      0       15             // TORSO_AFFIRMATIVE   //TA Gesture
-        189     10      0       15             // TORSO_NEGATIVE   //TA Gesture
-        
-        // animation.config file ends here
-		
-

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-

Appendix G: Teamname.shader
- Priority: Required for team icons to work in the game

-

This is a text file script with the file extension renamed from .txt to ..shader.

-
-//Teamname.shader begins here
-team_icon/Kreechurs_red
-{              
-        cull none
-        surfaceparm nolightmap
-        surfaceparm trans
-        surfaceparm nomarks
-        {
-               map team_icon/Kreechurs_red.tga
-               blendFunc Add
-               rgbgen wave triangle 0.2 0.5 0 0.2           
-        }
-}
-
-team_icon/Kreechurs_blue
-{              
-        cull none
-        surfaceparm nolightmap
-        surfaceparm trans
-        surfaceparm nomarks
-        {
-               map team_icon/Kreechurs_blue.tga
-               blendFunc Add
-               rgbgen wave triangle 0.2 0.5 0 0.2       
-        }
-}
-//Teamname.shader ends here
-		
-

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-

Appendix H: Search Order for Model and Head model Assets

-

The means by which headmodels are used and selected was unified as much as possible between Q3A and Q3:TA code. The byproduct of this change allows players some more choices when selecting head models. The following documents the new procedures.

-

Searching for Head skins
-The game uses the following paths and order of search when looking for headmodel assets. The asterisk (*) is only used for head models. When the asterisk is used, the game will try to load the head model from the models/players/heads folder first. After that, it looks deeper into the directories.

-

More Variety of Head Skins
-If the team creator so chooses, different skins can be created for each team (note that id chose to use the same head skins for each team . but that doesn't have to be the case).

-
-===================================
-Q3A/TA NON-TEAMPLAY SEARCH ORDER
-===================================
-
--------------------------------------------------
-headmodel = *callisto/lily
-
-models/players/heads/callisto/lily/head_default.skin
-models/players/heads/callisto/head_lily.skin
-
--------------------------------------------------
-headmodel = callisto/lily
-
-models/players/callisto/lily/head_default.skin
-models/players/callisto/head_lily.skin
-models/players/heads/callisto/lily/head_default.skin
-models/players/heads/callisto/head_lily.skin
-
-============================
-Q3A TEAMPLAY SEARCH ORDER
-============================
--------------------------------------------------
-Example:
-team_headmodel = *callisto/lily
-team = red
-models/players/heads/callisto/lily/head_red.skin
-models/players/heads/callisto/head_red.skin
-
--------------------------------------------------
-Example:
-team_headmodel = callisto/lily
-team = red
-
-models/players/callisto/lily/head_red.skin
-models/players/callisto/head_red.skin
-models/players/heads/callisto/lily/head_red.skin
-models/players/heads/callisto/head_red.skin
-
-===========================
-TA TEAMPLAY SEARCH ORDER
-===========================
-Example:
-team_headmodel = *callisto/lily
-team = red
-teamName = Stroggs
-
-models/players/heads/callisto/lily/Stroggs/head_red.skin
-models/players/heads/callisto/Stroggs/head_red.skin
-models/players/heads/callisto/lily/head_red.skin
-models/players/heads/callisto/head_red.skin
-
-Example:
-team_headmodel = callisto/lily
-team = red
-teamName = Stroggs
-
-models/players/callisto/lily/Stroggs/head_red.skin
-models/players/callisto/Stroggs/head_red.skin
-models/players/callisto/lily/head_red.skin
-models/players/callisto/head_red.skin
-models/players/heads/callisto/lily/Stroggs/head_red.skin
-models/players/heads/callisto/Stroggs/head_red.skin
-models/players/heads/callisto/lily/head_red.skin
-models/players/heads/callisto/head_red.skin
-		
-

Searching for Model Skins
-The following list shows the order in which the game searches for model skins. When creating new skins for Team Arena or Quake 3 Arena (or related mods of either), use the following directory arrangement.

-
-===================================
-Q3A/TA NON-TEAMPLAY SEARCH ORDER
-===================================
--------------------------------------------------
-Example:
-model = hunter/harpy
-
-
-legs:
-        models/players/hunter/lower_harpy_default.skin
-        models/players/hunter/lower_harpy.skin
-        models/players/characters/james/lower_harpy_default.skin
-        models/players/characters/james/lower_harpy.skin
-torso:
-        models/players/hunter/upper_harpy_default.skin
-        models/players/hunter/upper_harpy.skin
-        models/players/characters/hunter/upper_harpy_default.skin
-        models/players/characters/hunter/upper_harpy.skin
-
-============================
-Q3A TEAMPLAY SEARCH ORDER
-============================
-
--------------------------------------------------
-Example:
-team_model = hunter/harpy
-team = red
-
-legs:
-        models/players/hunter/lower_harpy_red.skin
-        models/players/hunter/lower_red.skin
-        models/players/characters/hunter/lower_harpy_red.skin
-        models/players/characters/hunter/lower_red.skin
-torso:
-        models/players/hunter/upper_harpy_red.skin
-        models/players/hunter/upper_red.skin
-        models/players/characters/hunter/upper_harpy_red.skin
-        models/players/characters/hunter/upper_red.skin
-
-
-===========================
-TA TEAMPLAY SEARCH ORDER
-===========================
-
--------------------------------------------------
-Example:
-team_model = james/badass
-team = red
-teamName = Stroggs
-
-legs:
-        models/players/james/Stroggs/lower_badass_red.skin
-        models/players/james/Stroggs/lower_red.skin
-        models/players/james/lower_badass_red.skin
-        models/players/james/lower_red.skin
-        models/players/characters/james/Stroggs/lower_badass_red.skin
-        models/players/characters/james/Stroggs/lower_red.skin
-        models/players/characters/james/lower_badass_red.skin
-        models/players/characters/james/lower_red.skin
-torso:
-        models/players/james/Stroggs/upper_badass_red.skin
-        models/players/james/Stroggs/upper_red.skin
-        models/players/james/upper_badass_red.skin
-        models/players/james/upper_red.skin
-        models/players/characters/james/Stroggs/upper_badass_red.skin
-        models/players/characters/james/Stroggs/upper_red.skin
-        models/players/characters/james/upper_badass_red.skin
-        models/players/characters/james/upper_red.skin
-		
-

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-

Appendix I: Expanded Team Skin Functionality for Q3A

-

Technically speaking, the following information has nothing to do with Team Arena teams, but this document is just as good a place for this information to reside as any.

-

At the request of several modelers who worked with the modeling and skin making forums and archives at Polycount, we changed the way that Quake III Arena (not just Team Arena) handles skin replacement in team games. Originally, if a skinner made a new skin for a Q3A model AND made team color versions of that skin, the game would not automatically use the team version. Instead, it would display the id default red or blue skin. To see a new team skin in the game, the skinner literally had to remove the default skins and replace them with the new versions.

-

With version 1.28 of the game code, we've been able to get that changed. The file format that we used is the one requested by the skinners themselves. However, because of the way searches for head skins now work, pre-existing Q3A files are not going to work correctly. They need to have one, renamed skin file added for the proper head skins to appear in the game.

-

When a properly set-up user-created skin for a model is accompanied by matching team color skins, the game will now use them instead of the default team skin for that model.

-

The example below shows the assets that must be in the pakfile for the Blue version of a skin named Hellion that uses the id-created Crash model.

-
- Hellion_blue.tga                          models\players\crash\
- Hellion_blue_f.tga                       models\players\crash\
- Hellion_blue_t.tga                       models\players\crash\
- Head_Hellion_blue.skin              models\players\crash\
- Icon_Hellion_blue.tga                 models\players\crash\
- Lower_Hellion_blue.skin            models\players\crash\
- Upper_Hellion_blue.skin            models\players\crash\
- Head_blue.skin                            models\players\crash\Hellion\
-        
-

The last file is the key to making it work . a skin file with the same contents as Head_Hellion_blue.skin, only renamed Head_blue.skin and placed one layer deeper in the Hellion directory. Note that BOTH head_hellion_blue.skin in the crash directory and head_blue.skin in the crash/Hellion directory are necessary for the model to work properly.

-

To see a working example of a properly set up Q3A skin, look for Hades Orphan, the revised version (h20.pk3), by Camilla "milla" Bennett for the Crash model.

-

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-

Appendix J: Contents of the tm_kreechurs.pk3

-

The following list is taken directly from the contents of the pak file contain the BoB model and the Kreechurs team information. Use this as a reference when creating your own team pak files.

-
-tm_kreechurs.pk3
-Name    Modified       Size    Ratio   Packed  Path
-kreechurs.team  5/9/2001 12:01 PM      1,968   61%     770
-kreechurs_readme.txt   5/9/2001       3,162   59%     1,286   
-animation.cfg  5/161/2001 4:32 PM     1,173   59%     478         models\players\characters\BoB\
-default_flame1.jpg     513/2000 7:19 PM       5,972   10%     5,385        models\players\characters\BoB\
-default_flame2.jpg     51312000 7:19 PM       5,984   10%     5,359        models\players\characters\BoB\
-default_flame3.jpg     5/3/2000 7:20 PM       5,623   11%     5,014        models\players\characters\BoB\
-default_flame4.jpg     51312000 7:20 PM       5,284   12%     4,658        models\players\characters\BoB\
-default_flame5.jpg     513/2000 7:21 PM       5,231   10%     4,691         models\players\characters\BoB\
-default_flame6.jpg     5/3/2000 7:21 PM       5,318   11%     4,735         models\players\characters\BoB\
-qefault_flame7.jpg     5/3/2000 7:21 PM       5,807   11%     5,197         models\players\characters\BoB\
-default_flame8.jpg     5/3/2000 7:22 PM       6,114   10%     5,510         models\players\characters\BoB\
-default_flameball.jpg  5/3/2000 7:22 PM       3,010   26%     2,216         models\players\characters\BoB\
-defaultjets.tga        611412000 2:55 AM      49,196  37%     31,075         models\players\characters\BoB\
-icon_blue.tga  6/13/2000 8:15 PM      16,402  58%     6,845         models\players\characters\BoB\
-icon_red.tga   6/13/2000 8:15 PM      16,402  61%     6,327         models\players\characters\BoB\
-lower.md3      3/3/2001 12:11 PM      593,972        33%     398,956         models\players\characters\BoB\
-lower_1.md3    3/3/2001 12:11 PM      593,972 33%     398,956         models\players\characters\BoB\
-lower_2.md3    3/3/2001 12.11 PM      593,972        33%     398,956         models\players\characters\BoB\
-upper.md3      3/3/2001 12:11 PM      721,388        33%     483,599         models\players\characters\BoB\
-upper_1.md3    3/3/2001 12:11 PM      721,388        33%     483,599         models\players\characters\BoB\
-upper_2.md3    3/3/2001 12:11 PM      721,388        33%     483,599         models\players\characters\BoB\
-icon_default.tga       6/13/2000 8:15 PM      16,402  61%     6,328         models\players\ characters\BoB\
-blue.tga       10/23/2000 7: 17 PM    196,626        41%     115,756         models\players\characters\BoB\kreechurs\
-lower_blue.skin        4/6/2001 11 :20 AM     203     52%     98         models\players\characters\BoB\kreechurs\
-lower_default.skin     4/6/200 111:25AM       204     50%     102         models\players\characters\BoB\kreechurs\
-lower_red.skin  4/6/2001 11:20AM       204     50%     102         models\players\characters\BoB\kreechurs\
-red.tga        10/23/2000 7:17 PM     196,626        43%     111,607         models\players\characters\BoB\kreechurs\
-upper_blue.skin        41612001 11:20AM       281     58%     118         models\players\characters\BoB\kreechurs\
-upper_default.skin     416/2001 11:25AM       282     58%     119         models\players\characters\BoB\kreechurs\
-upper_red.skin  4/6/2001 11 :20 AM     282     58%     119         models\players\characters\BoB\kreechurs\
-blue_h.tga     6/14/2000 10:26 AM     196,652        56%     86,873         models\players\heads\Kreecha\
-default_fc.tga  5/29/2000 10:07 AM     3,090   90%     323         models\players\heads\Kreecha\
-default_visor.tga      10/23/2000 7:57 PM     196,626        96%     7,656         models\players\heads\Kreecha\
-Kreecha.md3    3/3/2001 12:12 PM      5,868   46%     3,171         models\players\heads\Kreecha\
-Kreecha_1.md3  3/3/2001 12:12 PM      5,868   46%     3,171         models\players\heads\Kreecha\
-Kreecha_2.md3  3/3/2001 12:12 PM      5,868   46%     3,171         models\players\heads\Kreecha\
-head_blue.skin  3/12/2001 4:58 PM      56      7%      52         models\players\heads\Kreecha\
-head_default.skin      3/1212001 4:57 PM      53      8%      49         models\players\heads\Kreecha\
-head_red.skin  3/12/2001 4:58 PM      55      7%      51         models\players\heads\Kreecha\
-icon_blue.tga  6/13/2000 8:15 PM      16,402  58%     6,846        models\players\heads\Kreecha\
-icon_default.tga       6/13/2000 8:15 PM      16,402  61%     6,328         models\players\heads\Kreecha\
-icon_red.tga   6/1312000 8.15 PM      16,402  61%     6,328         models\players\heads\Kreecha\
-red_h.tga      3112/2001 6:06 PM      196,626        66%     66,666         models\players\heads\Kreecha\
-BoB.shader     3/12/2001 5:49 PM      2,912   89%     308     scripts\
-kreechurs.bot  5/9/2001 11 :43 AM     405     70%     123     scripts\
-kreechurs.shader       4/6/2001 3:05 PM       500     67%     163     scripts\
-Kreecha.vc     5/2/2001 5:53 PM       21      0%      21      scripts\
-Infinite.vc    4/9/2001 11: 18 AM     24      0%      24      scripts\
-Prime.vc       4/9/2001 11: 18 AM     24      0%      24      scripts\
-Vader.vc       4/9/2001 11: 18 AM     24      0%      24      scripts\
-death1.wav     2/23/2000 9:20 AM      16,720  47%     8,900   sound\player\BoB\
-death2.wav     5/7/2000 5:46 PM       18,496  17%     15,356  sound\player\BoB\
-death3.wav     5/7/2000 5:46 PM       18,496  17%     15,356  sound\player\BoB\
-fall1.wav      5/9/2000 6:40 AM       13,944  62%     5,327   sound\player\BoB\
-falling1.wav   5/7/2000 5:22 PM       40,722  26%     30,585  sound\player\BoB\
-gasp.wav       5/7/2000 5:15 PM       55,230  4%      53,293  sound\player\BoB\
-jump1.wav      5/7/20009:26 PM 47,778   8%     44,070  sound\player\BoB\
-pain100_1.wav  5/7/20005:33PM 6,894    29%    4,880   sound\player\BoB\
-pain25_1.wav   5/7/20005:34 PM 9,832    26%    7,248   sound\player\BoB\
-pain50_1.wav   5/7/20005:33 PM 6,444    22%    5,007   sound\player\BoB\
-pain75_1.wav   5/7/20005:33 PM 9,512    26%    6,997   sound\player\BoB\
-taunt.wav      3/3/2001 12:17 PM      163,874  11%    146,434 sound\player\BoB\
-gs_01.wav      10/20/20005:05 PM      51,304   10%    46,296  sound\voices\BoB\
-gs_02.wav      10/20/20005:05 PM      69,704   10%    62,811  sound\voices\BoB\
-gs_03.wav      10/20/20005:05 PM      53,394   8%     49,195  sound\voices\BoB\
-gs_04.wav      10/20/20005:05 PM      48,802   3%     47,157  sound\voices\BoB\
-gs_05.wav      10/20/20005:05 PM      62,170   4%     59,614  sound\voices\BoB\
-gs_06.wav      10/20/2000 5:05 PM     53,622   5%     51,075  sound\voices\BoB\
-gs_07 .wav     10/20/2000 5:05 PM     67,756   10%    60,889  sound\voices\BoB\
-gs_08.wav      10/20/2000 5:05 PM     61,458   4%     59,265  sound\voices\BoB\
-gs_09.wav      10/20/2000 5:05 PM     60,042   6%     56,640  sound\voices\BoB\
-gs_10.wav      10/20/2000 5:05 PM     82,526   4%     79,337  sound\voices\BoB\
-or_01.wav      10/20/2000 5.05 PM     46,892   8%     42,990  sound\voices\BoB\
-or_02.wav      10/20/2000 5:05 PM     63,152   10%    56,946  sound\voices\BoB\
-or_03.wav      10/20/2000 5:05 PM     54,714   6%     51,246  sound\voices\BoB\
-or_04.wav      10/20/2000 5:05 PM     43,640   4%     41,815  sound\voices\BoB\
-or_05.wav      10/20/2000 5:05 PM     56,694   6%     53,172  sound\voices\BoB\
-or_06.wav      10/20/2000 5:05 PM     44,248   6%     41,468  sound\voices\BoB\
-or_07.wav      10/20/2000 5:05 PM     57,616   4%     55,043  sound\voices\BoB\
-or_08.wav      10/20/2000 5:05 PM     22,626   5%     21,538  sound\voices\BoB\
-or_09.wav      10/20/2000 5:05 PM     36,260   30%    25,528  sound\voices\BoB\
-or_10.wav      10/20/2000 5:05 PM     43,396   7%     40,432  sound\voices\BoB\
-or_11.wav      10/20/2000 5:05 PM     37,070   4%     35,592  sound\voices\BoB\
-or_12.wav      10/20/2000 5:05 PM     25,714   4%     24,796  sound\voices\BoB\
-ps_01.wav      10/20/2000 5:05 PM     58,040   4%     55,538  sound\voices\BoB\
-ps_02.wav      10/20/2000 5:05 PM     40,686   4%     39,161  sound\voices\BoB\
-ps_03.wav      10/20/2000 5:05 PM     44,870   5%     42,695  sound\voices\BoB\
-ps_04.wav      10/20/2000 5:05 PM     50,550   4%     48,465  sound\voices\BoB\
-ps_05.wav      10/20/2000 5:05 PM     64,256   9%     58,718  sound\voices\BoB\
-ps_06.wav      10/20/2000 5:05 PM     60,770   4%     58,385  sound\voices\BoB\
-ps_07.wav      10/20/2000 5:05 PM     41,604   3%     40,372  sound\voices\BoB\
-ps_08.wav      10/20/2000 5:05 PM     33,102   4%     31,860  sound\voices\BoB\
-ps_09.wav      10/20/2000 5:05 PM     43,578   14%    37,279  sound\voices\BoB\
-ps_1 0.wav     10/20/2000 5:05 PM     48,126   3%     46,467  sound\voices\BoB\
-ps_11.wav      10/20/2000 5:05 PM     52,114   7%     48,442  sound\voices\BoB\
-ps_12.wav      10/20/2000 5:05 PM     46,054   3%     44,632  sound\voices\BoB\
-ps_13.wav      10/20/2000 5:05 PM     52,026   4%     49,921  sound\voices\BoB\
-ps_14.wav      10/20/2000 5:05 PM     38,428   3%     37,165  sound\voices\BoB\
-re_01.wav      10/20/2000 5:05 PM     42,970   5%     40,707  sound\voices\BoB\
-re_02.wav      10/20/2000 5:05 PM     42,010   16%    35,118  sound\voices\BoB\
-re_03.wav      10/20/2000 5:05 PM     44,994   4%     43,387  sound\voices\BoB\
-re_04.wav      10/20/2000 5:05 PM     26,620   3%     25,824  sound\voices\BoB\
-re_05.wav      10/20/2000 5:05 PM     31,732   4%     30,549  sound\voices\BoB\
-re_06.wav      10/20/2000 5:05 PM     20,342   5%     19,287  sound\voices\BoB\
-re_07.wav      10/20/2000 5:05 PM     23,544   4%     22,526  sound\voices\BoB\
-re_08.wav      10/20/2000 5:05 PM     38,070   3%     36,822  sound\voices\BoB\
-re_09.wav      10/20/2000 5:05 PM     33,436   4%     32,041  sound\voices\BoB\
-re_10.wav      10/20/2000 5:05 PM     29,016   7%     26,898  sound\voices\BoB\
-re_11.wav      10/20/2000 5:05 PM     31,998   3%     30,885  sound\voices\BoB\
-tt_01.wav      10/20/2000 5:05 PM     56,240   7%     52,038  sound\voices\BoB\
-tt_02.wav      10/20/2000 5:05 PM     57,144   5%     54,206  sound\voices\BoB\
-tt_03.wav      10/20/2000 5:05 PM     68,484   9%     62,426  sound\voices\BoB\
-tt_04.wav      10/20/2000 5:05 PM     55,838   5%     52,785  sound\voices\BoB\
-tt_05.wav      10/20/2000 5:05 PM     75,106   6%     70,367  sound\voices\BoB\
-tt_06.wav      10/20/2000 5:05 PM     81,630   10%    73,342  sound\voices\BoB\
-tt_07.wav      10/20/2000 5:05 PM     60,354   5%     57,333  sound\voices\BoB\
-tt_08.wav      10/20/2000 5:05 PM     56,642   5%     53,981  sound\voices\BoB\
-tt_09.wav      10/20/2000 5:05 PM     49,216   3%     47,675  sound\voices\BoB\
-tt_10.wav      10/20/2000 5:05 PM     60,656   5%     57,563  sound\voices\BoB\
-tt_11.wav      10/20/2000 5:05 PM     75,106   5%     71,690  sound\voices\BoB\
-tt_12.wav      10/20/2000 5:05 PM     90,760   6%     84,879  sound\voices\BoB\
-tt_13.wav      10/20/2000 5:05 PM     52,628   8%     48,347  sound\voices\BoB\
-tt_14.wav      10/20/2000 5:05 PM     72,848   4%     70,004  sound\voices\BoB\
-tt_15.wav      10/20/2000 5:05 PM     109 184  12%    96,020  sound\voices\BoB\
-tt_16.wav      10/20/2000 5:05 PM     48,812   3%     47,245  sound\voices\BoB\
-tt_17.wav      10/20/2000 5:05 PM     64,506   10%    57,951  sound\voices\BoB\
-tt_18.wav      10/20/2000 5:05 PM     85,018   6%     79,532  sound\voices\BoB\
-tt_19.wav      10/20/2000 5:05 PM     72,978   17%    60,260  sound\voices\BoB\
-tt_20.wav      10/20/2000 5:05 PM     73,328   6%     68,967  sound\voices\BoB\
-tt_21.wav      10/20/2000 5:05 PM     79,434   7%     74, 101 sound\voices\BoB\
-tt_22.wav      10/20/2000 5:05 PM     74,636   4%     71,397  sound\voices\BoB\
-tt_23.wav      10/20/2000 5:05 PM     37,034   18%    30,448  sound\voices\BoB\
-tt_24.wav      10/20/2000 5:05 PM     43,316   5%     41,087  sound\voices\BoB\
-tt_25.wav      10/20/2000 5:05 PM     48,376   13%    42,005  sound\voices\BoB\
-tt_26.wav      10/20/2000 5:05 PM     35,464   8%     32,716  sound\voices\BoB\
-tt_27.wav      10/20/2000 5:05 PM     38,430   6%     35,995  sound\voices\BoB\
-tt_28.wav      10/20/2000 5:05 PM     40,698   13%    35,580  sound\voices\BoB\
-tt_29.wav      10/20/2000 5:05 PM     36,074   17%    29,767  sound\voices\BoB\
-tt_30.wav      10/20/2000 5:05 PM     83,012   5%     79,167  sound\voices\BoB\
-tt_31.wav      10/20/2000 5:05PM      55,530   14%    47,706  sound\voices\BoB\
-tt_32.wav      10/20/2000 5:05 PM     52,040   15%    44,369  sound\vojces\BoB\
-tt_33.wav      10/20/2000 5:05 PM     96,360   10%    86,316  sound\voices\BoB\
-tt_34.wav      10/20/2000 5:05 PM     100,896  5%     96,263  sound\voices\BoB\
-tt_35.wav      10/20/2000 5:05 PM     104,038  10%    93,172  sound\voices\BoB\
-tt_36.wav      10/20/2000 5:05 PM     34,940   4%     33,701  sound\voices\BoB\
-tt_37.wav      10/20/2000 5:05 PM     81,704   12%    71,904  sound\voices\BoB\
-tt_38.wav      10/20/2000 5:05 PM     58,670   19%    47,593  sound\voices\BoB\
-tt_39.wav      10/20/2000 5:05 PM     57,012   4%     54,683  sound\voices\BoB\
-tt_40.wav      10/20/2000 5:05 PM     94,790   5%     90,171  sound\voices\BoB\
-tt_41.wav      10/20/2000 5:05 PM     89,030   7%     82,981  sound\voices\BoB\
-tt_42.wav      10/20/2000 5:05 PM     76,556   14%    65,952  sound\voices\BoB\
-tt_43.wav      10/20/2000 5:05 PM     67,744   10%    60,694  sound\voices\BoB\
-tt_44.wav      10/20/2000 5:05 PM     44,188   20%    35,183  sound\voices\BoB\
-voc_01.wav     10/20/2000 5:05 PM     51,640   12%    45,423  sound\voices\BoB\
-voc_02.wav     10/20/2000 5:05 PM     37,916   12%    33,258  sound\voices\BoB\
-voc_03.wav     10/20/2000 5:05 PM     40,364   9%     36,548  sound\voices\BoB\
-voc_04.wav     10/20/2000 5:05 PM     60,412   4%     57,815  sound\voices\BoB\
-voc_05.wav     10/20/2000 5:05 PM     56,172   6%     52,986  sound\voices\BoB\
-voc_06.wav     10/20/2000 5:05 PM     41,284   3%     39,918  sound\voices\BoB\
-voc_07.wav     10/20/2000 5:05 PM     49,442   9%     45,003  sound\voices\BoB\
-voc_08.wav     10/20/2000 5:05 PM     61,656   5%     58,449  sound\voices\BoB\
-voc_09.wav     10/20/2000 5:05 PM     44,306   7%     41,295  sound\voices\BoB\
-voc_10.wav     10/20/2000 5:05 PM     58,298   9%     52,997  sound\voices\BoB\
-voc_11.wav     10/20/2000 5:05 PM     55,050   18%    45,254  sound\voices\BoB\
-voc_12.wav     10/20/2000 5:05 PM     40,614   9%     37,135  sound\voices\BoB\
-voc_13.wav     10/20/2000 5:05 PM     43,068   4%     41,307  sound\voices\BoB\
-voc_14.wav     10/20/2000 5:05 PM     45,512   9%     41,619  sound\voices\BoB\
-voc_15.wav     10/20/2000 5:05 PM     47,532   3%     45,886  sound\voices\BoB\
-voc_16.wav     10/20/2000 5:05 PM     40,756   3%     39,412  sound\voices\BoB\
-yoc_17.wav     10/20/2000 5:05 PM     52,070   7%     48,546  sound\voices\BoB\
-voc_18.wav     10/20/2000 5:05 PM     55,394   6%     51,854  sound\voices\BoB\
-voc_19.wav     10/20/2000 5:05 PM     74,718   8%     68,688  sound\voices\BoB\
-voc_20.wav     10/20/2000 5:05 PM     47,504   10%    42,821  sound\voices\BoB\
-voc_21.wav     10/20/2000 5:05 PM     52,034   7%     48,188  sound\voices\BoB\
-voc_22.wav     10/20/2000 5:05 PM     36,558   10%    32,925  sound\voices\BoB\
-voc_23.wav     10/20/2000 5:05 PM     35,880   4%     34,606  sound\voices\BoB\
-voc_24.wav     10/20/2000 5:05 PM     28,234   4%     27,227  sound\voices\BoB\
-voc_25.wav     10/20/2000 5:05 PM     50,004   14%    42,898  sound\voices\BoB\
-voc_26.wav     10/20/2000 5:05 PM     62,516   10%    56,117  sound\voices\BoB\
-voc_27.wav     10/23/2000 3:01 PM     49,444   5%     46,934  sound\voices\BoB\
-voc_28.wav     10/23/2000 3:05 PM     54,600   6%     51,556  sound\voices\BoB\
-Kreechurs.tga  4/6/2001 1 :08 PM      65,580   99%    873     team_icon\
-Kreechurs_blue.tga     4/6/2001 1 :09 PM      65,580   98%    1,030   team_icon\
-Kreechurs_red.tga      4/6/2001 1 :09 PM      65,580   98%    1,016   team_icon\
-Kreechurs.roq  5/09/2001 5:45 PM      1,078,120      9%      976,146 ui\assets\
-Kreechurs.tga  3/2/2001 11 :57 AM     65,580   99%    873     ui\assets\
-Kreechurs_metal.tga    3/2/2001 10:58 AM      65,580   74%    16,883  ui\assets\
-Kreechurs_name.tga     3/2/200111:16AM 131,116  91%    11,640  ui\assets\
-Kreechurs_name_alt.tga         3/2/200111:05AM 131,116  97%    3,870   ui\assets\
-
-188 file(s)            12,590,550      25%    9,496,872
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-

Appendix K: A Minimal Team

-

The following list is the minimum number of files needed to make a new team and assumes that the team creator is using both the Janet and James models (the models shipped with Quake III: Team Arena) and the pre-existing heads that work with those models. Note that no sound or voice files are necessary. No head files are necessary. When adding new heads, refer to the Kreecha head in Appendix J. When reskinning previously created heads, refer to the Callisto/Lily head in Appendix J. Use this list as a reference when creating your own team pak files.

-
-tm_kreechurs.pk3
-Name    Modified       Size    Ratio   Packed  Path
-kreechurs.team  5/9/2001 12:01 PM      1,968   61%     770
-kreechurs_readme.txt   5/9/2001       3,162   59%     1,286   
-blue.tga       10/23/2000 7: 17 PM    196,626        41%     115,756         models\players\James\kreechurs\
-lower_blue.skin        4/6/2001 11 :20 AM     203     52%     98         models\players\James\kreechurs\
-lower_default.skin     4/6/200 111:25AM       204     50%     102         models\players\James\kreechurs\
-lower_red.skin  4/6/2001 11:20AM       204     50%     102         models\players\James\kreechurs\
-red.tga        10/23/2000 7:17 PM     196,626        43%     111,607         models\players\James\kreechurs\
-upper_blue.skin        41612001 11:20AM       281     58%     118         models\players\James\kreechurs\
-upper_default.skin     416/2001 11:25AM       282     58%     119         models\players\James\kreechurs\
-upper_red.skin  4/6/2001 11 :20 AM     282     58%     119         models\players\James\kreechurs\
-blue.tga       10/23/2000 7: 17 PM    196,626        41%     115,756         models\players\Janet\kreechurs\
-lower_blue.skin        4/6/2001 11 :20 AM     203     52%     98         models\players\Janet\kreechurs\
-lower_default.skin     4/6/200 111:25AM       204     50%     102         models\players\Janet\kreechurs\
-lower_red.skin  4/6/2001 11:20AM       204     50%     102         models\players\Janet\kreechurs\
-red.tga        10/23/2000 7:17 PM     196,626        43%     111,607         models\players\Janet\kreechurs\
-upper_blue.skin        41612001 11:20AM       281     58%     118         models\players\Janet\kreechurs\
-upper_default.skin     416/2001 11:25AM       282     58%     119         models\players\Janet\kreechurs\
-upper_red.skin  4/6/2001 11 :20 AM     282     58%     119         models\players\Janet\kreechurs\
-kreechurs.bot  5/9/2001 11 :43 AM     405     70%     123     scripts\
-kreechurs.shader       4/6/2001 3:05 PM       500     67%     163     scripts\
-kreechurs.tga  4/6/2001 1 :08 PM      65,580   99%    873     team_icon\
-kreechurs_blue.tga     4/6/2001 1 :09 PM      65,580   98%    1,030   team_icon\
-kreechurs_red.tga      4/6/2001 1 :09 PM      65,580   98%    1,016   team_icon\
-kreechurs.tga  3/2/2001 11 :57 AM     65,580   99%    873     ui\assets\
-kreechurs_metal.tga    3/2/2001 10:58 AM      65,580   74%    16,883  ui\assets\
-kreechurs_name.tga     3/2/200111:16AM 131,116  91%    11,640  ui\assets\
-kreechurs_name_alt.tga         3/2/200111:05AM 131,116  97%    3,870   ui\assets\
-
-27 file(s)             1,354,162              271,112 
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-

Appendix L: Contents of the TAhead_lily.pk3

-

The following list is taken directly from the contents of the pak file that contains the Lily head model that is a part of the Kreechurs team. Lily is based on the Callisto head model from the original TA game (blinking female head with red or blue hair cut in a pageboy style). Use this as a reference when creating your own pak files for new character heads.

-
-TAhead_lily.pk3
-
-Name    Modified       Size    Ratio   Packed  Path
-Lily.vc        5/112001 6:56 PM       23      0%      23      scripts\Callisto\
-red_Iily.shader        4/9/20011:18 PM        557     79%     117     scripts\
-lily .shader   4/9/2001 1: 19 PM      528     78%     114      scripts\
-blue_lily.shader       5/1/20015:50 PM        566     79%     119     scripts\
-Lily_redface2.tga      4/3/200111:41 PM       16,428  32%     11,092         models\players\heads\Callisto\Lily\
-Lily_redface.tga       4/3/2001 11 :40 PM     16,428  33%     11,062         models\players\heads\Callisto\Lily\
-Lily_red.tga   4/2/2001 2:14 PM       65,580  79%     13,873         models\players\heads\Callisto\Lily\
-Lily_blueface2.tga     4/3/2001 11 :42 PM     16,428  32%     11, 182         models\players\heads\Callisto\Lily\
-Lily_blueface.tga      4/3/200111:41 PM       16,428  32%     11,174         models\players\heads\Callisto\Lily\
-LJily_blu.tga  4/10/2001 12:55 AM     65,580  33%     43,929         models\players\heads\Callisto\Lily\
-icon_red.tga   3/27/20016:15 AM       12,306  30%     8,581         models\players\heads\Callisto\Lily\
-icon_default.tga       3/27/20016:15 AM       12,306  30%     8,595         models\players\heads\Callisto\Lily\
-icon_blue.tga  3/29/2001 10:20 PM     16,428  41%     9,707         models\players\heads\Callisto\Lily\
-head_red.skin  4/17/20014:35 PM       125     44%     70         models\players\heads\Callisto\Lily\
-head_default.skin      4/17/20014:35 PM       126     41%     74         models\players\heads\Callisto\Lily\
-head_blue.skin  4/17/20014:33 PM       126     44%     71         models\players\heads\Callisto\Lily\
-
-16 file(s)             239,963        46%     129,783
-        
- -

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-
- - diff --git a/install/installs/Q3Pack/install/docs/New_Teams_For_Q3TA/index.html b/install/installs/Q3Pack/install/docs/New_Teams_For_Q3TA/index.html deleted file mode 100644 index 44920ab..0000000 --- a/install/installs/Q3Pack/install/docs/New_Teams_For_Q3TA/index.html +++ /dev/null @@ -1,1040 +0,0 @@ - - - -New Teams For Q3TA - - - -
- - - - - - - - - - - - - - - - -
 

New Teams for Team Arena (and other stories)
-By Paul Jaquays Script files by various id design team members Bot Search Material by Jan Paul "MrElusive" van Waveren

 
 

Table of Contents
- Introduction
- The Team Pak
- Scripts
- User Interface Assets
- In Game Team Logo Icons
- New Models for Team Skins
- Appendix A: The .Bot File
- Appendix B: The .Team File
- Appendix C: The Voice List
- Appendix D: Model Sound List
- Appendix E: .VC File Sample
- Appendix F: Sample Team Arena Animation.Cfg File and New Animation Commands
- Appendix G: Teamname.shader
- Appendix H: Search Order for Model and Head model Assets
- Appendix I: Expanded Team Skin Functionality for Q3A
- Appendix J: Contents of the tm_kreechurs.pk3
- Appendix K: A Minimal Team
- Appendix L: Contents of the TAhead_lily.pk3

-
 
 

Introduction
- The original intent for Teams in Quake III: Team Arena was to allow the use and creation of new Teams. However, it was not until community modelers attempted to build new teams that we discovered that the hooks that we put in place for team creation did not work as intended. This point release contains the fixes and additions necessary to make new teams work.

-

This document presupposes that the person wanting to create a new team already knows the basics of creating, animating, and skinning new character models for Quake III Arena. There are numerous good tutorials on-line covering both the basics and the more in-depth skills needed to make models that work inside the game.

-

Special Thanks
- The content used to test and debug the team creation code is based on a test model provided and made "Team Arena compatible" by Bill and Mike Jukes, a.k.a. "The Brothers Grimm" and a re-skinning of the original Team Arena Callisto head model provided by artist Camilla "milla" Bennett. Also thanks to milla for providing the .html version of this document. Names of some of the files used in examples have been changed. Furthermore, thanks go to Graeme Devine, Robert Duffy, and MrElusive for putting up with semi-constant harassment to get the team content working for the point release.

-

Notices: QUAKE III ARENA and QUAKE III: Team Arena are trademarks of id Software, Inc. This document is copyright 2000, 2001 by id Software, Inc. Id Software grants permission to redistribute and or redisplay this document in electronic form only. It may not be included as a part of any permanent media without first obtaining permission from id Software, inc. Permission is granted to use the contents of the scripts embedded in this document as a base for creating additional teams for Team Arena.
-

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-

The Team Pak File
-It takes a surprisingly large amount of new content to create an entirely new team. Our test file contained 186 separate files (model included only one head). An additional head added another 16 files (we tested with only one extra head model). The content required covers every discipline of game creation . skin painting, scripting, modeling, and sound production. In fact, if the new team is to have new voice taunt sounds, it can easily exceed 10 megabytes in compressed form inside the pak file. Each of the files necessary to create a team is listed below in outline and will be discussed later in detail. The paths for these files begin in the missionpack directory. Appendix J contains the file list for the test team, Appendix K shows a team with the bare minimum of files needed to create a new team with a male and female uniform, and Appendix L contains the file list for the Callisto/Lily test head.

-

Naming Conventions
-When naming a pak file that contains the assets for a new team, preface the team name with the letters "tm_". This usage is for organizational purposes only. It is done to identify the pak as a team file. Example: tm_kreechurs.pk

-

Including What id Didn't Make
-You don't need to include any of the game content that id put in the original pak0.pk3 that shipped with Team Arena. The game should have no problem finding those assets if they are called for by the new team. Any new assets created for the team need to be in the pak file. Any assets created by other artists or authors for use with Team Arena need to be in the pak file. The team creator cannot assume that players will have those assets in their possession. When including assets created by others, including modified id game content, be sure to give notice of original authorship in the readme that accompanies the pakfile.

-

Teamname_readme.txt
-This text file tells all about the contents of your new team, including who made it, how they can reach the author, who else contributed to the project, what tools were used, how long it took, when it was released (copyright data goes here), where the ideas came from, and so on. Essentially, it should contain whatever the team creator wants to reveal about himself or herself and the process of making the team. Any resources that were created by others should be acknowledged here. If the team creator agrees to let others use the original contents of the pak file in other projects, it should be noted here also, along with any special terms or contact information.

-

NOTE: The scripts used to create the various aspects of the new team are included throughout this document. Team creators have permission to copy the scripts in this document and paste them into new scripts for use in original teams. Details such as team name, character names, and bot names should be changed to fit the new team.

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-

Scripts
- Priority: Unless otherwise noted, all of the scripts listed below are required to be in the team pak file (see Appendix K: A Minimal Team, for a detailed list of the contents required for a basic team using existing models).

-

These are the various scripts used to define the team and model characteristics.

-

Teamname.team (in root directory) : A text file that defines the components of the team. This file corresponds to the original team.txt file in pak0.pk3. It is required for all new teams. See Appendix B for details.

-

Teamname.bot (scripts\) : This file defines the resources used by the five bots that are used by the team in single player (model, head_model, and bot a.i.). It is required for all new teams. See Appendix A for details.

-

Teamname.shader (scripts\) : Shader scripts for all shaders used to create the new_model and the five new_headmodels. This is required for the team icons to work properly in game. Other shader-modified textures may be included. See Appendix G for the sample version of this shader.

-

Animation.cfg (models\players\newmodel\) : The animation configuration file. Team Arena models have a few a few more animation sequences than their Q3A counterparts, but the basics are the same. The contents of a sample Q3:TA animation.cfg are included at the end of this document. It's a script, but not one that's resident in the scripts file. This is only required if a new model is included in the pak.

-

New_model.voice (scripts\) : This is the script that assigns individual voice wav files to specific message or status commands. See Appendix C for a sample script and discussion of its use. Voice files are optional and only required if an entirely new set of voice wav files is to be included in the pak. Sound files are large and can add significantly to the size of the pakfile. If creating a human-based team, consider using the 8 voices that came with Team Arena to save file space.

-

New_headmodel_1.vc (scripts\) : This file selects which .voice file is linked to a head file. Each head model in the pak needs one of these. A separate version of this file is required for each new headmodel included with the team. The name of the file is the same as the name of the bot that uses the headmodel. A sample .vc file is included in Appendix E.

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User Interface Assets
-
Priority: The tga files are required. The roq file is optional. The User Interface menus use these files to show the team logo icons and movies of the characters in actions.

-

Teamname, of course, refers to the name of the new team.

-

Teamname_name_alt.tga (ui\assets\) : This is a 256 x 128 pixel, 32 bit .tga file (with alpha channel) depicting the name of the team as a black and white (grayscale) art file. Teamname is the name of the new team, the rest of the filename is part of its format. The alpha channel should be the same as the image (not reversed).

-

Teamname_name.tga (ui\assets\) : This is a 256 x 128 pixel, 32 bit .tga file (with alpha channel) depicting the name of the team with a glow around it. It is a black and white art file (grayscale). The alpha channel should be the same as the image (not reversed).

-

Teamname.tga (ui\assets\) : This is a 128 x 128 pixel, 32 bit .tga file (with alpha channel) that depicts a black and white version of the team logo or symbol. The alpha channel should be the same as the image (not reversed).

-

Teamname_metal.tga (ui\assets\) : This is a 128 x 128 pixel, 32 bit .tga file (with alpha channel). If the team creator wants to keep the same style as the original game, this version of the team's logo is rendered to look like brushed metal, perhaps with a bluish cast. But in reality, it can be anything, any color. The alpha channel should be the same as the alpha channel in the Teamlogo.tga art.

-

Teamname.roq (ui\assets\) : The .roq movie displays in the center area of the player set up screen when the player selects one of the teams. Movie file sizes can be large, so the team creator may wish to take the overall size of the team pakfile into consideration before including a movie. Uncompressed, the team movies in Team Arena were over a megabyte each . and being compressed format files already; they don't get much smaller in the pakfile. The good news is that if no movie file is present, the game displays the teamname_metal.tga in the center area instead. It must be noted that team movie files will not be offered for viewing in the Cinematics menu option unless the teamname.roq file is also present in the video\ directory.

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In Game Team Logo Icons
- Priority: Required

-

The team style game maps for Team Arena are usually set up to display the icons of the competing teams. The game uses a separate set of art files located in the team_icon directory off the root missionpack directory for the team icons displayed in game. For Team Arena, these art files were a single color, red or blue. But that need not be the case. If a game clan wanted to use a full color version of their clan symbol, it would work in game - though the team creator may want to consider tinting the art either bluish or reddish to better suit the color used in play (most team maps are likely to use the blue/red color theme as was done in the original game).

-

Also, take into consideration that the art will be transparent, with background textures (floors, walls, colored banners) showing through behind it. Simple, graphic treatments of logos will probably work the best in all cases.

-

Art files can be larger or smaller than those shown here. However, while having smaller files will save memory, image quality will suffer. If using larger art files, image quality may improve substantially but the memory usage will be substantial also. Whether increasing or reducing file size, remember to keep the file dimension proportional to the original.

-

The Teamname.shader references this art. Make sure that the file names in the shader match those of the artwork.

-

Teamname.tga (team_icon\): This is a 128 x 128 pixel art file, the exact same file as used in ui\assets\teamname.tga. It is a black and white 32 bit version of the team logo with the same art in the alpha channel.

-

Teamname_blue.tga (team_icon\): For Team Arena, we created solid color logos, but that need not be the case. This 32 bit 128 x 128 pixel art file can be full color. The alpha channel should be the same as the teamname.tga file. If you choose to make it solid blue, consider using the same color value as the original TA logos. The RGB formula for that blue is: 0 148 255.

-

Teamname_red.tga (team_icon\): Even though id chose to make our logo's single, solid colors, this 32 bit 128 x 128 pixel art file can be whatever color the team creator wishes. The alpha channel should be the same as the teamname.tga file. If you choose to make it solid red, consider using the same color value as the original TA logos. The RGB formula for that red is: 255 0 0.

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New Models and Skins for Teams
-The process by which body models are created is outside the scope of this document. While body model has a few more animations than the corresponding Quake III Arena model, the process of creation is quite similar . except for one very key element. The Team Arena model has no head. Head models for Team Arena teams are created and stored separately from the body. Where the pathname to a body model might be models\players\BoB, the path to the head models is different:

-

Example: models\players\heads\Kreecha.

-

New Team Arena Models based on Q3A models
-For the Team Arena test model, the Brothers Grimm converted a character model that they had previously made for Quake III Arena. In order to keep the game from confusing two models with the same file name, the search code for models and skins was changed to allow extended search paths for models. In this case, we placed the Team Arena model in a "characters" directory nested within the "players" directory. The path to the new model read: models\players\characters\BoB\. The model directory contains the torso and legs models only, which are Upper.md3 and Lower.md3 respectively. There are no head models in that directory. Furthermore, include any art and skin files used for the default version of the model along with the animation.cfg.

-

NOTE: When creating your models for export as .ASE files for use with the Q3data.exe, you must have a head on the model (e.g.; an h_head in the max file) for the converter to work. The converter looks for and expects to see an h_head for of the model. If the converter does not find the head during the conversion, the process will halt. After the conversion is complete just use the Upper and lower Md3 files for that character's directory. Place the head model in its own separate directory.

-

Icons for new models
-The Loading Screen for Team Arena uses the icons associated with a team member's body model, not the member's head model. Be certain to include an icon_default.tga file in new model's directory. This icon will be used on the map loading screen. It represents the Body model in use by a player . not the Head model.

-

New Team Skins
-When creating a team, make a red and a blue version of the skin. Name the skins as noted below. Do not use the team or character name in the skin. That information is taken from the name of the directory in which it resides.

-

The team skins (red and blue) for a Team Arena model reside in a directory within the model directory (which contains the model md3 pieces).

-

Example: models\players\characters\BoB\Kreechurs\.

-

The teamname directory (Kreechurs in this case) would contain the art files for the skin, and the .skin files that link art to model.

-

In simple form, the skin assets required to be in the teamname file are as follows:

-

TGA file names
-Blue.tga //the body skin for the blue team version
-Red.tga //the body skin for the red team version

-

Skin File Names
-Lower_blue.skin //blue version of legs skin file
-Upper_blue.skin //blue version of torso skin file
-Lower_red.skin //red version of legs skin file
-Upper_red.skin //red version of torso skin file
-Lower_default.skin //default legs skin file (used by U.I.). Usually, this is the red skin.
-Upper_default.skin //default torso skin file (used by U.I.). Usually, this is the red skin.

-

New Heads
-Each new player on a new team should either have a new head model or have a new skin for an existing Team Arena model. Each new head model and all its assets go into a directory named for it. In the case of new skins for pre-existing models, the new skin assets reside in a directory nested within the model's directory.

-

Example: models\players\heads\callisto\lily is a new skin for the Callisto head.

-

Note that other assets, such as the .vc file for this head will also need to be nested in directories a layer deeper in their normal files.

-

Example: scripts\callisto\lily.vc.

-

New head models need to have all the assets specific to the model (md3 files, skin files and art files) in the directory named for the model head.

-

No MD3 Models Required for New Skins on id Models
-New skins created for existing head models (id created or community created) do not require that the md3 models be in their directories. The assets specific to the new skin (skin art, skin file, icons) are placed in a directory. You do not need to redistribute md3 models for the heads that are a part of the original id game.

-

Using the Work of Others
-If you are reskinning or simply using a head model previously created and distributed by a member of the community, make sure that the original creator has authorized such use (and remember to give credit where credit is due). When using community-created models, the team creator must plan to include that model and all its assets in the pakfile.

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Appendix A: The .Bot File
-Five Heads, Five Bots, Five Team Members

-Priority: Required for each new team

-

A Team Arena team consists of five players. In the original game, the five players were drawn from a mix of 11 new player heads sitting atop two body models. New teams should also have five players each. However, five players on the new team should each have a unique head/skin combination. These can either be new models or new skins using the original Q3:TA models.

-

The .bot file (whose file name is the same as the name of the new team, e.g.; Kreechurs.bot or Scumsukkers.bot) is a text script whose ".txt" file extension has been renamed to ".bot." This file corresponds to the bots.txt file used in the original Team Arena game. Appendix A shows a sample bot file.

-

Name = the name of the bot as it appears on the Start Server Menu.

-

Model = the body model used by this bot. A team can use more than one body model. However, adding multiple body models can and will add significantly to the size of the team pak file and to memory usage in game. Limiting the number of body models used by a team is a good design practice. No more than two models per team should be the limit.

-

Headmodel = *modelname. The headmodel is what makes the bot unique. It has links to the voice files and is used when creating name aliases for the bots to use in the single player game. The asterisk is a necessary part of the file name here.

-

The headmodel called Callisto/Lily is a new skin on the Callisto model mesh. The pathname is required for the model to work.

-

Aifile = the bot ai used by the team member. The computer-controlled opponents in Team Arena used three individual ai files that define their general role in the game: defense (tad_c.c), offense (tao_c.c) and all-arounder (taa_c.c). New bots can use these same a.i. files or, if desired the team creator can make new ai files based on the Team Arena ai files.

-

Filename: Teamname.bot

-
-//bot file begins here
-{
-name           Kreecha
-model          BoB
-headmodel      *Kreecha
-aifile  bots/taa_c.c
-}
-
-{
-name           Callisto/Lily
-model          BoB
-headmodel      *Callisto/Lily
-aifile  bots/tad_c.c
-}
-
-{
-name           Infinite
-model          BoB
-headmodel      *Infinite
-aifile  bots/tad_c.c
-}
-
-{
-name           Prime
-model          BoB
-headmodel      *Prime
-aifile  bots/tao_c.c
-}
-
-{
-name           Vlad
-model          BoB
-headmodel      *Vlad
-aifile  bots/tao_c.c
-}
-//bot file ends here
-		
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Appendix B: The .TEAM File
- Priority: Required for each new team.

-

The team file is a text file that has had the file extension renamed from .txt to .team.

-

Kreechurs is a test Team Arena team created to test the team and head model code for point release v1.28. It uses the hypothetical "BoB" model to create a new team.

-

The team definition appears on a single line in the file:

-

"Team name" "asset path/name" "bot 1" "bot 2" "bot 3" "bot 4" "bot 5"

-

//Teams define the assets used by the team: team name, path to U.I. assets, player names
-// Character definitions act as a link between head models used by a team and models that have the proper team skin assets. The Player Set Up User Interface primarily uses the character definitions. The first entry is the head model as defined in the .bot file. The second entry is body model used by that character. For everything to work out for the best, each character should have a unique model/skin combination that defines it.

-

Filename: Teamname.team

-
-// .team file begins here
-teams {
-  { "Kreechurs" "ui/assets/kreechurs"  "BoB" "Lily" "Vlad" "Infinite" "Prime"}
-}
-
-characters {
-{ "Callisto/Lily" " BoB " }
-{ "Kreecha"  " BoB " }
-{ "Infinite"  " BoB " }
-{ "Prime"  " BoB " }
-{ "Vlad" " BoB " }
-}
-
-// Aliases are the link between character name, headmodel, and bot A.I.
-
-aliases {
-        { "Kreecha"           "BoB"              "a"  }
-        { "Lily"        "Callisto/Lily" "d"   }
-            { "Vlad"           "Vlad"              "o"       }
-            { "Infinite"       "Infinite"           "d"      }
-            { "Prime"          "Prime"             "o"       }              
-}
-
-//.team file ends here
-
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Appendix C: The Voice List
- Priority: Optional.

-

The voice file is a text file that has had the file extension renamed from .txt to .voice. Each unique set of voice recordings requires its own voice file. This file contains the code script that defines the voice and corresponding text messages used by the player models in game. Like the text chat messages that appeared in original Q3A, these messages are triggered by game conditions and statuses.

-

The file directory name for the voice does not have to be the same as a head or body model, though giving it a unique name that identifies it with the team is always a good idea. The specific file names for each voice message ARE VERY IMPORTANT, as the voice script that corresponds to the file directory for the voice calls them. Example: If the new voice is called "monster", then the directory would be called "monster" and the voice file would be called monster.voice.

-

If you create a new set of recorded voices for your team or for a new model, be certain to include at least one voice message for each category (defined by a name like "getflag" and follow by opening and closing brackets) on this list. It is not necessary to provide as many different messages as shown below. Example: Your character may not need more than one way to say "yes" or have as many kill insults. You can also rewrite the scripts. Your team need not say the same thing as the id teams said or use the same style of speaking. Just remember that the text portion of the message will display on screen, so having it match the audio is always a good thing. And remember that in game, shorter speeches are better and cheaper.

-

The file path is as follows: sound\voices\newmodel\soundname.wav

-

You may include additional voices but these are the ones currently the phrases accessed by the game.

-

As with any script, these are lines of game code. Take care to maintain the proper syntax, otherwise, you are likely to either disable the file or even crash the game.

-

To create new voice recordings use a sound editing program that can produce a .wav format file that conforms to the following: Mono 22k 16bit

-

(This is taken from the male5 voice file. Substitute the name of your model for male5 in the file pathnames).

-

Filename: Voicename.voice

-
-//voice file starts here
-
-getflag
-{
-        sound/voices/male5/or_01.wav   "Get the flag"
-        sound/voices/male5/or_02.wav   "Secure the flag"
-}
-
-offense
-{
-        sound/voices/male5/or_03.wav   "You're on offense"
-}
-
-defend
-{
-        sound/voices/male5/or_04.wav   "Stay Home"
-        sound/voices/male5/or_05.wav   "Guard the base"
-        sound/voices/male5/or_07.wav   "You're on defense"
-}
-
-defendflag
-{
-        sound/voices/male5/or_06.wav   "Guard our flag"
-}
-
-patrol
-{
-        sound/voices/male5/or_08.wav   "Patrol"
-        sound/voices/male5/or_09.wav   "Take point"
-        sound/voices/male5/or_10.wav   "Go on patrol"
-}
-
-followme
-{
-        sound/voices/male5/or_11.wav   "Follow me"
-        sound/voices/male5/or_12.wav   "Cover me"
-        sound/voices/male5/or_13.wav   "Watch my back"
-}
-
-yes
-{
-        sound/voices/male5/re_01.wav   "Yessir"
-        sound/voices/male5/re_02.wav   "Yes ma'am"
-        sound/voices/male5/re_03.wav   "Aye, aye, sir"
-        sound/voices/male5/re_04.wav   "Aye, aye, ma'am"
-        sound/voices/male5/re_05.wav   "Affirmative"
-        sound/voices/male5/re_06.wav   "Copy"
-        sound/voices/male5/re_07.wav   "Roger"
-}
-
-no
-{
-        sound/voices/male5/re_08.wav   "No sir"
-        sound/voices/male5/re_09.wav   "No ma'am"
-        sound/voices/male5/re_10.wav   "Negative"
-        sound/voices/male5/re_11.wav   "I'm busy"
-}
-
-ihaveflag
-{
-        sound/voices/male5/gs_01.wav   "I'm coming in hot!"
-        sound/voices/male5/gs_02.wav   "I've secured the flag!"
-        sound/voices/male5/gs_03.wav   "I've got the flag!"
-        sound/voices/male5/gs_04.wav   "Bringing home the bacon!"
-}
-
-baseattack
-{
-        sound/voices/male5/gs_05.wav   "We're taking enemy fire!"
-        sound/voices/male5/gs_06.wav   "Security breach!"
-        sound/voices/male5/gs_07.wav   "Our base is under attack."
-}
-
-enemyhasflag
-{
-        sound/voices/male5/gs_08.wav   "Our flag is gone!"
-        sound/voices/male5/gs_09.wav   "They've got our flag!"
-        sound/voices/male5/gs_10.wav   "Enemy has secured our flag!"
-}
-
-ongetflag
-{
-        sound/voices/male5/ps_03.wav   "Getting the flag..."
-}
-
-onoffense
-{
-        sound/voices/male5/ps_01.wav   "I'm taking offense"
-        sound/voices/male5/ps_02.wav   "I'm going in..."
-}
-
-ondefense
-{
-        sound/voices/male5/ps_04.wav   "I'll stay home"
-        sound/voices/male5/ps_05.wav   "Securing base"
-        sound/voices/male5/ps_06.wav   "Guarding the base now"
-}
-
-onpatrol
-{
-        sound/voices/male5/ps_07.wav   "On patrol..."
-        sound/voices/male5/ps_08.wav   "Patroling..."
-        sound/voices/male5/ps_09.wav   "I'll take point"
-}
-
-startleader
-{
-        sound/voices/male5/ps_10.wav   "I'm the leader"
-        sound/voices/male5/ps_11.wav   "I'm in charge"
-}
-
-stopleader
-{
-        sound/voices/male5/ps_12.wav   "I don't want to lead"
-        sound/voices/male5/ps_13.wav   "Someone else lead"
-        sound/voices/male5/ps_14.wav   "I resign"
-}
-
-kill_insult
-{
-        sound/voices/male5/tt_06.wav   "Next time don't get up"
-        sound/voices/male5/tt_05.wav   "You're just a waste of space"
-        sound/voices/male2/tt_07.wav   "Are you blind?"
-        sound/voices/male5/tt_13.wav   "Duck next time"
-        sound/voices/male5/tt_19.wav   "Suh-weeet!"
-        sound/voices/male5/tt_20.wav   "Woo-Hoo!"
-        sound/voices/male5/tt_22.wav   "You just got schooled!"
-//      sound/voices/male5/tt_16.wav   "You talkin' ta ME?"
-}
-
-taunt {
-        sound/voices/male5/tt_18.wav   "How about some competition here?"
-        sound/voices/male5/tt_01.wav   "FRAGbait!"    
-        sound/voices/male5/tt_11.wav   "My momma shoots better!"
-        sound/voices/male5/tt_14.wav   "Try hitting that barn over there!"
-        sound/voices/male5/tt_17.wav   "Wanna BUY a shot?"
-//      sound/voices/male5/tt_03.wav   "Get a clue moron!"
-//      sound/voices/male5/tt_09.wav   "MORON!"
-//      sound/voices/male5/tt_02.wav   "You're such a Loser!"
-//      sound/voices/male5/tt_08.wav   "LOSER!"
-//      sound/voices/male5/tt_10.wav   "No-skill idiot!"
-//      sound/voices/male5/tt_12.wav   "Watched that all the way..."
-}
-
-death_insult {
-        sound/voices/male5/tt_15.wav   "Thank you sir.. may I have another!"
-        sound/voices/male5/tt_23.wav   "Bite me!"
-        sound/voices/male5/tt_25.wav   "Cheap shot!"
-        sound/voices/male5/tt_26.wav   "DOH"
-        sound/voices/male5/tt_28.wav   "Lucky shot!"
-        sound/voices/male5/tt_29.wav   "That's it!"
-        sound/voices/male5/tt_30.wav   "Ooh! That's it!"
-//      sound/voices/male5/tt_35.wav   "Hey, dumbass"
-//      sound/voices/male5/tt_04.wav   "What an ass!"
-//      sound/voices/male5/tt_24.wav   "Screw you!"
-}
-
-kill_gauntlet {
-        sound/voices/male5/tt_21.wav   "Eat gauntlet baby!"
-}
-
-praise {
-        sound/voices/male5/tt_27.wav   "Nice!"
-}
-
-camp                   // command someone to camp
-{
-        sound/voices/male5/voc_01.wav  "Camp this position."
-        sound/voices/male5/voc_02.wav  "Camp here."
-
-}
-
-returnflag                     // return our flag  (CTF only)
-{
-        sound/voices/male5/voc_03.wav  "Get our flag!"
-        sound/voices/male5/voc_04.wav  "Return our flag!"
-        sound/voices/male5/voc_05.wav  "Recover our flag!"
-}
-
-whoisleader                    // who is the team leader
-{
-        sound/voices/male5/voc_06.wav  "Who's our leader?"
-        sound/voices/male5/voc_07.wav  "Who's in charge?"
-        sound/voices/male5/voc_08.wav  "Who leads this team?"
-}
-
-followflagcarrier              // follow the flag/skull carrier (CTF, Oneflag, Harvester)
-{
-        sound/voices/male5/voc_09.wav  "Follow our carrier."
-        sound/voices/male5/voc_10.wav  "Stay with the carrier."
-        sound/voices/male5/voc_11.wav  "Protect the carrier."
-        sound/voices/male5/voc_12.wav  "Cover the carrier."
-}
-
-inposition                     // I'm in position
-{
-        sound/voices/male5/voc_13.wav  "I'm in place."
-        sound/voices/male5/voc_14.wav  "I'm at my post."
-        sound/voices/male5/voc_15.wav  "I am in position."
-        sound/voices/male5/voc_15a.wav "I am in position"
-}
-
-wantondefense          // I want to be on defense
-{
-        sound/voices/male5/voc_16.wav  "Let me defend."
-        sound/voices/male5/voc_17.wav  "I'd rather defend."
-}
-
-wantonoffense          // I want to be on offense
-{
-        sound/voices/male5/voc_18.wav  "Let me go on offense."
-        sound/voices/male5/voc_19.wav  "I'd rather go on offense."
-}
-
-wantonpatrol           // I want to go on patrol
-{
-        sound/voices/male5/voc_20.wav  "Let me patrol."
-        sound/voices/male5/voc_21.wav  "I'd rather patrol."
-}
-
-oncamp  //I'm Camping (status)
-{
-        sound/voices/male5/voc_22.wav  "I'm camping here."
-}
-
-onfollow
-{
-        sound/voices/male5/voc_23.wav  "I'm following."
-        sound/voices/male5/voc_24.wav  "Following!"
-}
-
-onfollowcarrier
-{
-        sound/voices/male5/voc_27.wav  "Guarding the carrier."
-}
-
-onreturnflag
-{
-        sound/voices/male5/voc_28.wav  "Getting our flag."
-}
-
-harvest //harvester game type only
-{
-        sound/voices/male5/voc_25.wav  "Go collect skulls."
-        sound/voices/male5/voc_26.wav  "Harvest some skulls."
-}
-// voice file ends here
-        
-

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-
-Appendix D: Model Sound List
-Priority: Only required if a new body model is included in the team pak file.

-

The following game sounds are associated with the team model. Each of the sounds listed below is a separate file. They need to be located in a directory having the same name as the body model and be nested within the sounds directory.

-

Example: sounds/newmodel/Death1.wav.

-

If new sound files are to be created, make sure that they conform to the following wav file format: Mono 22k 16bit.

-

Death1.wav
-Death2.wav
-Death3.wav
-Drown.wav
-Fall1.wav
-Falling1.wav
-Gasp.wav
-Jump1.wav
-Pain100_1.wav
-Pain25_1.wav
-Pain50_1.wav
-Pain75_1.wav
-Taunt.wav

-

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-

Appendix E: .VC File Sample
- Priority: Required for each head model

-

The vc file is a text file script that has had the file extension renamed from .txt to .vc. The script is linked to a bot name. Bot names are defined in the .bot file included in the pak file. Each bot needs to have a .vc file. It's best, if at all possible, to have the model name (or model/skin combination) and the bot name be the same. The very brief contents are simply a path to a voice file. The selected voice file can be either one of the original Team Arena voices or an original voice included with the team. When creating the voice file for a re-skinned head model, be sure to include the head name in the path to the voice script. That script must also be nested a layer deeper in the directory, such as: scripts/callisto/lily.vc.

-

The contents of a sample .vc file are shown below.

-
        //VC script begins here
-
scripts/newcharacter.voice
-
           //VC script ends here
-

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-

Appendix F: Sample Team Arena Animation.Cfg File and New Animation Commands
- Priority: Required only if a new model is included.

-

The animation.cfg file is a text file that has had the file extension renamed from .txt to .cfg. This file goes in the directory with the body model components (model\players \new_model\ -- or -- model\players\characters\new_model\). The specifics of using or modifying the contents of this file are a part of the model making process and are mostly outside the focus of this document.

-

It is included in this document because the Team Arena animation configuration is different from the Quake 3 Arena Configuration. Furthermore it contains the "sex" key that determines the gender/sex of a character (as does the Q3A animation.cfg). This key/value pair determines which pronouns (masculine, feminine, or neuter) are used when the game generates messages about the player.

-

Additionally, two new animation commands (for both Q3A and Q3:TA) are shown here. These were done at the request of modelers doing non-traditional biped models. When put in the animation.cfg file, they literally stop the model from responding to the programmatic animations for those body parts. If you freeze the legs, the hips don't tilt during running animation. If the model's legs were too much outside of bipedal norms (as is the case for quadrupeds), the front or back legs would disappear into the ground as the leg models programmatically tilted around the model's pelvis. If you freeze the torso, you don't get waist twists or bends. Depending on what you are making, you may want to use one, but not the other.

-

Fixedlegs : put in the animation .cfg this command freezes programmatic rotation of the legs

-

Fixedtorso : when put in the animation .cfg this command freezes programmatic rotation of the torso

-

These commands are commented out in the sample below.

-
-		// animation.config file begins here
-        sex     m      // THIS VALUE  (m, f, n) DETERMINES GENDER OF MODEL
-        //fixedlegs  // PREVENTS PROGRAMMATIC ROTATION OF LEGS
-        //fixedtorso // PREVENTS PROGRAMMATIC ROTATION OF TORSO
-        headoffset -3 0 0
-        footsteps boot
-        
-        
-        
-        // first frame, num frames, looping frames, frames per second
-        0       30      0       20             // BOTH_DEATH1
-        29      1       0       20             // BOTH_DEAD1
-        30      30      0       20             // BOTH_DEATH2
-        59      1       0       20             // BOTH_DEAD2
-        60      30      0       20             // BOTH_DEATH3
-        89      1       0       20             // BOTH_DEAD3
-        
-        90      26      0       20             // TORSO_GESTURE
-        
-        116     6       0       15             // TORSO_ATTACK        (MUST NOT CHANGE -- hand animation is synced to this)
-        122     6       0       15             // TORSO_ATTACK2       (MUST NOT CHANGE -- hand animation is synced to this)
-        
-        128     5       0       20             // TORSO_DROP          (MUST NOT CHANGE -- hand animation is synced to this)
-        133     4       0       20             // TORSO_RAISE         (MUST NOT CHANGE -- hand animation is synced to this)
-        
-        137     1       0       15             // TORSO_STAND
-        138     1       0       15             // TORSO_STAND2
-        
-        199     8       8       20             // LEGS_WALKCR
-        207     12      12      20             // LEGS_WALK
-        219     10      10      20             // LEGS_RUN
-        229     10      10      20             // LEGS_BACK
-        239     10      10      15             // LEGS_SWIM
-        
-        249     7       0       15             // LEGS_JUMP
-        256     9       0       15             // LEGS_LAND
-        265     9       0       15             // LEGS_JUMPB
-        274     6       0       15             // LEGS_LANDB
-        280     15      15      15             // LEGS_IDLE
-        295     11      11      15             // LEGS_IDLECR
-        307     9       9       15             // LEGS_TURN
-        
-        139     10      0       15             // TORSO_GETFLAG    //TA Gesture
-        149     10      0       15             // TORSO_GUARDBASE   //TA Gesture
-        159     10      0       15             // TORSO_PATROL   //TA Gesture
-        169     10      0       15             // TORSO_FOLLOWME   //TA Gesture
-        179     10      0       15             // TORSO_AFFIRMATIVE   //TA Gesture
-        189     10      0       15             // TORSO_NEGATIVE   //TA Gesture
-        
-        // animation.config file ends here
-		
-

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-

Appendix G: Teamname.shader
- Priority: Required for team icons to work in the game

-

This is a text file script with the file extension renamed from .txt to ..shader.

-
-//Teamname.shader begins here
-team_icon/Kreechurs_red
-{              
-        cull none
-        surfaceparm nolightmap
-        surfaceparm trans
-        surfaceparm nomarks
-        {
-               map team_icon/Kreechurs_red.tga
-               blendFunc Add
-               rgbgen wave triangle 0.2 0.5 0 0.2           
-        }
-}
-
-team_icon/Kreechurs_blue
-{              
-        cull none
-        surfaceparm nolightmap
-        surfaceparm trans
-        surfaceparm nomarks
-        {
-               map team_icon/Kreechurs_blue.tga
-               blendFunc Add
-               rgbgen wave triangle 0.2 0.5 0 0.2       
-        }
-}
-//Teamname.shader ends here
-		
-

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-

Appendix H: Search Order for Model and Head model Assets

-

The means by which headmodels are used and selected was unified as much as possible between Q3A and Q3:TA code. The byproduct of this change allows players some more choices when selecting head models. The following documents the new procedures.

-

Searching for Head skins
-The game uses the following paths and order of search when looking for headmodel assets. The asterisk (*) is only used for head models. When the asterisk is used, the game will try to load the head model from the models/players/heads folder first. After that, it looks deeper into the directories.

-

More Variety of Head Skins
-If the team creator so chooses, different skins can be created for each team (note that id chose to use the same head skins for each team . but that doesn't have to be the case).

-
-===================================
-Q3A/TA NON-TEAMPLAY SEARCH ORDER
-===================================
-
--------------------------------------------------
-headmodel = *callisto/lily
-
-models/players/heads/callisto/lily/head_default.skin
-models/players/heads/callisto/head_lily.skin
-
--------------------------------------------------
-headmodel = callisto/lily
-
-models/players/callisto/lily/head_default.skin
-models/players/callisto/head_lily.skin
-models/players/heads/callisto/lily/head_default.skin
-models/players/heads/callisto/head_lily.skin
-
-============================
-Q3A TEAMPLAY SEARCH ORDER
-============================
--------------------------------------------------
-Example:
-team_headmodel = *callisto/lily
-team = red
-models/players/heads/callisto/lily/head_red.skin
-models/players/heads/callisto/head_red.skin
-
--------------------------------------------------
-Example:
-team_headmodel = callisto/lily
-team = red
-
-models/players/callisto/lily/head_red.skin
-models/players/callisto/head_red.skin
-models/players/heads/callisto/lily/head_red.skin
-models/players/heads/callisto/head_red.skin
-
-===========================
-TA TEAMPLAY SEARCH ORDER
-===========================
-Example:
-team_headmodel = *callisto/lily
-team = red
-teamName = Stroggs
-
-models/players/heads/callisto/lily/Stroggs/head_red.skin
-models/players/heads/callisto/Stroggs/head_red.skin
-models/players/heads/callisto/lily/head_red.skin
-models/players/heads/callisto/head_red.skin
-
-Example:
-team_headmodel = callisto/lily
-team = red
-teamName = Stroggs
-
-models/players/callisto/lily/Stroggs/head_red.skin
-models/players/callisto/Stroggs/head_red.skin
-models/players/callisto/lily/head_red.skin
-models/players/callisto/head_red.skin
-models/players/heads/callisto/lily/Stroggs/head_red.skin
-models/players/heads/callisto/Stroggs/head_red.skin
-models/players/heads/callisto/lily/head_red.skin
-models/players/heads/callisto/head_red.skin
-		
-

Searching for Model Skins
-The following list shows the order in which the game searches for model skins. When creating new skins for Team Arena or Quake 3 Arena (or related mods of either), use the following directory arrangement.

-
-===================================
-Q3A/TA NON-TEAMPLAY SEARCH ORDER
-===================================
--------------------------------------------------
-Example:
-model = hunter/harpy
-
-
-legs:
-        models/players/hunter/lower_harpy_default.skin
-        models/players/hunter/lower_harpy.skin
-        models/players/characters/james/lower_harpy_default.skin
-        models/players/characters/james/lower_harpy.skin
-torso:
-        models/players/hunter/upper_harpy_default.skin
-        models/players/hunter/upper_harpy.skin
-        models/players/characters/hunter/upper_harpy_default.skin
-        models/players/characters/hunter/upper_harpy.skin
-
-============================
-Q3A TEAMPLAY SEARCH ORDER
-============================
-
--------------------------------------------------
-Example:
-team_model = hunter/harpy
-team = red
-
-legs:
-        models/players/hunter/lower_harpy_red.skin
-        models/players/hunter/lower_red.skin
-        models/players/characters/hunter/lower_harpy_red.skin
-        models/players/characters/hunter/lower_red.skin
-torso:
-        models/players/hunter/upper_harpy_red.skin
-        models/players/hunter/upper_red.skin
-        models/players/characters/hunter/upper_harpy_red.skin
-        models/players/characters/hunter/upper_red.skin
-
-
-===========================
-TA TEAMPLAY SEARCH ORDER
-===========================
-
--------------------------------------------------
-Example:
-team_model = james/badass
-team = red
-teamName = Stroggs
-
-legs:
-        models/players/james/Stroggs/lower_badass_red.skin
-        models/players/james/Stroggs/lower_red.skin
-        models/players/james/lower_badass_red.skin
-        models/players/james/lower_red.skin
-        models/players/characters/james/Stroggs/lower_badass_red.skin
-        models/players/characters/james/Stroggs/lower_red.skin
-        models/players/characters/james/lower_badass_red.skin
-        models/players/characters/james/lower_red.skin
-torso:
-        models/players/james/Stroggs/upper_badass_red.skin
-        models/players/james/Stroggs/upper_red.skin
-        models/players/james/upper_badass_red.skin
-        models/players/james/upper_red.skin
-        models/players/characters/james/Stroggs/upper_badass_red.skin
-        models/players/characters/james/Stroggs/upper_red.skin
-        models/players/characters/james/upper_badass_red.skin
-        models/players/characters/james/upper_red.skin
-		
-

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-

Appendix I: Expanded Team Skin Functionality for Q3A

-

Technically speaking, the following information has nothing to do with Team Arena teams, but this document is just as good a place for this information to reside as any.

-

At the request of several modelers who worked with the modeling and skin making forums and archives at Polycount, we changed the way that Quake III Arena (not just Team Arena) handles skin replacement in team games. Originally, if a skinner made a new skin for a Q3A model AND made team color versions of that skin, the game would not automatically use the team version. Instead, it would display the id default red or blue skin. To see a new team skin in the game, the skinner literally had to remove the default skins and replace them with the new versions.

-

With version 1.28 of the game code, we've been able to get that changed. The file format that we used is the one requested by the skinners themselves. However, because of the way searches for head skins now work, pre-existing Q3A files are not going to work correctly. They need to have one, renamed skin file added for the proper head skins to appear in the game.

-

When a properly set-up user-created skin for a model is accompanied by matching team color skins, the game will now use them instead of the default team skin for that model.

-

The example below shows the assets that must be in the pakfile for the Blue version of a skin named Hellion that uses the id-created Crash model.

-
- Hellion_blue.tga                          models\players\crash\
- Hellion_blue_f.tga                       models\players\crash\
- Hellion_blue_t.tga                       models\players\crash\
- Head_Hellion_blue.skin              models\players\crash\
- Icon_Hellion_blue.tga                 models\players\crash\
- Lower_Hellion_blue.skin            models\players\crash\
- Upper_Hellion_blue.skin            models\players\crash\
- Head_blue.skin                            models\players\crash\Hellion\
-        
-

The last file is the key to making it work . a skin file with the same contents as Head_Hellion_blue.skin, only renamed Head_blue.skin and placed one layer deeper in the Hellion directory. Note that BOTH head_hellion_blue.skin in the crash directory and head_blue.skin in the crash/Hellion directory are necessary for the model to work properly.

-

To see a working example of a properly set up Q3A skin, look for Hades Orphan, the revised version (h20.pk3), by Camilla "milla" Bennett for the Crash model.

-

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-

Appendix J: Contents of the tm_kreechurs.pk3

-

The following list is taken directly from the contents of the pak file contain the BoB model and the Kreechurs team information. Use this as a reference when creating your own team pak files.

-
-tm_kreechurs.pk3
-Name    Modified       Size    Ratio   Packed  Path
-kreechurs.team  5/9/2001 12:01 PM      1,968   61%     770
-kreechurs_readme.txt   5/9/2001       3,162   59%     1,286   
-animation.cfg  5/161/2001 4:32 PM     1,173   59%     478         models\players\characters\BoB\
-default_flame1.jpg     513/2000 7:19 PM       5,972   10%     5,385        models\players\characters\BoB\
-default_flame2.jpg     51312000 7:19 PM       5,984   10%     5,359        models\players\characters\BoB\
-default_flame3.jpg     5/3/2000 7:20 PM       5,623   11%     5,014        models\players\characters\BoB\
-default_flame4.jpg     51312000 7:20 PM       5,284   12%     4,658        models\players\characters\BoB\
-default_flame5.jpg     513/2000 7:21 PM       5,231   10%     4,691         models\players\characters\BoB\
-default_flame6.jpg     5/3/2000 7:21 PM       5,318   11%     4,735         models\players\characters\BoB\
-qefault_flame7.jpg     5/3/2000 7:21 PM       5,807   11%     5,197         models\players\characters\BoB\
-default_flame8.jpg     5/3/2000 7:22 PM       6,114   10%     5,510         models\players\characters\BoB\
-default_flameball.jpg  5/3/2000 7:22 PM       3,010   26%     2,216         models\players\characters\BoB\
-defaultjets.tga        611412000 2:55 AM      49,196  37%     31,075         models\players\characters\BoB\
-icon_blue.tga  6/13/2000 8:15 PM      16,402  58%     6,845         models\players\characters\BoB\
-icon_red.tga   6/13/2000 8:15 PM      16,402  61%     6,327         models\players\characters\BoB\
-lower.md3      3/3/2001 12:11 PM      593,972        33%     398,956         models\players\characters\BoB\
-lower_1.md3    3/3/2001 12:11 PM      593,972 33%     398,956         models\players\characters\BoB\
-lower_2.md3    3/3/2001 12.11 PM      593,972        33%     398,956         models\players\characters\BoB\
-upper.md3      3/3/2001 12:11 PM      721,388        33%     483,599         models\players\characters\BoB\
-upper_1.md3    3/3/2001 12:11 PM      721,388        33%     483,599         models\players\characters\BoB\
-upper_2.md3    3/3/2001 12:11 PM      721,388        33%     483,599         models\players\characters\BoB\
-icon_default.tga       6/13/2000 8:15 PM      16,402  61%     6,328         models\players\ characters\BoB\
-blue.tga       10/23/2000 7: 17 PM    196,626        41%     115,756         models\players\characters\BoB\kreechurs\
-lower_blue.skin        4/6/2001 11 :20 AM     203     52%     98         models\players\characters\BoB\kreechurs\
-lower_default.skin     4/6/200 111:25AM       204     50%     102         models\players\characters\BoB\kreechurs\
-lower_red.skin  4/6/2001 11:20AM       204     50%     102         models\players\characters\BoB\kreechurs\
-red.tga        10/23/2000 7:17 PM     196,626        43%     111,607         models\players\characters\BoB\kreechurs\
-upper_blue.skin        41612001 11:20AM       281     58%     118         models\players\characters\BoB\kreechurs\
-upper_default.skin     416/2001 11:25AM       282     58%     119         models\players\characters\BoB\kreechurs\
-upper_red.skin  4/6/2001 11 :20 AM     282     58%     119         models\players\characters\BoB\kreechurs\
-blue_h.tga     6/14/2000 10:26 AM     196,652        56%     86,873         models\players\heads\Kreecha\
-default_fc.tga  5/29/2000 10:07 AM     3,090   90%     323         models\players\heads\Kreecha\
-default_visor.tga      10/23/2000 7:57 PM     196,626        96%     7,656         models\players\heads\Kreecha\
-Kreecha.md3    3/3/2001 12:12 PM      5,868   46%     3,171         models\players\heads\Kreecha\
-Kreecha_1.md3  3/3/2001 12:12 PM      5,868   46%     3,171         models\players\heads\Kreecha\
-Kreecha_2.md3  3/3/2001 12:12 PM      5,868   46%     3,171         models\players\heads\Kreecha\
-head_blue.skin  3/12/2001 4:58 PM      56      7%      52         models\players\heads\Kreecha\
-head_default.skin      3/1212001 4:57 PM      53      8%      49         models\players\heads\Kreecha\
-head_red.skin  3/12/2001 4:58 PM      55      7%      51         models\players\heads\Kreecha\
-icon_blue.tga  6/13/2000 8:15 PM      16,402  58%     6,846        models\players\heads\Kreecha\
-icon_default.tga       6/13/2000 8:15 PM      16,402  61%     6,328         models\players\heads\Kreecha\
-icon_red.tga   6/1312000 8.15 PM      16,402  61%     6,328         models\players\heads\Kreecha\
-red_h.tga      3112/2001 6:06 PM      196,626        66%     66,666         models\players\heads\Kreecha\
-BoB.shader     3/12/2001 5:49 PM      2,912   89%     308     scripts\
-kreechurs.bot  5/9/2001 11 :43 AM     405     70%     123     scripts\
-kreechurs.shader       4/6/2001 3:05 PM       500     67%     163     scripts\
-Kreecha.vc     5/2/2001 5:53 PM       21      0%      21      scripts\
-Infinite.vc    4/9/2001 11: 18 AM     24      0%      24      scripts\
-Prime.vc       4/9/2001 11: 18 AM     24      0%      24      scripts\
-Vader.vc       4/9/2001 11: 18 AM     24      0%      24      scripts\
-death1.wav     2/23/2000 9:20 AM      16,720  47%     8,900   sound\player\BoB\
-death2.wav     5/7/2000 5:46 PM       18,496  17%     15,356  sound\player\BoB\
-death3.wav     5/7/2000 5:46 PM       18,496  17%     15,356  sound\player\BoB\
-fall1.wav      5/9/2000 6:40 AM       13,944  62%     5,327   sound\player\BoB\
-falling1.wav   5/7/2000 5:22 PM       40,722  26%     30,585  sound\player\BoB\
-gasp.wav       5/7/2000 5:15 PM       55,230  4%      53,293  sound\player\BoB\
-jump1.wav      5/7/20009:26 PM 47,778   8%     44,070  sound\player\BoB\
-pain100_1.wav  5/7/20005:33PM 6,894    29%    4,880   sound\player\BoB\
-pain25_1.wav   5/7/20005:34 PM 9,832    26%    7,248   sound\player\BoB\
-pain50_1.wav   5/7/20005:33 PM 6,444    22%    5,007   sound\player\BoB\
-pain75_1.wav   5/7/20005:33 PM 9,512    26%    6,997   sound\player\BoB\
-taunt.wav      3/3/2001 12:17 PM      163,874  11%    146,434 sound\player\BoB\
-gs_01.wav      10/20/20005:05 PM      51,304   10%    46,296  sound\voices\BoB\
-gs_02.wav      10/20/20005:05 PM      69,704   10%    62,811  sound\voices\BoB\
-gs_03.wav      10/20/20005:05 PM      53,394   8%     49,195  sound\voices\BoB\
-gs_04.wav      10/20/20005:05 PM      48,802   3%     47,157  sound\voices\BoB\
-gs_05.wav      10/20/20005:05 PM      62,170   4%     59,614  sound\voices\BoB\
-gs_06.wav      10/20/2000 5:05 PM     53,622   5%     51,075  sound\voices\BoB\
-gs_07 .wav     10/20/2000 5:05 PM     67,756   10%    60,889  sound\voices\BoB\
-gs_08.wav      10/20/2000 5:05 PM     61,458   4%     59,265  sound\voices\BoB\
-gs_09.wav      10/20/2000 5:05 PM     60,042   6%     56,640  sound\voices\BoB\
-gs_10.wav      10/20/2000 5:05 PM     82,526   4%     79,337  sound\voices\BoB\
-or_01.wav      10/20/2000 5.05 PM     46,892   8%     42,990  sound\voices\BoB\
-or_02.wav      10/20/2000 5:05 PM     63,152   10%    56,946  sound\voices\BoB\
-or_03.wav      10/20/2000 5:05 PM     54,714   6%     51,246  sound\voices\BoB\
-or_04.wav      10/20/2000 5:05 PM     43,640   4%     41,815  sound\voices\BoB\
-or_05.wav      10/20/2000 5:05 PM     56,694   6%     53,172  sound\voices\BoB\
-or_06.wav      10/20/2000 5:05 PM     44,248   6%     41,468  sound\voices\BoB\
-or_07.wav      10/20/2000 5:05 PM     57,616   4%     55,043  sound\voices\BoB\
-or_08.wav      10/20/2000 5:05 PM     22,626   5%     21,538  sound\voices\BoB\
-or_09.wav      10/20/2000 5:05 PM     36,260   30%    25,528  sound\voices\BoB\
-or_10.wav      10/20/2000 5:05 PM     43,396   7%     40,432  sound\voices\BoB\
-or_11.wav      10/20/2000 5:05 PM     37,070   4%     35,592  sound\voices\BoB\
-or_12.wav      10/20/2000 5:05 PM     25,714   4%     24,796  sound\voices\BoB\
-ps_01.wav      10/20/2000 5:05 PM     58,040   4%     55,538  sound\voices\BoB\
-ps_02.wav      10/20/2000 5:05 PM     40,686   4%     39,161  sound\voices\BoB\
-ps_03.wav      10/20/2000 5:05 PM     44,870   5%     42,695  sound\voices\BoB\
-ps_04.wav      10/20/2000 5:05 PM     50,550   4%     48,465  sound\voices\BoB\
-ps_05.wav      10/20/2000 5:05 PM     64,256   9%     58,718  sound\voices\BoB\
-ps_06.wav      10/20/2000 5:05 PM     60,770   4%     58,385  sound\voices\BoB\
-ps_07.wav      10/20/2000 5:05 PM     41,604   3%     40,372  sound\voices\BoB\
-ps_08.wav      10/20/2000 5:05 PM     33,102   4%     31,860  sound\voices\BoB\
-ps_09.wav      10/20/2000 5:05 PM     43,578   14%    37,279  sound\voices\BoB\
-ps_1 0.wav     10/20/2000 5:05 PM     48,126   3%     46,467  sound\voices\BoB\
-ps_11.wav      10/20/2000 5:05 PM     52,114   7%     48,442  sound\voices\BoB\
-ps_12.wav      10/20/2000 5:05 PM     46,054   3%     44,632  sound\voices\BoB\
-ps_13.wav      10/20/2000 5:05 PM     52,026   4%     49,921  sound\voices\BoB\
-ps_14.wav      10/20/2000 5:05 PM     38,428   3%     37,165  sound\voices\BoB\
-re_01.wav      10/20/2000 5:05 PM     42,970   5%     40,707  sound\voices\BoB\
-re_02.wav      10/20/2000 5:05 PM     42,010   16%    35,118  sound\voices\BoB\
-re_03.wav      10/20/2000 5:05 PM     44,994   4%     43,387  sound\voices\BoB\
-re_04.wav      10/20/2000 5:05 PM     26,620   3%     25,824  sound\voices\BoB\
-re_05.wav      10/20/2000 5:05 PM     31,732   4%     30,549  sound\voices\BoB\
-re_06.wav      10/20/2000 5:05 PM     20,342   5%     19,287  sound\voices\BoB\
-re_07.wav      10/20/2000 5:05 PM     23,544   4%     22,526  sound\voices\BoB\
-re_08.wav      10/20/2000 5:05 PM     38,070   3%     36,822  sound\voices\BoB\
-re_09.wav      10/20/2000 5:05 PM     33,436   4%     32,041  sound\voices\BoB\
-re_10.wav      10/20/2000 5:05 PM     29,016   7%     26,898  sound\voices\BoB\
-re_11.wav      10/20/2000 5:05 PM     31,998   3%     30,885  sound\voices\BoB\
-tt_01.wav      10/20/2000 5:05 PM     56,240   7%     52,038  sound\voices\BoB\
-tt_02.wav      10/20/2000 5:05 PM     57,144   5%     54,206  sound\voices\BoB\
-tt_03.wav      10/20/2000 5:05 PM     68,484   9%     62,426  sound\voices\BoB\
-tt_04.wav      10/20/2000 5:05 PM     55,838   5%     52,785  sound\voices\BoB\
-tt_05.wav      10/20/2000 5:05 PM     75,106   6%     70,367  sound\voices\BoB\
-tt_06.wav      10/20/2000 5:05 PM     81,630   10%    73,342  sound\voices\BoB\
-tt_07.wav      10/20/2000 5:05 PM     60,354   5%     57,333  sound\voices\BoB\
-tt_08.wav      10/20/2000 5:05 PM     56,642   5%     53,981  sound\voices\BoB\
-tt_09.wav      10/20/2000 5:05 PM     49,216   3%     47,675  sound\voices\BoB\
-tt_10.wav      10/20/2000 5:05 PM     60,656   5%     57,563  sound\voices\BoB\
-tt_11.wav      10/20/2000 5:05 PM     75,106   5%     71,690  sound\voices\BoB\
-tt_12.wav      10/20/2000 5:05 PM     90,760   6%     84,879  sound\voices\BoB\
-tt_13.wav      10/20/2000 5:05 PM     52,628   8%     48,347  sound\voices\BoB\
-tt_14.wav      10/20/2000 5:05 PM     72,848   4%     70,004  sound\voices\BoB\
-tt_15.wav      10/20/2000 5:05 PM     109 184  12%    96,020  sound\voices\BoB\
-tt_16.wav      10/20/2000 5:05 PM     48,812   3%     47,245  sound\voices\BoB\
-tt_17.wav      10/20/2000 5:05 PM     64,506   10%    57,951  sound\voices\BoB\
-tt_18.wav      10/20/2000 5:05 PM     85,018   6%     79,532  sound\voices\BoB\
-tt_19.wav      10/20/2000 5:05 PM     72,978   17%    60,260  sound\voices\BoB\
-tt_20.wav      10/20/2000 5:05 PM     73,328   6%     68,967  sound\voices\BoB\
-tt_21.wav      10/20/2000 5:05 PM     79,434   7%     74, 101 sound\voices\BoB\
-tt_22.wav      10/20/2000 5:05 PM     74,636   4%     71,397  sound\voices\BoB\
-tt_23.wav      10/20/2000 5:05 PM     37,034   18%    30,448  sound\voices\BoB\
-tt_24.wav      10/20/2000 5:05 PM     43,316   5%     41,087  sound\voices\BoB\
-tt_25.wav      10/20/2000 5:05 PM     48,376   13%    42,005  sound\voices\BoB\
-tt_26.wav      10/20/2000 5:05 PM     35,464   8%     32,716  sound\voices\BoB\
-tt_27.wav      10/20/2000 5:05 PM     38,430   6%     35,995  sound\voices\BoB\
-tt_28.wav      10/20/2000 5:05 PM     40,698   13%    35,580  sound\voices\BoB\
-tt_29.wav      10/20/2000 5:05 PM     36,074   17%    29,767  sound\voices\BoB\
-tt_30.wav      10/20/2000 5:05 PM     83,012   5%     79,167  sound\voices\BoB\
-tt_31.wav      10/20/2000 5:05PM      55,530   14%    47,706  sound\voices\BoB\
-tt_32.wav      10/20/2000 5:05 PM     52,040   15%    44,369  sound\vojces\BoB\
-tt_33.wav      10/20/2000 5:05 PM     96,360   10%    86,316  sound\voices\BoB\
-tt_34.wav      10/20/2000 5:05 PM     100,896  5%     96,263  sound\voices\BoB\
-tt_35.wav      10/20/2000 5:05 PM     104,038  10%    93,172  sound\voices\BoB\
-tt_36.wav      10/20/2000 5:05 PM     34,940   4%     33,701  sound\voices\BoB\
-tt_37.wav      10/20/2000 5:05 PM     81,704   12%    71,904  sound\voices\BoB\
-tt_38.wav      10/20/2000 5:05 PM     58,670   19%    47,593  sound\voices\BoB\
-tt_39.wav      10/20/2000 5:05 PM     57,012   4%     54,683  sound\voices\BoB\
-tt_40.wav      10/20/2000 5:05 PM     94,790   5%     90,171  sound\voices\BoB\
-tt_41.wav      10/20/2000 5:05 PM     89,030   7%     82,981  sound\voices\BoB\
-tt_42.wav      10/20/2000 5:05 PM     76,556   14%    65,952  sound\voices\BoB\
-tt_43.wav      10/20/2000 5:05 PM     67,744   10%    60,694  sound\voices\BoB\
-tt_44.wav      10/20/2000 5:05 PM     44,188   20%    35,183  sound\voices\BoB\
-voc_01.wav     10/20/2000 5:05 PM     51,640   12%    45,423  sound\voices\BoB\
-voc_02.wav     10/20/2000 5:05 PM     37,916   12%    33,258  sound\voices\BoB\
-voc_03.wav     10/20/2000 5:05 PM     40,364   9%     36,548  sound\voices\BoB\
-voc_04.wav     10/20/2000 5:05 PM     60,412   4%     57,815  sound\voices\BoB\
-voc_05.wav     10/20/2000 5:05 PM     56,172   6%     52,986  sound\voices\BoB\
-voc_06.wav     10/20/2000 5:05 PM     41,284   3%     39,918  sound\voices\BoB\
-voc_07.wav     10/20/2000 5:05 PM     49,442   9%     45,003  sound\voices\BoB\
-voc_08.wav     10/20/2000 5:05 PM     61,656   5%     58,449  sound\voices\BoB\
-voc_09.wav     10/20/2000 5:05 PM     44,306   7%     41,295  sound\voices\BoB\
-voc_10.wav     10/20/2000 5:05 PM     58,298   9%     52,997  sound\voices\BoB\
-voc_11.wav     10/20/2000 5:05 PM     55,050   18%    45,254  sound\voices\BoB\
-voc_12.wav     10/20/2000 5:05 PM     40,614   9%     37,135  sound\voices\BoB\
-voc_13.wav     10/20/2000 5:05 PM     43,068   4%     41,307  sound\voices\BoB\
-voc_14.wav     10/20/2000 5:05 PM     45,512   9%     41,619  sound\voices\BoB\
-voc_15.wav     10/20/2000 5:05 PM     47,532   3%     45,886  sound\voices\BoB\
-voc_16.wav     10/20/2000 5:05 PM     40,756   3%     39,412  sound\voices\BoB\
-yoc_17.wav     10/20/2000 5:05 PM     52,070   7%     48,546  sound\voices\BoB\
-voc_18.wav     10/20/2000 5:05 PM     55,394   6%     51,854  sound\voices\BoB\
-voc_19.wav     10/20/2000 5:05 PM     74,718   8%     68,688  sound\voices\BoB\
-voc_20.wav     10/20/2000 5:05 PM     47,504   10%    42,821  sound\voices\BoB\
-voc_21.wav     10/20/2000 5:05 PM     52,034   7%     48,188  sound\voices\BoB\
-voc_22.wav     10/20/2000 5:05 PM     36,558   10%    32,925  sound\voices\BoB\
-voc_23.wav     10/20/2000 5:05 PM     35,880   4%     34,606  sound\voices\BoB\
-voc_24.wav     10/20/2000 5:05 PM     28,234   4%     27,227  sound\voices\BoB\
-voc_25.wav     10/20/2000 5:05 PM     50,004   14%    42,898  sound\voices\BoB\
-voc_26.wav     10/20/2000 5:05 PM     62,516   10%    56,117  sound\voices\BoB\
-voc_27.wav     10/23/2000 3:01 PM     49,444   5%     46,934  sound\voices\BoB\
-voc_28.wav     10/23/2000 3:05 PM     54,600   6%     51,556  sound\voices\BoB\
-Kreechurs.tga  4/6/2001 1 :08 PM      65,580   99%    873     team_icon\
-Kreechurs_blue.tga     4/6/2001 1 :09 PM      65,580   98%    1,030   team_icon\
-Kreechurs_red.tga      4/6/2001 1 :09 PM      65,580   98%    1,016   team_icon\
-Kreechurs.roq  5/09/2001 5:45 PM      1,078,120      9%      976,146 ui\assets\
-Kreechurs.tga  3/2/2001 11 :57 AM     65,580   99%    873     ui\assets\
-Kreechurs_metal.tga    3/2/2001 10:58 AM      65,580   74%    16,883  ui\assets\
-Kreechurs_name.tga     3/2/200111:16AM 131,116  91%    11,640  ui\assets\
-Kreechurs_name_alt.tga         3/2/200111:05AM 131,116  97%    3,870   ui\assets\
-
-188 file(s)            12,590,550      25%    9,496,872
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Appendix K: A Minimal Team

-

The following list is the minimum number of files needed to make a new team and assumes that the team creator is using both the Janet and James models (the models shipped with Quake III: Team Arena) and the pre-existing heads that work with those models. Note that no sound or voice files are necessary. No head files are necessary. When adding new heads, refer to the Kreecha head in Appendix J. When reskinning previously created heads, refer to the Callisto/Lily head in Appendix J. Use this list as a reference when creating your own team pak files.

-
-tm_kreechurs.pk3
-Name    Modified       Size    Ratio   Packed  Path
-kreechurs.team  5/9/2001 12:01 PM      1,968   61%     770
-kreechurs_readme.txt   5/9/2001       3,162   59%     1,286   
-blue.tga       10/23/2000 7: 17 PM    196,626        41%     115,756         models\players\James\kreechurs\
-lower_blue.skin        4/6/2001 11 :20 AM     203     52%     98         models\players\James\kreechurs\
-lower_default.skin     4/6/200 111:25AM       204     50%     102         models\players\James\kreechurs\
-lower_red.skin  4/6/2001 11:20AM       204     50%     102         models\players\James\kreechurs\
-red.tga        10/23/2000 7:17 PM     196,626        43%     111,607         models\players\James\kreechurs\
-upper_blue.skin        41612001 11:20AM       281     58%     118         models\players\James\kreechurs\
-upper_default.skin     416/2001 11:25AM       282     58%     119         models\players\James\kreechurs\
-upper_red.skin  4/6/2001 11 :20 AM     282     58%     119         models\players\James\kreechurs\
-blue.tga       10/23/2000 7: 17 PM    196,626        41%     115,756         models\players\Janet\kreechurs\
-lower_blue.skin        4/6/2001 11 :20 AM     203     52%     98         models\players\Janet\kreechurs\
-lower_default.skin     4/6/200 111:25AM       204     50%     102         models\players\Janet\kreechurs\
-lower_red.skin  4/6/2001 11:20AM       204     50%     102         models\players\Janet\kreechurs\
-red.tga        10/23/2000 7:17 PM     196,626        43%     111,607         models\players\Janet\kreechurs\
-upper_blue.skin        41612001 11:20AM       281     58%     118         models\players\Janet\kreechurs\
-upper_default.skin     416/2001 11:25AM       282     58%     119         models\players\Janet\kreechurs\
-upper_red.skin  4/6/2001 11 :20 AM     282     58%     119         models\players\Janet\kreechurs\
-kreechurs.bot  5/9/2001 11 :43 AM     405     70%     123     scripts\
-kreechurs.shader       4/6/2001 3:05 PM       500     67%     163     scripts\
-kreechurs.tga  4/6/2001 1 :08 PM      65,580   99%    873     team_icon\
-kreechurs_blue.tga     4/6/2001 1 :09 PM      65,580   98%    1,030   team_icon\
-kreechurs_red.tga      4/6/2001 1 :09 PM      65,580   98%    1,016   team_icon\
-kreechurs.tga  3/2/2001 11 :57 AM     65,580   99%    873     ui\assets\
-kreechurs_metal.tga    3/2/2001 10:58 AM      65,580   74%    16,883  ui\assets\
-kreechurs_name.tga     3/2/200111:16AM 131,116  91%    11,640  ui\assets\
-kreechurs_name_alt.tga         3/2/200111:05AM 131,116  97%    3,870   ui\assets\
-
-27 file(s)             1,354,162              271,112 
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Appendix L: Contents of the TAhead_lily.pk3

-

The following list is taken directly from the contents of the pak file that contains the Lily head model that is a part of the Kreechurs team. Lily is based on the Callisto head model from the original TA game (blinking female head with red or blue hair cut in a pageboy style). Use this as a reference when creating your own pak files for new character heads.

-
-TAhead_lily.pk3
-
-Name    Modified       Size    Ratio   Packed  Path
-Lily.vc        5/112001 6:56 PM       23      0%      23      scripts\Callisto\
-red_Iily.shader        4/9/20011:18 PM        557     79%     117     scripts\
-lily .shader   4/9/2001 1: 19 PM      528     78%     114      scripts\
-blue_lily.shader       5/1/20015:50 PM        566     79%     119     scripts\
-Lily_redface2.tga      4/3/200111:41 PM       16,428  32%     11,092         models\players\heads\Callisto\Lily\
-Lily_redface.tga       4/3/2001 11 :40 PM     16,428  33%     11,062         models\players\heads\Callisto\Lily\
-Lily_red.tga   4/2/2001 2:14 PM       65,580  79%     13,873         models\players\heads\Callisto\Lily\
-Lily_blueface2.tga     4/3/2001 11 :42 PM     16,428  32%     11, 182         models\players\heads\Callisto\Lily\
-Lily_blueface.tga      4/3/200111:41 PM       16,428  32%     11,174         models\players\heads\Callisto\Lily\
-LJily_blu.tga  4/10/2001 12:55 AM     65,580  33%     43,929         models\players\heads\Callisto\Lily\
-icon_red.tga   3/27/20016:15 AM       12,306  30%     8,581         models\players\heads\Callisto\Lily\
-icon_default.tga       3/27/20016:15 AM       12,306  30%     8,595         models\players\heads\Callisto\Lily\
-icon_blue.tga  3/29/2001 10:20 PM     16,428  41%     9,707         models\players\heads\Callisto\Lily\
-head_red.skin  4/17/20014:35 PM       125     44%     70         models\players\heads\Callisto\Lily\
-head_default.skin      4/17/20014:35 PM       126     41%     74         models\players\heads\Callisto\Lily\
-head_blue.skin  4/17/20014:33 PM       126     44%     71         models\players\heads\Callisto\Lily\
-
-16 file(s)             239,963        46%     129,783
-        
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-
- - diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/.svn/entries b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/.svn/entries deleted file mode 100644 index 7403f56..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/.svn/entries +++ /dev/null @@ -1,89 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/Q3Pack/trunk/install/docs/Q3AShader_Manual -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2006-02-09T00:07:34.157408Z -1 -spog - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -ch05 -dir - -ch06 -dir - -styles -dir - -appendix -dir - -q3ashader_manual_files -dir - -ch01 -dir - -ch02 -dir - -ch03 -dir - -ch04 -dir - -index.htm -file - - - - -2012-04-01T16:51:54.043109Z -b1ede4bbd7fa3c9f9529937729cf1815 -2006-02-09T00:07:34.157408Z -1 -spog -has-props - - - - - - - - - - - - - - - - - - - - -4505 - diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/.svn/prop-base/index.htm.svn-base b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/.svn/prop-base/index.htm.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/.svn/prop-base/index.htm.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/.svn/text-base/index.htm.svn-base b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/.svn/text-base/index.htm.svn-base deleted file mode 100644 index a7220ef..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/.svn/text-base/index.htm.svn-base +++ /dev/null @@ -1,76 +0,0 @@ - - -Quake III Arena Shader Manual: Table of Contents - - - -
-

Q3Radiant Shader Manual

- -

Revision #12

- -

By Paul Jaquays and Brian Hook - -

(with additional material by John Carmack, Christian Antkow, Kevin Cloud, & Adrian Carmack) -

QERadiant.com thanks John Hutton for re-formating this manual into a more web friendly version

-
-

Table of Contents

-1 Preface: Making Your Own Shaders -
2 Introduction - - -3 General Shader Keywords - - -4 Q3MAP Specific Shader Keywords - - -5 Editor specific shader instructions - - -6 Stage Specific Keywords - - -7 Notes on Alpha Channels -
8 Troubleshooting Shaders -
9 Creating New Textures - -
Appendix A: targetShaderName and targetNewShaderName - - diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/appendix/.svn/entries b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/appendix/.svn/entries deleted file mode 100644 index 60b248f..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/appendix/.svn/entries +++ /dev/null @@ -1,62 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/Q3Pack/trunk/install/docs/Q3AShader_Manual/appendix -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2006-02-09T00:07:34.157408Z -1 -spog - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -appA.html -file - - - - -2012-04-01T16:51:52.745035Z -71f8804da845b07160a6dfdf70b67936 -2006-02-09T00:07:34.157408Z -1 -spog -has-props - - - - - - - - - - - - - - - - - - - - -1749 - diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/appendix/.svn/prop-base/appA.html.svn-base b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/appendix/.svn/prop-base/appA.html.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/appendix/.svn/prop-base/appA.html.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/appendix/.svn/text-base/appA.html.svn-base b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/appendix/.svn/text-base/appA.html.svn-base deleted file mode 100644 index a20c61a..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/appendix/.svn/text-base/appA.html.svn-base +++ /dev/null @@ -1,60 +0,0 @@ - - -Quake III Arena Shader Manual: Appendix A - - - -

Q3Radiant Shader Manual

- -TTimo
-2001.31.08
-
-
-

Appendix A: usage of targetShaderName and targetShaderNewName

- -

-The targetShaderName and targetShaderNewName keys can be used with any entity -that supports the target key (the entity instance does not actually have to use -the target key for these new keys to work). If both are defined, then when the -entity decides to activate its targets, all shaders/textures in the map that -were originally the same name as the targetShaderName value, will be changed to -the targetShaderNewName value. -

- -

-For example this would make it look like the red light shader is "turning on": -

- -

-"targetShaderName" "textures/proto2/redlight_off"
-"targetShaderNewName" "textures/proto2/redlight_on" -

- -

-And this would turn it back off: -

- -

-"targetShaderName" "textures/proto2/redlight_off"
-"targetShaderNewName" "textures/proto2/redlight_off" -

- -

-Note that the ORIGINAL shader name is used in both instances, not whatever it -happens to be currently. Also, of course, this will happen globally. If the -mapper wanted to affect only a certain set of red lights, he/she would need to -make a unique shader name to be used with that set. -

- -

-The code that supports these keys is in G_UseTargets in g_utils.c. -

- -

-For more information, see this thread:
- -http://www.quake3world.com/ubb/Forum6/HTML/014812.html#9 - -

- - diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/appendix/appA.html b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/appendix/appA.html deleted file mode 100644 index a20c61a..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/appendix/appA.html +++ /dev/null @@ -1,60 +0,0 @@ - - -Quake III Arena Shader Manual: Appendix A - - - -

Q3Radiant Shader Manual

- -TTimo
-2001.31.08
-
-
-

Appendix A: usage of targetShaderName and targetShaderNewName

- -

-The targetShaderName and targetShaderNewName keys can be used with any entity -that supports the target key (the entity instance does not actually have to use -the target key for these new keys to work). If both are defined, then when the -entity decides to activate its targets, all shaders/textures in the map that -were originally the same name as the targetShaderName value, will be changed to -the targetShaderNewName value. -

- -

-For example this would make it look like the red light shader is "turning on": -

- -

-"targetShaderName" "textures/proto2/redlight_off"
-"targetShaderNewName" "textures/proto2/redlight_on" -

- -

-And this would turn it back off: -

- -

-"targetShaderName" "textures/proto2/redlight_off"
-"targetShaderNewName" "textures/proto2/redlight_off" -

- -

-Note that the ORIGINAL shader name is used in both instances, not whatever it -happens to be currently. Also, of course, this will happen globally. If the -mapper wanted to affect only a certain set of red lights, he/she would need to -make a unique shader name to be used with that set. -

- -

-The code that supports these keys is in G_UseTargets in g_utils.c. -

- -

-For more information, see this thread:
- -http://www.quake3world.com/ubb/Forum6/HTML/014812.html#9 - -

- - diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch01/.svn/entries b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch01/.svn/entries deleted file mode 100644 index cb7882e..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch01/.svn/entries +++ /dev/null @@ -1,62 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/Q3Pack/trunk/install/docs/Q3AShader_Manual/ch01 -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2006-02-09T00:07:34.157408Z -1 -spog - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -pg1_1.htm -file - - - - -2012-04-01T16:51:53.436074Z -e605a774d4b228fb70925c0a8af4646b -2006-02-09T00:07:34.157408Z -1 -spog -has-props - - - - - - - - - - - - - - - - - - - - -13658 - diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch01/.svn/prop-base/pg1_1.htm.svn-base b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch01/.svn/prop-base/pg1_1.htm.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch01/.svn/prop-base/pg1_1.htm.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch01/.svn/text-base/pg1_1.htm.svn-base b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch01/.svn/text-base/pg1_1.htm.svn-base deleted file mode 100644 index 9f0fd79..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch01/.svn/text-base/pg1_1.htm.svn-base +++ /dev/null @@ -1,126 +0,0 @@ - - -Quake III Arena Shader Manual: Introduction - - - -

Q3Radiant Shader Manual

-
-

1 Preface: Making Your Own Shaders

- -The Manual for the Q3Radiant editor program contains a section called Creating New Assets that has the necessary information for setting up the files to create your own custom Quake III Arena shaders. It is recommended that you study the scripts in this document and in the individual shader scripts. Pay careful attention to syntax and punctuation. This is where you are most likely to make mistakes. - -

2 Introduction

- -The graphic engine for QuakeIII Arena has taken a step forward by putting much more direct control over the surface -qualities of textures into the hands of designers and artists. In writing this manual, we have tried to define the -concepts and tools that are used to modify textures in a way that, it is hoped, will be graspable by users who already have basic knowledge ofcomputer graphics but are not necessarily computer programmers. It is not a tutorial, nor was it intended to be one. - -

2.1 What is a Shader?

- -Shaders are short text scripts that define the properties of a surface as it appears and functions in a game world (or compatible editing tool). By convention, the documents that contain these scripts usually has the same name as the texture set which contains the textures being modified (e.g; base, hell, castle, etc,). Several specific script documents have also been created to handle special cases, like liquids, sky and special effects. - -

For Quake III Arena,Shader scripts are located in quake3/baseq3/scripts. - -

A Quake III Arena shader file consists of a series of surface attribute and rendering instructions formatted -within braces ("{" and "}"). Below you can see a simple example of syntaxand format for a single process, including the -Q3MAP keywords or "SurfaceParameters", which follow the first bracket and a single bracketed "stage": - -

textures/liquids/lava
-	{
-	deformVertexes wave sin 0 3 0 0.1
-	tessSize 64
-	{
-	map textures/common/lava.tga
-	}
-}
-
- -

2.2 Shader Name & File Conventions

-The first line is the shader name. Shader names can be up to 63 characters long. The names are often a mirror of -a pathname to a .tga file without the extension or base dir (/quake3/baseq3 in ourcase), but they do not need to be. - -

Shaders that are only going to be referenced by the gamecode, not modeling tools, often are just a single world, -like"projectionShadow" or "viewBlood". - -

Shaders that are used on characters or other polygon models need to mirror a .tga file, which allows the modelers to build with normal textures, then have the special effects show up when the model is loaded into the game. - -

Shaders that are placed on surfaces in the map editor commonly mirror a .tga file, but the "qer_editorimage" shader parameter canforce the editor to use an arbitrary image for display. - -

Shader pathnames have a case sensitivity issue - on windows, they aren't case sensitive, but on unix they are. Try to always use lowercase for filenames, and always use forward slashes "/" for directory separators. - -

2.3 Shader Types

-The keywords that affect shaders are divided into two classes. The first class of keywords are global parameters. Some global parameters ("surfaceparms." And all "q3map_" keywords) are processed by Q3MAP, and change physical attributes of the surface that uses the shader. These attributes can affect the player. To see changes in these -parameters one must re-bsp the map. - -

The remaining global keywords, and all Stage Specific Keywords are processed by the renderer. They are appearance changes -only and have no effect on game play or game mechanics. Changes to any of these attributes will take effect as soon as the game goes to another level or vid_restarts (type command vid_restart in the game console). - -

Shader keywords are notcase sensitive. - -

IMPORTANT NOTE: some of the shader commands may be order dependent, so it's good practice to place all global shader commands (keywords defined in this section) at the very beginning of the shader and to place shader stages at the end (see various examples). - -

2.4 Key Concepts

- -Ideally, a designer or artist who is manipulating textures with shader files has a basic understanding of wave forms and knows about mixing colored light (high school physics sort of stuff). If not, there are some concepts you need to have a -grasp on to make shaders work for you. - -

2.4.1 Surface Effects vs. Content Effects vs. Deformation Effects
-Shaders not only modify the visible aspect of textures on a geometry brush, curve, patch or mesh model, but they can also have an effect on both the content, "shape," and apparent movement of those things. A surface effect does nothing to modify -the shape or content of the brush. Surface effects include glows, transparencies and rgb (red, green, blue) value -changes. Content shaders affect the way the brush operates in the game world. Examples include water, fog, nonsolid, and -structural. Deformation effects change the actual shape of the affected brush or curve, and may make it appear to move. - -

2.4.2 Power Has a Price
-The shader script gives the designer, artist and programmer a great deal of easily accessible power over the appearance of -and potential special effects that may be applied to surfaces in the gameworld. But it is power that comes with a price tag -attached, and the cost is measured in performance speed. Each shader phase that affects the appearance of a texture causes the Q3:Aengine to make another processing pass and redraw the world. Think of it as if you were adding all -the shader-affected triangles to the total r_speed count for each stage in the shader script. A shader-manipulated texture that is seen through another shader-manipulated texture (e.g. a light in fog) has the effect of adding the total number of passes together for the affected triangles. A light that required two passes seen through a fog that requires one pass will be treated as having to redraw that part of the world three times. - -

2.4.3 RGB Color
- -RGB means "Red, Green, Blue."Mixing red, green and blue light in differing intensities creates the colors in computers and television monitors. This is called additive color (as opposed to the mixing of pigments in paint or colored ink in the printing process, which is subtractive color). In Quake III Arena and most higher-end computer art programs (and the color selector in Windows), the intensities ofthe individual Red, Green and Blue components are expressed as number values. When mixed together on a screen, number values of equal intensity in each component color create a completely neutral (gray) color. The lower the number value (towards 0), the darker the shade. The higher the value, the lighter the shade or the more saturated the color until it reaches a maximum value of 255 (in the art programs). All colors possible on the computer can be expressed as a formula of three numbers. The value for complete black is 0 0 0. The value for complete white is 255 255 255. However, the QuakeIII Arena graphics engine requires that the color range be "normalized" into a range between 0.0 and 1.0. - -

2.4.4 Normalization: a Scale of 0 to 1
-The mathematics in Quake III Arena use a scale of 0.0 to 1.0 instead of 0 to 255. Most computer art programs that can express RGB values as numbers use the 0 to 255 scale. To convert numbers, divide each of the artprogram's values for the component colors by 255. The resulting three values are your Quake III Arena formula for that color component. The same holds true for texture coordinates. - -

2.4.5 Texture Sizes
-TGA texture files are measured in pixels (picture elements). Textures are measured in powers of 2, with 16 x16 pixels being the smallest (typically) texture in use. Most will be larger. Textures need not be square, so long as both dimensions are powers of 2. Examples include: 32x256, 16x32, 128x16. - -

2.4.6 Color Math
- -In Quake III Arena , colors are changed by mathematical equations worked on the textures by way ofthe scripts or -"programlets" in the shader file. An equation that adds to or multiplies the number values in atexture causes it to become -darker. Equations that subtract from or modulate number values in a texture cause it to become lighter. Either equation can change the hue and saturation of a color. - -

2.4.7 Measurements
- -The measurements used in the shaders are in either game units, color units, or texture units. - -

· Game unit: A game unit is used by deformations to specify sizes relative to the world. Game units are the same scale we have had since way back in the Wolfensteindays - 8 units equals one foot. The default texture scale used by the Q3Radiant map editor results in two texels for each game unit, but that can be freely changed. - -

· Color units: Colors scale the values generated by the texture units to produce lighting effects. A value of 0.0 will be completely black, and a value of 1.0 will leave the texture unchanged. Colors are sometimes specified with a single value to be used across all red, green,and blue channels, or sometimes as separate values for each channel. - -

· Texture units: This is the normalized (see above) dimensions of the original texture image (or a previously modified texture at a given stage in the shader pipeline). A full texture, regardless of its original size in texels, has a normalized measurement of 1.0 x 1.0. For normal repeating textures, it is possible to have value greater than 1.0 or less than 0.0, resulting in repeating of the texture. The coordinates are usually assigned by the level editor or -modeling tools, but you still need to be aware of this for scrolling or turbulent movement of the texture at runtime. - -

2.4.8 Waveform Functions
-Many of the shader functions use waveforms to modulate measurements over time. Where appropriate, additional information is provided with wave modulated keyword functions to describe the effect of a particular waveform on that process. Currently there are five waveforms in use in Q3A shaders: - -

Sin: Sin standsfor sine wave, a regular smoothly flowing wave ranging from -1 to 1. -
Triangle: Triangle is a wave with a sharp ascent and a sharp decay, ranging from 0 to 1.It will make a choppy looking wave forms. -
Square: A squarewave simply switches from -1 to 1 with no in-between. -
Sawtooth: In the sawtooth wave, the ascent is like a triangle wave from 0 to 1, but the decay cuts off sharply back to 0. -
Inversesawtooth: This is the reverse of the sawtooth… instant ascent to the peak value (1), then a triangle wave descent to the valley value (0). The phase on this goes from 1.0 to 0.0 instead of 0.0 to 1.0. This wave is particularly usefulfor additive cross-fades. - -

Waveforms all have thefollowing properties: -
<base> Where the wave form begins. Amplitude is measured from this base value. -
<amplitude> This is the height of the wave created, measured from the base. You will probably need to test and tweak this value to get it correct for each new shader stage. The greater the amplitude, the higher the wave peaks and the deeper the valleys. -
<phase> This is a normalized value between 0.0 and 1.0. Changing phase to a non-zero value affects the point on the wave at which the wave form initially begins to be plotted. Example: In Sin or Triangle wave, a phase of 0.25 means it begins one fourth (25%) of the way along the curve, or more simply put, it begins at the peak of the wave. A phaseof 0.5 would begin at the point the wave re-crosses the base line. A phase of 0.75 would be at the lowest point of the valley. If only one wave form is being used in a shader, a phase shift will probably not be noticed and phase should have a value of zero (0). However, including two or more stages of the same process in a single shader, but with the phases shifted can be used to create interesting visual effects. Example: using rgbGen in two stages with different colors and a 0.5 difference in phase would cause the manipulated texture to modulate between two distinct colors. Phase changes can also be used when you have two uses of the same effect near each other, and you don't want them to be synchronized. You would write a separate shader for each, changing only the phase value. -
<freq>Frequency. This value is expressed as repetitions or cycles of the wave per second. A value of 1 -would cycle once per second. A value of 10 would cycle 10 times per second. A value of 0.1 would cycle once every 10 -seconds. -

Back | Home | Next - - - \ No newline at end of file diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch01/pg1_1.htm b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch01/pg1_1.htm deleted file mode 100644 index 9f0fd79..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch01/pg1_1.htm +++ /dev/null @@ -1,126 +0,0 @@ - - -Quake III Arena Shader Manual: Introduction - - - -

Q3Radiant Shader Manual

-
-

1 Preface: Making Your Own Shaders

- -The Manual for the Q3Radiant editor program contains a section called Creating New Assets that has the necessary information for setting up the files to create your own custom Quake III Arena shaders. It is recommended that you study the scripts in this document and in the individual shader scripts. Pay careful attention to syntax and punctuation. This is where you are most likely to make mistakes. - -

2 Introduction

- -The graphic engine for QuakeIII Arena has taken a step forward by putting much more direct control over the surface -qualities of textures into the hands of designers and artists. In writing this manual, we have tried to define the -concepts and tools that are used to modify textures in a way that, it is hoped, will be graspable by users who already have basic knowledge ofcomputer graphics but are not necessarily computer programmers. It is not a tutorial, nor was it intended to be one. - -

2.1 What is a Shader?

- -Shaders are short text scripts that define the properties of a surface as it appears and functions in a game world (or compatible editing tool). By convention, the documents that contain these scripts usually has the same name as the texture set which contains the textures being modified (e.g; base, hell, castle, etc,). Several specific script documents have also been created to handle special cases, like liquids, sky and special effects. - -

For Quake III Arena,Shader scripts are located in quake3/baseq3/scripts. - -

A Quake III Arena shader file consists of a series of surface attribute and rendering instructions formatted -within braces ("{" and "}"). Below you can see a simple example of syntaxand format for a single process, including the -Q3MAP keywords or "SurfaceParameters", which follow the first bracket and a single bracketed "stage": - -

textures/liquids/lava
-	{
-	deformVertexes wave sin 0 3 0 0.1
-	tessSize 64
-	{
-	map textures/common/lava.tga
-	}
-}
-
- -

2.2 Shader Name & File Conventions

-The first line is the shader name. Shader names can be up to 63 characters long. The names are often a mirror of -a pathname to a .tga file without the extension or base dir (/quake3/baseq3 in ourcase), but they do not need to be. - -

Shaders that are only going to be referenced by the gamecode, not modeling tools, often are just a single world, -like"projectionShadow" or "viewBlood". - -

Shaders that are used on characters or other polygon models need to mirror a .tga file, which allows the modelers to build with normal textures, then have the special effects show up when the model is loaded into the game. - -

Shaders that are placed on surfaces in the map editor commonly mirror a .tga file, but the "qer_editorimage" shader parameter canforce the editor to use an arbitrary image for display. - -

Shader pathnames have a case sensitivity issue - on windows, they aren't case sensitive, but on unix they are. Try to always use lowercase for filenames, and always use forward slashes "/" for directory separators. - -

2.3 Shader Types

-The keywords that affect shaders are divided into two classes. The first class of keywords are global parameters. Some global parameters ("surfaceparms." And all "q3map_" keywords) are processed by Q3MAP, and change physical attributes of the surface that uses the shader. These attributes can affect the player. To see changes in these -parameters one must re-bsp the map. - -

The remaining global keywords, and all Stage Specific Keywords are processed by the renderer. They are appearance changes -only and have no effect on game play or game mechanics. Changes to any of these attributes will take effect as soon as the game goes to another level or vid_restarts (type command vid_restart in the game console). - -

Shader keywords are notcase sensitive. - -

IMPORTANT NOTE: some of the shader commands may be order dependent, so it's good practice to place all global shader commands (keywords defined in this section) at the very beginning of the shader and to place shader stages at the end (see various examples). - -

2.4 Key Concepts

- -Ideally, a designer or artist who is manipulating textures with shader files has a basic understanding of wave forms and knows about mixing colored light (high school physics sort of stuff). If not, there are some concepts you need to have a -grasp on to make shaders work for you. - -

2.4.1 Surface Effects vs. Content Effects vs. Deformation Effects
-Shaders not only modify the visible aspect of textures on a geometry brush, curve, patch or mesh model, but they can also have an effect on both the content, "shape," and apparent movement of those things. A surface effect does nothing to modify -the shape or content of the brush. Surface effects include glows, transparencies and rgb (red, green, blue) value -changes. Content shaders affect the way the brush operates in the game world. Examples include water, fog, nonsolid, and -structural. Deformation effects change the actual shape of the affected brush or curve, and may make it appear to move. - -

2.4.2 Power Has a Price
-The shader script gives the designer, artist and programmer a great deal of easily accessible power over the appearance of -and potential special effects that may be applied to surfaces in the gameworld. But it is power that comes with a price tag -attached, and the cost is measured in performance speed. Each shader phase that affects the appearance of a texture causes the Q3:Aengine to make another processing pass and redraw the world. Think of it as if you were adding all -the shader-affected triangles to the total r_speed count for each stage in the shader script. A shader-manipulated texture that is seen through another shader-manipulated texture (e.g. a light in fog) has the effect of adding the total number of passes together for the affected triangles. A light that required two passes seen through a fog that requires one pass will be treated as having to redraw that part of the world three times. - -

2.4.3 RGB Color
- -RGB means "Red, Green, Blue."Mixing red, green and blue light in differing intensities creates the colors in computers and television monitors. This is called additive color (as opposed to the mixing of pigments in paint or colored ink in the printing process, which is subtractive color). In Quake III Arena and most higher-end computer art programs (and the color selector in Windows), the intensities ofthe individual Red, Green and Blue components are expressed as number values. When mixed together on a screen, number values of equal intensity in each component color create a completely neutral (gray) color. The lower the number value (towards 0), the darker the shade. The higher the value, the lighter the shade or the more saturated the color until it reaches a maximum value of 255 (in the art programs). All colors possible on the computer can be expressed as a formula of three numbers. The value for complete black is 0 0 0. The value for complete white is 255 255 255. However, the QuakeIII Arena graphics engine requires that the color range be "normalized" into a range between 0.0 and 1.0. - -

2.4.4 Normalization: a Scale of 0 to 1
-The mathematics in Quake III Arena use a scale of 0.0 to 1.0 instead of 0 to 255. Most computer art programs that can express RGB values as numbers use the 0 to 255 scale. To convert numbers, divide each of the artprogram's values for the component colors by 255. The resulting three values are your Quake III Arena formula for that color component. The same holds true for texture coordinates. - -

2.4.5 Texture Sizes
-TGA texture files are measured in pixels (picture elements). Textures are measured in powers of 2, with 16 x16 pixels being the smallest (typically) texture in use. Most will be larger. Textures need not be square, so long as both dimensions are powers of 2. Examples include: 32x256, 16x32, 128x16. - -

2.4.6 Color Math
- -In Quake III Arena , colors are changed by mathematical equations worked on the textures by way ofthe scripts or -"programlets" in the shader file. An equation that adds to or multiplies the number values in atexture causes it to become -darker. Equations that subtract from or modulate number values in a texture cause it to become lighter. Either equation can change the hue and saturation of a color. - -

2.4.7 Measurements
- -The measurements used in the shaders are in either game units, color units, or texture units. - -

· Game unit: A game unit is used by deformations to specify sizes relative to the world. Game units are the same scale we have had since way back in the Wolfensteindays - 8 units equals one foot. The default texture scale used by the Q3Radiant map editor results in two texels for each game unit, but that can be freely changed. - -

· Color units: Colors scale the values generated by the texture units to produce lighting effects. A value of 0.0 will be completely black, and a value of 1.0 will leave the texture unchanged. Colors are sometimes specified with a single value to be used across all red, green,and blue channels, or sometimes as separate values for each channel. - -

· Texture units: This is the normalized (see above) dimensions of the original texture image (or a previously modified texture at a given stage in the shader pipeline). A full texture, regardless of its original size in texels, has a normalized measurement of 1.0 x 1.0. For normal repeating textures, it is possible to have value greater than 1.0 or less than 0.0, resulting in repeating of the texture. The coordinates are usually assigned by the level editor or -modeling tools, but you still need to be aware of this for scrolling or turbulent movement of the texture at runtime. - -

2.4.8 Waveform Functions
-Many of the shader functions use waveforms to modulate measurements over time. Where appropriate, additional information is provided with wave modulated keyword functions to describe the effect of a particular waveform on that process. Currently there are five waveforms in use in Q3A shaders: - -

Sin: Sin standsfor sine wave, a regular smoothly flowing wave ranging from -1 to 1. -
Triangle: Triangle is a wave with a sharp ascent and a sharp decay, ranging from 0 to 1.It will make a choppy looking wave forms. -
Square: A squarewave simply switches from -1 to 1 with no in-between. -
Sawtooth: In the sawtooth wave, the ascent is like a triangle wave from 0 to 1, but the decay cuts off sharply back to 0. -
Inversesawtooth: This is the reverse of the sawtooth… instant ascent to the peak value (1), then a triangle wave descent to the valley value (0). The phase on this goes from 1.0 to 0.0 instead of 0.0 to 1.0. This wave is particularly usefulfor additive cross-fades. - -

Waveforms all have thefollowing properties: -
<base> Where the wave form begins. Amplitude is measured from this base value. -
<amplitude> This is the height of the wave created, measured from the base. You will probably need to test and tweak this value to get it correct for each new shader stage. The greater the amplitude, the higher the wave peaks and the deeper the valleys. -
<phase> This is a normalized value between 0.0 and 1.0. Changing phase to a non-zero value affects the point on the wave at which the wave form initially begins to be plotted. Example: In Sin or Triangle wave, a phase of 0.25 means it begins one fourth (25%) of the way along the curve, or more simply put, it begins at the peak of the wave. A phaseof 0.5 would begin at the point the wave re-crosses the base line. A phase of 0.75 would be at the lowest point of the valley. If only one wave form is being used in a shader, a phase shift will probably not be noticed and phase should have a value of zero (0). However, including two or more stages of the same process in a single shader, but with the phases shifted can be used to create interesting visual effects. Example: using rgbGen in two stages with different colors and a 0.5 difference in phase would cause the manipulated texture to modulate between two distinct colors. Phase changes can also be used when you have two uses of the same effect near each other, and you don't want them to be synchronized. You would write a separate shader for each, changing only the phase value. -
<freq>Frequency. This value is expressed as repetitions or cycles of the wave per second. A value of 1 -would cycle once per second. A value of 10 would cycle 10 times per second. A value of 0.1 would cycle once every 10 -seconds. -

Back | Home | Next - - - \ No newline at end of file diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch02/.svn/entries b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch02/.svn/entries deleted file mode 100644 index ef49c81..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch02/.svn/entries +++ /dev/null @@ -1,62 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/Q3Pack/trunk/install/docs/Q3AShader_Manual/ch02 -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2006-02-09T00:07:34.157408Z -1 -spog - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -pg2_1.htm -file - - - - -2012-04-01T16:51:53.638086Z -000690185532902146a8ac7d9c474305 -2006-02-09T00:07:34.157408Z -1 -spog -has-props - - - - - - - - - - - - - - - - - - - - -16556 - diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch02/.svn/prop-base/pg2_1.htm.svn-base b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch02/.svn/prop-base/pg2_1.htm.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch02/.svn/prop-base/pg2_1.htm.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch02/.svn/text-base/pg2_1.htm.svn-base b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch02/.svn/text-base/pg2_1.htm.svn-base deleted file mode 100644 index 369f145..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch02/.svn/text-base/pg2_1.htm.svn-base +++ /dev/null @@ -1,222 +0,0 @@ - - -Quake III Arena Shader Manual: General Shader Keywords - - - -

Q3Radiant Shader Manual

-
-

3 General Shader Keywords

-IMPORTANT NOTE: Once again, be aware that some of the shader commands may be order dependent, so it's good practice to place all global shader commands (keywords defined inthis section) at the very beginning of the shader and to place shader stages at the end (see various examples). - -

These Keywords are global to a shader and affect all stages. They are also ignored by Q3MAP. - -

3.1 skyParms <farbox> <cloudheight> <nearbox>

- -Specifies how to use the surface as a sky, including an optional far box (stars, moon, etc), optional cloud layers with any shader attributes, and an optional near box (mountains in front of the clouds, etc). - -

<farbox> Specifies a set of files to use as an environment box behind all cloudlayers. Specify "-" for no -farbox, or a file base name. A base name of "env/test" would look for files "env/test_rt.tga", "env/test_lf.tga", -"env/test_ft.tga", "env/test_bk.tga", "env/test_up.tga", "env/test_dn.tga" to use as the right / left / front / back / up / -down sides. - -
<cloudheight> controls apparent curvature of the cloud layers - lower numbers mean more curvature (and thus more distortion at the horizons). Higher height values create "flatter" skies with less horizon distortion. Think of height -as the radius of a sphere on which the clouds are mapped. Good ranges are 64 to 256. The default value is 128. - -
<nearbox> Specified as farbox, to be alpha blended ontop of the clouds. This has not be tested in a long time, so it probably doesn't actually work. Set to "-" to ignore. - -

Design Notes: - -
  • If you are making a map where the sky is seen by looking up most of the time, use a lower cloudheight value. Under those circumstances the tighter curve looks more dynamic. If you are making a map where the sky is seen by looking out windows most of the time or has a map area that is open to the sky on one or more sides, use a higher height to make the clouds seem more natural. - -
  • It is possible to create a sky with up to 8 cloudlayers, but that also means 8 processing passes and a potentially large processing hit. - -
  • Be aware that the skybox does not wrap around the entire world. The "floor" or bottom face of the skybox is not drawn by the game. If a player in the game can see that face, they will see the "hall of mirrors" effect.
- -

Example: Sky script - -

textures/skies/xtoxicsky_dm9
-{
-	qer_editorimage textures/skies/toxicsky.tga
-	surfaceparm noimpact
-	surfaceparm nolightmap
-q3map_globaltexture
-q3map_lightsubdivide 256
-	q3map_surfacelight 400
-	surfaceparm sky
-	q3map_sun 1 1 0.5 150 30 60
-	skyparms full 512 -
-	{
-		map textures/skies/inteldimclouds.tga
-		tcMod scroll 0.1 0.1
-		tcMod scale 3 2
-	}
-	{
-		map textures/skies/intelredclouds.tga
-		blendFunc add
-		tcMod scroll 0.05 0.05
-		tcMod scale 3 3
-	}
-}
-
- -

3.2 cull <side>

-Every surface of a polygon has two sides, a front and a back. Typically, we only see the front or "out" side. For -example, a solid block you only show the front side. In many applications we see both. For example, in water, you can see both front and a back. The same is true for things like grates and screens. - -

To "cull" means to remove. The value parameter determines the type of face culling to apply. The default value is cull front if this keyword is not specified. However for items that should be inverted then the value back should be used. To disable culling, the value disable ornone should be used. Only one cull instruction can be set -for the shader. - -

3.2.1 cull front
- -The front or "outside" of the polygon is not drawn in the world. This is the default value. It is used if the keyword "cull " appears in the content instructions without a <side>value or if the keyword cull does not appear at all in the shader. - -

3.2.2 cull back
- -Cull back removes the back or "inside" of a polygon from being drawn in the world. - -

3.2.3 cull disable, cull none
-Neither side of the polygon is removed. Both sides are drawn in the game. Very useful for making panels or barriers that -have no depth, such as grates, screens, metal wire fences and so on and for liquid volumes that the player can see from within. Also used for energy fields, sprites, and weapon effects (e.g. plasma). - -

Design Notes: For things like grates and screens, put the texture with the cull none property on one face only. On the other faces, use a non-drawing texture.
- -

3.3 deformVertexes

- -This function performs a general deformation on the surface's vertexes, changing the actual shape of the surface before drawing the shader passes. You can stack multiple deformVertexes commands to modify positions in more complex ways, making an object move in two dimensions, for instance. - -

3.3.1 -deformVertexes wave <div> <func> -<base><amplitude> <phase> <freq>
- -Designed for water surfaces, modifying the values differently at each point. It accepts the standard wave functions of the type sin,triangle, square, sawtooth orinversesawtooth . The "div" parameter is used to -control the wave "spread" - a value equal to the tessSizeof the surface is a good default value (tessSize is subdivision size, in game units, used for the shader when seen in the game world). - -

3.3.2 -deformVertexes normal <div> <func> -<base><amplitude ~0.1-~0.5> <frequency -~1.0-~4.0>
- -This deformation affects the normals of a vertex without actually moving it, which will effect later shader options like -lighting and especially environment mapping. If the shader stages don't use normals in any of their calculations, there will -be novisible effect. - -

Design Notes: Putting values of 0.1 to 0.5 in Amplitude and 1.0 to 4.0 in the Frequency can produce some satisfying results. Some things that have been done with it: A small fluttering bat, falling leaves, rain, flags.
- -

3.3.3 -deformVertexes bulge <bulgeWidth> -<bulgeHeight><bulgeSpeed>
- -This forces a bulge to move along the given s and t directions. Designed for use on curved pipes. - -

Specific parameter definitions for deform keywords: - -
<div> This is roughly defined as the size of the waves that occur. It is measured in game units. Smaller -values create agreater density of smaller wave forms occurring in a given area. Larger values create a lesser density of waves, or otherwise put, the appearance of larger waves. To look correct this value should closely correspond to the value (in pixels) set for tessSize (tessellation size) of the texture. A value of 100.0 is a good default value (which means your tessSize should be close to that for things tolook "wavelike"). - -
<func> This is the type of wave form being created. Sin stands for sine wave, a regular smoothly flowing -wave. Triangle is a wave with a sharp ascent and a sharp decay. It will make a choppy looking wave forms. A square -wave is simply on or off for the period of the frequency with no in between. The sawtooth wave has the ascent of a triangle wave, but has the decay cut off sharply like a square wave. An inversesawtooth wave reverses this. - -
<base> This is the distance, in game units that the apparent surface of the texture is displaced from the -actual surface of the brush as placed in the editor. Apositive value appears above the brush surface. A negative value appears below the brush surface. An example of thisis the Quad effect, which essentially is a shell with a positive base value to stand it away from the model surface and a 0 (zero) value for amplitude. - -
<amplitude> The distance that the deformation moves away from the base value. See Wave Forms in the introduction for a description of amplitude. - -
<phase> SeeWave Forms in the introduction for a description of phase) -
<frequency> See Wave Forms in the introduction for a description of frequency) - -

Design Note: The div and amplitude parameters, when used in conjunction with liquid volumes like water should take into consideration how much the water will be moving. A large ocean area would have have massive swells (big div values) that rose and fell dramatically (big amplitude values). While a small, quiet pool may move very little.
- -

3.3.4 -deformVertexes move<x> <y> <z> <func> -<base> <amplitude> <phase> <freq>
- -This keyword is used to make a brush, curve patch or md3model appear to move together as a unit. The <x> <y> -and <z> values are the distance and direction in game units the object appears to move relative to it's point of origin in the map. - -

The <func> <base> <amplitude><phase> and <freq> values are the same as found in other wave -form manipulations. - -

The product of the function modifies the values x, y, and z.Therefore, if you have an amplitude of 5 and an x value of 2, the object will travel 10 units from its point of origin along the x axis. This results in a total of 20 units of motion along the x axis, since the amplitude is the variation both above and below the base. - -

It must be noted that an object made with this shader does not actually change position, it only appears to. - -

Design Note: If an object is made up of surfaces with different shaders, all must have matching deformVertexes move values or the object will appear to tear itself apart.
- -

3.3.5 -DeformVertexes autosprite
- -This function can be used to make any given triangle quad (pair of triangles that form a square rectangle) automatically behave like a sprite without having to make it a separate entity. This means that the "sprite" on which the texture is placed will rotate to always appear at right angles to the player's view as a sprite would. Any four-sided brush side, flat patch, or pair of triangles in an .md3 model can have the autosprite effect on it. The brush face containing a texture with this shader keyword must besquare. - -

Design Note :This is best used on objects that would appear the same regardless of viewing angle. An example might be a glowing light flare.
- -

3.3.6 -DeformVertexes autosprite2
- -Is a slightly modified "sprite" that only rotates around the middle of its longest axis. This allows you to make a -pillar of fire that you can walk around, or an energy beam stretched across the room. - -

3.4 fogparms <red -value> <green value> <bluevalue> <distance to -Opaque>

- -

Note: you must also specify "surfaceparm fog" to cause q3map to identify the surfaces inside the volume. Fogparms only -describes how to render the fog on the surfaces. - -

<red value> <green value> <blue value> These are normalized values. A good computer art program should give you the RGB values for a color. To obtain the values that define fog color for Quake III Arena, divide the desired color's Red, Green and Blue values by 255 to obtain three normalized numbers within the 0.0 to 1.0 range. - -
<distance toopaque> This is the distance, in game units, until the fog becomes totally opaque, as measured from the point of view of the observer. By making the height of the fog brush shorter than the distance to opaque, the apparent density of the fog can be reduced (because it never reaches the depth at which full opacity occurs). - -

  • The fog volume can only have one surface visible (from outside the fog). -
  • Fog must be made of one brush. It cannot be made of adjacent brushes. -
  • Fog brushes must be axial. This means that only square or rectangular brushes may contain fog, and those must have their edges drawn along the axes of the map grid (all 90 degree angles). -
- -

Design Notes: - -
  • If a water texture contains a fog parameter, it must be treated as if it were a fog texture when in use. -
  • If a room is to be filled completely with a fog volume,it can only be entered through one surface (and still have the fog function correctly). -
  • Additional shader passes may be placed on a fog brush, as with other brushes.
- -

3.5 nopicmip

-This causes the texture to ignore user-set values for the r_picmip cvar command. The image will always be high -resolution. Example: Used to keep images and text in the heads up display from blurring when user optimizes the game graphics. - -

3.6 nomipmaps

-This implies nopicmip, but also prevents the generation of any lower resolution mipmaps for use by the 3d card. This will -cause the texture to alias when it gets smaller, but there are some cases where you would rather have this than a blurry image. Sometimes thin slivers of triangles force things to very low mipmap levels, which leave a few constant pixels on otherwise scrolling special effects. - -

3.7 polygonOffset

-Surfaces rendered with the polygonOffset keyword are rendered slightly off the polygon's surface. This is typically -used for wall markings and "decals." The distance between the offset and the polygon is fixed. It is not a variable in QuakeIII Arena. - -

3.8 portal

-Specifies that this texture is the surface for a portal or mirror. In the game map, a portal entity must be placed directly in front of the texture (within 64 game units). All this does is set "sortportal", so it isn't needed if you specify -that explicitly. - -

3.9 sort <value>

-Use this keyword to fine-tune the depth sorting of shaders as they are compared against other shaders in the game world. The -basic concept is that if there is a question or a problem with shaders drawing in the wrong order against each other, this allows the designer to create a hierarchy ofwhich shader draws in what order. - -

The default behavior is to put all blended shaders in sort "additive" and all other shaders in sort "opaque", so you only -need to specify this when you are trying to work around a sorting problem with multiple transparent surfaces in a scene. - -

The value here can be either a numerical value or one of the keywords in the following list (listed in order of ascending priority): - -

    portal (1): This surface is a portal, it draws over every other shader seen inside the portal, but before anything in the main view. - -
    Sky (2): Typically, the sky is the farthest surface in the game world. Drawing this after other opaque surfaces can be an optimization on some cards. This currently has the wrong value for this purpose, so it doesn't do much of anything. - -
    Opaque (3):This surface is opaque (rarely needed since this is the default with noblendfunc) - -
    Banner (6) :Transparent, but very close to walls. - -
    Underwater (8): Draw behind normal transparent surfaces. - -
    Additive (9): normal transparent surface (default for shaders with blendfuncs) -
    nearest (16):this shader should always sort closest to the viewer, e.g. muzzle flashes and blend blobs
-

Back | Home | Next - - - \ No newline at end of file diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch02/pg2_1.htm b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch02/pg2_1.htm deleted file mode 100644 index 369f145..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch02/pg2_1.htm +++ /dev/null @@ -1,222 +0,0 @@ - - -Quake III Arena Shader Manual: General Shader Keywords - - - -

Q3Radiant Shader Manual

-
-

3 General Shader Keywords

-IMPORTANT NOTE: Once again, be aware that some of the shader commands may be order dependent, so it's good practice to place all global shader commands (keywords defined inthis section) at the very beginning of the shader and to place shader stages at the end (see various examples). - -

These Keywords are global to a shader and affect all stages. They are also ignored by Q3MAP. - -

3.1 skyParms <farbox> <cloudheight> <nearbox>

- -Specifies how to use the surface as a sky, including an optional far box (stars, moon, etc), optional cloud layers with any shader attributes, and an optional near box (mountains in front of the clouds, etc). - -

<farbox> Specifies a set of files to use as an environment box behind all cloudlayers. Specify "-" for no -farbox, or a file base name. A base name of "env/test" would look for files "env/test_rt.tga", "env/test_lf.tga", -"env/test_ft.tga", "env/test_bk.tga", "env/test_up.tga", "env/test_dn.tga" to use as the right / left / front / back / up / -down sides. - -
<cloudheight> controls apparent curvature of the cloud layers - lower numbers mean more curvature (and thus more distortion at the horizons). Higher height values create "flatter" skies with less horizon distortion. Think of height -as the radius of a sphere on which the clouds are mapped. Good ranges are 64 to 256. The default value is 128. - -
<nearbox> Specified as farbox, to be alpha blended ontop of the clouds. This has not be tested in a long time, so it probably doesn't actually work. Set to "-" to ignore. - -

Design Notes: - -
  • If you are making a map where the sky is seen by looking up most of the time, use a lower cloudheight value. Under those circumstances the tighter curve looks more dynamic. If you are making a map where the sky is seen by looking out windows most of the time or has a map area that is open to the sky on one or more sides, use a higher height to make the clouds seem more natural. - -
  • It is possible to create a sky with up to 8 cloudlayers, but that also means 8 processing passes and a potentially large processing hit. - -
  • Be aware that the skybox does not wrap around the entire world. The "floor" or bottom face of the skybox is not drawn by the game. If a player in the game can see that face, they will see the "hall of mirrors" effect.
- -

Example: Sky script - -

textures/skies/xtoxicsky_dm9
-{
-	qer_editorimage textures/skies/toxicsky.tga
-	surfaceparm noimpact
-	surfaceparm nolightmap
-q3map_globaltexture
-q3map_lightsubdivide 256
-	q3map_surfacelight 400
-	surfaceparm sky
-	q3map_sun 1 1 0.5 150 30 60
-	skyparms full 512 -
-	{
-		map textures/skies/inteldimclouds.tga
-		tcMod scroll 0.1 0.1
-		tcMod scale 3 2
-	}
-	{
-		map textures/skies/intelredclouds.tga
-		blendFunc add
-		tcMod scroll 0.05 0.05
-		tcMod scale 3 3
-	}
-}
-
- -

3.2 cull <side>

-Every surface of a polygon has two sides, a front and a back. Typically, we only see the front or "out" side. For -example, a solid block you only show the front side. In many applications we see both. For example, in water, you can see both front and a back. The same is true for things like grates and screens. - -

To "cull" means to remove. The value parameter determines the type of face culling to apply. The default value is cull front if this keyword is not specified. However for items that should be inverted then the value back should be used. To disable culling, the value disable ornone should be used. Only one cull instruction can be set -for the shader. - -

3.2.1 cull front
- -The front or "outside" of the polygon is not drawn in the world. This is the default value. It is used if the keyword "cull " appears in the content instructions without a <side>value or if the keyword cull does not appear at all in the shader. - -

3.2.2 cull back
- -Cull back removes the back or "inside" of a polygon from being drawn in the world. - -

3.2.3 cull disable, cull none
-Neither side of the polygon is removed. Both sides are drawn in the game. Very useful for making panels or barriers that -have no depth, such as grates, screens, metal wire fences and so on and for liquid volumes that the player can see from within. Also used for energy fields, sprites, and weapon effects (e.g. plasma). - -

Design Notes: For things like grates and screens, put the texture with the cull none property on one face only. On the other faces, use a non-drawing texture.
- -

3.3 deformVertexes

- -This function performs a general deformation on the surface's vertexes, changing the actual shape of the surface before drawing the shader passes. You can stack multiple deformVertexes commands to modify positions in more complex ways, making an object move in two dimensions, for instance. - -

3.3.1 -deformVertexes wave <div> <func> -<base><amplitude> <phase> <freq>
- -Designed for water surfaces, modifying the values differently at each point. It accepts the standard wave functions of the type sin,triangle, square, sawtooth orinversesawtooth . The "div" parameter is used to -control the wave "spread" - a value equal to the tessSizeof the surface is a good default value (tessSize is subdivision size, in game units, used for the shader when seen in the game world). - -

3.3.2 -deformVertexes normal <div> <func> -<base><amplitude ~0.1-~0.5> <frequency -~1.0-~4.0>
- -This deformation affects the normals of a vertex without actually moving it, which will effect later shader options like -lighting and especially environment mapping. If the shader stages don't use normals in any of their calculations, there will -be novisible effect. - -

Design Notes: Putting values of 0.1 to 0.5 in Amplitude and 1.0 to 4.0 in the Frequency can produce some satisfying results. Some things that have been done with it: A small fluttering bat, falling leaves, rain, flags.
- -

3.3.3 -deformVertexes bulge <bulgeWidth> -<bulgeHeight><bulgeSpeed>
- -This forces a bulge to move along the given s and t directions. Designed for use on curved pipes. - -

Specific parameter definitions for deform keywords: - -
<div> This is roughly defined as the size of the waves that occur. It is measured in game units. Smaller -values create agreater density of smaller wave forms occurring in a given area. Larger values create a lesser density of waves, or otherwise put, the appearance of larger waves. To look correct this value should closely correspond to the value (in pixels) set for tessSize (tessellation size) of the texture. A value of 100.0 is a good default value (which means your tessSize should be close to that for things tolook "wavelike"). - -
<func> This is the type of wave form being created. Sin stands for sine wave, a regular smoothly flowing -wave. Triangle is a wave with a sharp ascent and a sharp decay. It will make a choppy looking wave forms. A square -wave is simply on or off for the period of the frequency with no in between. The sawtooth wave has the ascent of a triangle wave, but has the decay cut off sharply like a square wave. An inversesawtooth wave reverses this. - -
<base> This is the distance, in game units that the apparent surface of the texture is displaced from the -actual surface of the brush as placed in the editor. Apositive value appears above the brush surface. A negative value appears below the brush surface. An example of thisis the Quad effect, which essentially is a shell with a positive base value to stand it away from the model surface and a 0 (zero) value for amplitude. - -
<amplitude> The distance that the deformation moves away from the base value. See Wave Forms in the introduction for a description of amplitude. - -
<phase> SeeWave Forms in the introduction for a description of phase) -
<frequency> See Wave Forms in the introduction for a description of frequency) - -

Design Note: The div and amplitude parameters, when used in conjunction with liquid volumes like water should take into consideration how much the water will be moving. A large ocean area would have have massive swells (big div values) that rose and fell dramatically (big amplitude values). While a small, quiet pool may move very little.
- -

3.3.4 -deformVertexes move<x> <y> <z> <func> -<base> <amplitude> <phase> <freq>
- -This keyword is used to make a brush, curve patch or md3model appear to move together as a unit. The <x> <y> -and <z> values are the distance and direction in game units the object appears to move relative to it's point of origin in the map. - -

The <func> <base> <amplitude><phase> and <freq> values are the same as found in other wave -form manipulations. - -

The product of the function modifies the values x, y, and z.Therefore, if you have an amplitude of 5 and an x value of 2, the object will travel 10 units from its point of origin along the x axis. This results in a total of 20 units of motion along the x axis, since the amplitude is the variation both above and below the base. - -

It must be noted that an object made with this shader does not actually change position, it only appears to. - -

Design Note: If an object is made up of surfaces with different shaders, all must have matching deformVertexes move values or the object will appear to tear itself apart.
- -

3.3.5 -DeformVertexes autosprite
- -This function can be used to make any given triangle quad (pair of triangles that form a square rectangle) automatically behave like a sprite without having to make it a separate entity. This means that the "sprite" on which the texture is placed will rotate to always appear at right angles to the player's view as a sprite would. Any four-sided brush side, flat patch, or pair of triangles in an .md3 model can have the autosprite effect on it. The brush face containing a texture with this shader keyword must besquare. - -

Design Note :This is best used on objects that would appear the same regardless of viewing angle. An example might be a glowing light flare.
- -

3.3.6 -DeformVertexes autosprite2
- -Is a slightly modified "sprite" that only rotates around the middle of its longest axis. This allows you to make a -pillar of fire that you can walk around, or an energy beam stretched across the room. - -

3.4 fogparms <red -value> <green value> <bluevalue> <distance to -Opaque>

- -

Note: you must also specify "surfaceparm fog" to cause q3map to identify the surfaces inside the volume. Fogparms only -describes how to render the fog on the surfaces. - -

<red value> <green value> <blue value> These are normalized values. A good computer art program should give you the RGB values for a color. To obtain the values that define fog color for Quake III Arena, divide the desired color's Red, Green and Blue values by 255 to obtain three normalized numbers within the 0.0 to 1.0 range. - -
<distance toopaque> This is the distance, in game units, until the fog becomes totally opaque, as measured from the point of view of the observer. By making the height of the fog brush shorter than the distance to opaque, the apparent density of the fog can be reduced (because it never reaches the depth at which full opacity occurs). - -

  • The fog volume can only have one surface visible (from outside the fog). -
  • Fog must be made of one brush. It cannot be made of adjacent brushes. -
  • Fog brushes must be axial. This means that only square or rectangular brushes may contain fog, and those must have their edges drawn along the axes of the map grid (all 90 degree angles). -
- -

Design Notes: - -
  • If a water texture contains a fog parameter, it must be treated as if it were a fog texture when in use. -
  • If a room is to be filled completely with a fog volume,it can only be entered through one surface (and still have the fog function correctly). -
  • Additional shader passes may be placed on a fog brush, as with other brushes.
- -

3.5 nopicmip

-This causes the texture to ignore user-set values for the r_picmip cvar command. The image will always be high -resolution. Example: Used to keep images and text in the heads up display from blurring when user optimizes the game graphics. - -

3.6 nomipmaps

-This implies nopicmip, but also prevents the generation of any lower resolution mipmaps for use by the 3d card. This will -cause the texture to alias when it gets smaller, but there are some cases where you would rather have this than a blurry image. Sometimes thin slivers of triangles force things to very low mipmap levels, which leave a few constant pixels on otherwise scrolling special effects. - -

3.7 polygonOffset

-Surfaces rendered with the polygonOffset keyword are rendered slightly off the polygon's surface. This is typically -used for wall markings and "decals." The distance between the offset and the polygon is fixed. It is not a variable in QuakeIII Arena. - -

3.8 portal

-Specifies that this texture is the surface for a portal or mirror. In the game map, a portal entity must be placed directly in front of the texture (within 64 game units). All this does is set "sortportal", so it isn't needed if you specify -that explicitly. - -

3.9 sort <value>

-Use this keyword to fine-tune the depth sorting of shaders as they are compared against other shaders in the game world. The -basic concept is that if there is a question or a problem with shaders drawing in the wrong order against each other, this allows the designer to create a hierarchy ofwhich shader draws in what order. - -

The default behavior is to put all blended shaders in sort "additive" and all other shaders in sort "opaque", so you only -need to specify this when you are trying to work around a sorting problem with multiple transparent surfaces in a scene. - -

The value here can be either a numerical value or one of the keywords in the following list (listed in order of ascending priority): - -

    portal (1): This surface is a portal, it draws over every other shader seen inside the portal, but before anything in the main view. - -
    Sky (2): Typically, the sky is the farthest surface in the game world. Drawing this after other opaque surfaces can be an optimization on some cards. This currently has the wrong value for this purpose, so it doesn't do much of anything. - -
    Opaque (3):This surface is opaque (rarely needed since this is the default with noblendfunc) - -
    Banner (6) :Transparent, but very close to walls. - -
    Underwater (8): Draw behind normal transparent surfaces. - -
    Additive (9): normal transparent surface (default for shaders with blendfuncs) -
    nearest (16):this shader should always sort closest to the viewer, e.g. muzzle flashes and blend blobs
-

Back | Home | Next - - - \ No newline at end of file diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch03/.svn/entries b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch03/.svn/entries deleted file mode 100644 index c8af6c8..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch03/.svn/entries +++ /dev/null @@ -1,62 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/Q3Pack/trunk/install/docs/Q3AShader_Manual/ch03 -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2006-02-09T00:07:34.157408Z -1 -spog - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -pg3_1.htm -file - - - - -2012-04-01T16:51:53.779094Z -577330f6718c5e9d2a8edc967ca8b3d3 -2006-02-09T00:07:34.157408Z -1 -spog -has-props - - - - - - - - - - - - - - - - - - - - -14028 - diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch03/.svn/prop-base/pg3_1.htm.svn-base b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch03/.svn/prop-base/pg3_1.htm.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch03/.svn/prop-base/pg3_1.htm.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch03/.svn/text-base/pg3_1.htm.svn-base b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch03/.svn/text-base/pg3_1.htm.svn-base deleted file mode 100644 index 57a8ea9..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch03/.svn/text-base/pg3_1.htm.svn-base +++ /dev/null @@ -1,197 +0,0 @@ - - -Quake III Arena Shader Manual: Specific Shader Keywords - - - -

Q3Radiant Shader Manual

-
-

4 Q3MAP Specific Shader Keywords

-These keywords change the physical nature of the textures and the brushes that are marked with them. Changing any of these values will require the map to be re-compiled. These are global and affect the entire shader. - -

4.1 tessSize <amount>

-For consistency's sake, this really should have been called q3map_tessSize. But it wasn't. The tessSize shader controls -the tessellation size (how finely a surface is chopped up in to triangles), in game units, of the surface. This is only -applicable to solid brushes, not curves, and is generally only used on surfaces that are flagged with the deformVertexes keyword. Abuse of this can create a huge number of triangles. This happens during q3map processing, so maps must be reprocessed for changes to take effect. - -

Design Note: It can also be used on tesselating surfaces to make sure that tesselations arelarge, and thus, less costly in terms of triangles created.
- -

4.2 q3map_backshader <shadername>

-This allows a brush to use a different shader when you are inside it looking out. By way of example, this would allow a water brush (or other) surfaces to have a different sort order (see sort above) or appearance when seen from the inside. - -

4.3 q3map_globaltexture

-Use this shader in the global keyword commands whenever the tcMod scale function is used in one of the later render stages. Many problems with getting shader effects to work across multiple adjacent brushes are a result of the way q3map optimizes texture precision. This option resolves that, but at the expense of some precision of the textures when they are far away from the origin of the map. - -

4.4 q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>

-This keyword in a sky shader will create the illusion of light cast into a map by a single, infinitely distance light source (sun, moon, hellish fire, etc.). This is only processed during the lighting phase of q3map. - -

<red><green> <blue> Color is described by three normalized rgbvalues. Color will be normalized to a 0.0 to 1.0 range, so it doesn't matter what range you use. - -
<intensity> is the brightness of the generated light. A value of 100 is a fairly bright sun. The -intensity of the light falls off with angle but not distance. - -
<degrees> is the angle relative to the directions on the map file. A setting of 0 degrees equals east. 90 -isnorth, 180 is west and 270 is south. - -
<elevation> is the distance, measured in degrees from the horizon (z value of zero in the map file). An -elevation of 0 is sunrise/sunset. An elevation of 90 is noon. - -

DESIGN NOTE: Sky shaders should probably still have aq3map_surfacelight value. The "sun" gives a strong directional light, but doesn't necessarily give the fill light needed to soften and illuminate shadows. Skies with clouds should probably have a weaker q3map_sunvalue and a higher q3map_surfacelight value. Heavy clouds diffuse light and weaken shadows. The opposite is true of a cloudless or nearly cloudless sky. Insuch cases, the "sun" or "moon" will cast stronger, shadows that have a greater degree of contrast. - -

Design Trick: Not certain what color formula you want to use for the sun's light? Try this. Create a light entity. Use the Q3Radiant editor's color selection tools to pick a color. The light's _color key's value will be the normalized RGB formula. Copy it from the value line in the editor (CTRL+c) and paste it into your shader.

- -

4.5 q3map_surfaceLight <light value>

- -The texture gives off light equal to the <light value> set for it. The relative surface area of the texture in the world affects the actual amount of light that appears to be radiated. To give off what appears to be the same amount -of light, a smaller texture must be significantly brighter than a larger texture. Unless the qer_lightimage keyword is used to select a different source for the texture's light color information, the color of the light will be the averaged color of the texture. - -

4.6 q3map_lightimage <texturepath/texturename>

-The keyword q3map_lightimage generates lighting from the average color of the TGA image specified by the -q3map_lightimage. - -

The keyword sequence for generating light on a q3map_surfacelight should be ordered as follows: - -

  1. q3map_lightimage ; (the texture providing the light and the color of the light) -
  2. qer_editorimage ; (the editor-only image used to select the source map for the texture) -
  3. the average color of the light emitted from the shader is calculated from the lightimage.)
- -

The reason q3map_lightimageis specified for the light in the example below, is because the blend map is predominantly yellow, and the designer wanted more yellow light to be emitted from the light. - -

Example: Taking light from another source texture - -

-textures/eerie/ironcrosslt2_10000
-{
-q3map_lightimagetextures/gothic_light/ironcrosslt2.blend.tga
-// this TGA is the source for the color of the blended light
-
-qer_editorimagetextures/gothic_light/ironcrosslt2.tga
-//base TGA (used because the shader is used with several
-// different light values
-
-q3map_surfacelight 10000
-//emitted light value of10,000
-
-{
-map $lightmap
-//source texture is affected by the lightmap
-rgbGen identity
-// this command handles the overbright bits created by "sunlight"
-// in the game
-}
-{
-maptextures/gothic_light/ironcrosslt2.tga
-blendFunc filter
-rgbGen identity
-}
-{
-maptextures/gothic_light/ironcrosslt2.blend.tga
-blendFunc add
-}
-}
-
- -

4.7 q3map_lightsubdivide <value>

-This allows the user to define how large, or small to make the subdivisions (triangles) in a textured surface, particularly aimed at light-emitting textures like skies. It defaults to 120 game units, but can be made larger (256 or 512) for sky boxes or smaller for light surfaces at the bottoms of cracks. This can be a dominant factor in processing time for q3map lighting. - -

4.8 surfaceparm <parm>

- -

All surfaceparm keywords are preceded by the word surfaceparm as follows: surfaceparm fogor surfaceparm noimpact. - -

4.8.1 alphashadow
-This keyword applied to a texture on a brush, patch or model will cause the lighting phase of the q3map process to use the texture's alpha channel as a mask for casting static shadows in the game world. - -

Design Note: Alphashadow does not work well with fine line detail on a texture. Fine lines may not cast acceptable shadows. It appears to work best with well-defined silhouettes and wider lines within the texture. Most of our tattered banners use this to cast tattered shadows.
- -

4.8.2 areaportal
-A brush marked with this keyword functions as an area portal, a break in the Q3MAP tree. It is typically placed on a very thin brush placed inside a door entity (but is not a part of that entity). The intent is to block the game from processing -surface triangles located behind it when the door is closed. It is also used by the BSPC (bot area file creation compiler) in the same manner as a clusterportal. The brush must touch all the structural brushes surrounding the -areaportal. - -

4.8.3 clusterportal
-A brush marked with this keyword function creates a subdivision of the area file (.aas) used by the bots for navigation. It -is typically placed in locations that are natural breaks in a map, such a sentrances to halls, doors, tunnels, etc. The intent is keep the bot from having to process the entire map at once. As with the the areaportal parameter, the affected brush must touch all the structural brushes surrounding the areaportal. - -

4.8.4 donotenter
-Read as "do not enter." Like clusterportal, this is a bot-only property. A brush marked with donotenter will not affect -non-bot players, but bots will not enter it. It should be used only when bots appear to have difficulty navigating around some map features. - -

4.8.5 flesh
-This will cue different sounds (in a similar manner to metalsteps) and cause blood to appear instead of bullet impact flashes. - -

4.8.6 fog
-Fog defines the brush as being a "fog" brush. This is a Q3MAP function that chops and identifies all geometry inside the -brush. The General shader keyword fogparms must also be specified to tell how to draw the fog. - -

4.8.7 lava
- -

Assigns to the texture the game properties set for lava. This affects both the surface and the content of a brush. - -

4.8.8 metalsteps
-The player sounds as if he is walking on clanging metal steps or gratings. Other than specifiying flesh, metalsteps, nosteps, or default (i.e. specify nothing) it is currently not possible for a designer to create or assign a specific sound routine to a texture. Note: If no sound is set for a texture, then the default footsteps sound routines are heard. - -

4.8.9 nodamage
-The player takes no damage if he falls onto a texture with this surfaceparm - -

4.8.10 nodlight
-Read as "No DeeLight". A texture containing this parameter will not be affected or lit by dynamic lights, such as -weapon effects. And example in Quake III Arena would be solid lava. - -

4.8.11 nodraw
-A texture marked with nodraw will not visually appear in the game world. Most often used for triggers, clip brushes, origin -brushes, and so on. - -

4.8.12 nodrop
-When a player dies inside a volume (brush) marked nodrop, no weapon is dropped. The intend use isfor "Pits of Death." Have a kill trigger inside a nodrop volume, and when the players die here, they won't drop their weapons. The intent is to prevent unnecessary polygon pileups on the floors of pits. - -

4.8.13 noimpact
-World entities will not impact on this texture. No explosions occur when projectiles strike this surface and no marks -will be left on it. Sky textures are usually marked with this texture so those projectiles will not hit the sky and leave -marks. - -

4.8.14 nomarks
-Projectiles will explode upon contact with this surface, but will not leave marks. Blood will also not mark this surface. -This is useful to keep lights from being temporarily obscured by battle damage. - -

Design Note: Use this on any surface with a deformVertexes keyword. Otherwise, the marks will appear on the unmodified surface location of the texture with the surface wriggles and squirms through the marks.
- -

4.8.15 nolightmap
-This texture does not have a lightmap phase. It is not affected by the ambient lighting of the world around it. It does not -require the addition of an rgbGen identity keyword in that stage. - -

4.8.16 nosteps
-The player makes no sound when walking on this texture. - -

4.8.17 nonsolid
-This attribute indicates a brush, which does not block the movement of entities in the game world. It applied to -triggers, hint brushes and similar brushes. This affects the content of a brush. - -

4.8.18 origin
-Used on the "origin" texture. Rotating entities need to contain an origin brush in their construction. The brush must be -rectangular (or square). The origin point is the exact center of the origin brush. - -

4.8.19 playerclip
-Blocks player movement through a nonsolid texture. Other game world entities can pass through a brush marked -playerclip. The intended use for this is to block the player but not block projectiles like rockets. - -

4.8.20 slick
-This surfaceparm included in a texture should give it significantly reduced friction. - -

4.8.21 slime
-Assigns to the texture the game properties for slime. This affects both the surface and the content of a brush. - -

4.8.22 structural
-This surface attribute causes a brush to be seen by the Q3MAP process as a possible break-point in a BSP tree. It is used -as a part of the shader for the "hint" texture. Generally speaking, any opaque texture not marked as "detail" is, by -default, structural, so you shouldn't need to specify this. - -

4.8.23 trans
-Tells q3map that pre-computed visibility should not be blocked by this surface. Generally, any shaders that have blendfuncs -should be marked as surfaceparm trans. - -

4.8.24 water
-Assigns to the texture the game properties for water. -

Back | Home | Next - - - \ No newline at end of file diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch03/pg3_1.htm b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch03/pg3_1.htm deleted file mode 100644 index 57a8ea9..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch03/pg3_1.htm +++ /dev/null @@ -1,197 +0,0 @@ - - -Quake III Arena Shader Manual: Specific Shader Keywords - - - -

Q3Radiant Shader Manual

-
-

4 Q3MAP Specific Shader Keywords

-These keywords change the physical nature of the textures and the brushes that are marked with them. Changing any of these values will require the map to be re-compiled. These are global and affect the entire shader. - -

4.1 tessSize <amount>

-For consistency's sake, this really should have been called q3map_tessSize. But it wasn't. The tessSize shader controls -the tessellation size (how finely a surface is chopped up in to triangles), in game units, of the surface. This is only -applicable to solid brushes, not curves, and is generally only used on surfaces that are flagged with the deformVertexes keyword. Abuse of this can create a huge number of triangles. This happens during q3map processing, so maps must be reprocessed for changes to take effect. - -

Design Note: It can also be used on tesselating surfaces to make sure that tesselations arelarge, and thus, less costly in terms of triangles created.
- -

4.2 q3map_backshader <shadername>

-This allows a brush to use a different shader when you are inside it looking out. By way of example, this would allow a water brush (or other) surfaces to have a different sort order (see sort above) or appearance when seen from the inside. - -

4.3 q3map_globaltexture

-Use this shader in the global keyword commands whenever the tcMod scale function is used in one of the later render stages. Many problems with getting shader effects to work across multiple adjacent brushes are a result of the way q3map optimizes texture precision. This option resolves that, but at the expense of some precision of the textures when they are far away from the origin of the map. - -

4.4 q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>

-This keyword in a sky shader will create the illusion of light cast into a map by a single, infinitely distance light source (sun, moon, hellish fire, etc.). This is only processed during the lighting phase of q3map. - -

<red><green> <blue> Color is described by three normalized rgbvalues. Color will be normalized to a 0.0 to 1.0 range, so it doesn't matter what range you use. - -
<intensity> is the brightness of the generated light. A value of 100 is a fairly bright sun. The -intensity of the light falls off with angle but not distance. - -
<degrees> is the angle relative to the directions on the map file. A setting of 0 degrees equals east. 90 -isnorth, 180 is west and 270 is south. - -
<elevation> is the distance, measured in degrees from the horizon (z value of zero in the map file). An -elevation of 0 is sunrise/sunset. An elevation of 90 is noon. - -

DESIGN NOTE: Sky shaders should probably still have aq3map_surfacelight value. The "sun" gives a strong directional light, but doesn't necessarily give the fill light needed to soften and illuminate shadows. Skies with clouds should probably have a weaker q3map_sunvalue and a higher q3map_surfacelight value. Heavy clouds diffuse light and weaken shadows. The opposite is true of a cloudless or nearly cloudless sky. Insuch cases, the "sun" or "moon" will cast stronger, shadows that have a greater degree of contrast. - -

Design Trick: Not certain what color formula you want to use for the sun's light? Try this. Create a light entity. Use the Q3Radiant editor's color selection tools to pick a color. The light's _color key's value will be the normalized RGB formula. Copy it from the value line in the editor (CTRL+c) and paste it into your shader.

- -

4.5 q3map_surfaceLight <light value>

- -The texture gives off light equal to the <light value> set for it. The relative surface area of the texture in the world affects the actual amount of light that appears to be radiated. To give off what appears to be the same amount -of light, a smaller texture must be significantly brighter than a larger texture. Unless the qer_lightimage keyword is used to select a different source for the texture's light color information, the color of the light will be the averaged color of the texture. - -

4.6 q3map_lightimage <texturepath/texturename>

-The keyword q3map_lightimage generates lighting from the average color of the TGA image specified by the -q3map_lightimage. - -

The keyword sequence for generating light on a q3map_surfacelight should be ordered as follows: - -

  1. q3map_lightimage ; (the texture providing the light and the color of the light) -
  2. qer_editorimage ; (the editor-only image used to select the source map for the texture) -
  3. the average color of the light emitted from the shader is calculated from the lightimage.)
- -

The reason q3map_lightimageis specified for the light in the example below, is because the blend map is predominantly yellow, and the designer wanted more yellow light to be emitted from the light. - -

Example: Taking light from another source texture - -

-textures/eerie/ironcrosslt2_10000
-{
-q3map_lightimagetextures/gothic_light/ironcrosslt2.blend.tga
-// this TGA is the source for the color of the blended light
-
-qer_editorimagetextures/gothic_light/ironcrosslt2.tga
-//base TGA (used because the shader is used with several
-// different light values
-
-q3map_surfacelight 10000
-//emitted light value of10,000
-
-{
-map $lightmap
-//source texture is affected by the lightmap
-rgbGen identity
-// this command handles the overbright bits created by "sunlight"
-// in the game
-}
-{
-maptextures/gothic_light/ironcrosslt2.tga
-blendFunc filter
-rgbGen identity
-}
-{
-maptextures/gothic_light/ironcrosslt2.blend.tga
-blendFunc add
-}
-}
-
- -

4.7 q3map_lightsubdivide <value>

-This allows the user to define how large, or small to make the subdivisions (triangles) in a textured surface, particularly aimed at light-emitting textures like skies. It defaults to 120 game units, but can be made larger (256 or 512) for sky boxes or smaller for light surfaces at the bottoms of cracks. This can be a dominant factor in processing time for q3map lighting. - -

4.8 surfaceparm <parm>

- -

All surfaceparm keywords are preceded by the word surfaceparm as follows: surfaceparm fogor surfaceparm noimpact. - -

4.8.1 alphashadow
-This keyword applied to a texture on a brush, patch or model will cause the lighting phase of the q3map process to use the texture's alpha channel as a mask for casting static shadows in the game world. - -

Design Note: Alphashadow does not work well with fine line detail on a texture. Fine lines may not cast acceptable shadows. It appears to work best with well-defined silhouettes and wider lines within the texture. Most of our tattered banners use this to cast tattered shadows.
- -

4.8.2 areaportal
-A brush marked with this keyword functions as an area portal, a break in the Q3MAP tree. It is typically placed on a very thin brush placed inside a door entity (but is not a part of that entity). The intent is to block the game from processing -surface triangles located behind it when the door is closed. It is also used by the BSPC (bot area file creation compiler) in the same manner as a clusterportal. The brush must touch all the structural brushes surrounding the -areaportal. - -

4.8.3 clusterportal
-A brush marked with this keyword function creates a subdivision of the area file (.aas) used by the bots for navigation. It -is typically placed in locations that are natural breaks in a map, such a sentrances to halls, doors, tunnels, etc. The intent is keep the bot from having to process the entire map at once. As with the the areaportal parameter, the affected brush must touch all the structural brushes surrounding the areaportal. - -

4.8.4 donotenter
-Read as "do not enter." Like clusterportal, this is a bot-only property. A brush marked with donotenter will not affect -non-bot players, but bots will not enter it. It should be used only when bots appear to have difficulty navigating around some map features. - -

4.8.5 flesh
-This will cue different sounds (in a similar manner to metalsteps) and cause blood to appear instead of bullet impact flashes. - -

4.8.6 fog
-Fog defines the brush as being a "fog" brush. This is a Q3MAP function that chops and identifies all geometry inside the -brush. The General shader keyword fogparms must also be specified to tell how to draw the fog. - -

4.8.7 lava
- -

Assigns to the texture the game properties set for lava. This affects both the surface and the content of a brush. - -

4.8.8 metalsteps
-The player sounds as if he is walking on clanging metal steps or gratings. Other than specifiying flesh, metalsteps, nosteps, or default (i.e. specify nothing) it is currently not possible for a designer to create or assign a specific sound routine to a texture. Note: If no sound is set for a texture, then the default footsteps sound routines are heard. - -

4.8.9 nodamage
-The player takes no damage if he falls onto a texture with this surfaceparm - -

4.8.10 nodlight
-Read as "No DeeLight". A texture containing this parameter will not be affected or lit by dynamic lights, such as -weapon effects. And example in Quake III Arena would be solid lava. - -

4.8.11 nodraw
-A texture marked with nodraw will not visually appear in the game world. Most often used for triggers, clip brushes, origin -brushes, and so on. - -

4.8.12 nodrop
-When a player dies inside a volume (brush) marked nodrop, no weapon is dropped. The intend use isfor "Pits of Death." Have a kill trigger inside a nodrop volume, and when the players die here, they won't drop their weapons. The intent is to prevent unnecessary polygon pileups on the floors of pits. - -

4.8.13 noimpact
-World entities will not impact on this texture. No explosions occur when projectiles strike this surface and no marks -will be left on it. Sky textures are usually marked with this texture so those projectiles will not hit the sky and leave -marks. - -

4.8.14 nomarks
-Projectiles will explode upon contact with this surface, but will not leave marks. Blood will also not mark this surface. -This is useful to keep lights from being temporarily obscured by battle damage. - -

Design Note: Use this on any surface with a deformVertexes keyword. Otherwise, the marks will appear on the unmodified surface location of the texture with the surface wriggles and squirms through the marks.
- -

4.8.15 nolightmap
-This texture does not have a lightmap phase. It is not affected by the ambient lighting of the world around it. It does not -require the addition of an rgbGen identity keyword in that stage. - -

4.8.16 nosteps
-The player makes no sound when walking on this texture. - -

4.8.17 nonsolid
-This attribute indicates a brush, which does not block the movement of entities in the game world. It applied to -triggers, hint brushes and similar brushes. This affects the content of a brush. - -

4.8.18 origin
-Used on the "origin" texture. Rotating entities need to contain an origin brush in their construction. The brush must be -rectangular (or square). The origin point is the exact center of the origin brush. - -

4.8.19 playerclip
-Blocks player movement through a nonsolid texture. Other game world entities can pass through a brush marked -playerclip. The intended use for this is to block the player but not block projectiles like rockets. - -

4.8.20 slick
-This surfaceparm included in a texture should give it significantly reduced friction. - -

4.8.21 slime
-Assigns to the texture the game properties for slime. This affects both the surface and the content of a brush. - -

4.8.22 structural
-This surface attribute causes a brush to be seen by the Q3MAP process as a possible break-point in a BSP tree. It is used -as a part of the shader for the "hint" texture. Generally speaking, any opaque texture not marked as "detail" is, by -default, structural, so you shouldn't need to specify this. - -

4.8.23 trans
-Tells q3map that pre-computed visibility should not be blocked by this surface. Generally, any shaders that have blendfuncs -should be marked as surfaceparm trans. - -

4.8.24 water
-Assigns to the texture the game properties for water. -

Back | Home | Next - - - \ No newline at end of file diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch04/.svn/entries b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch04/.svn/entries deleted file mode 100644 index 87902e3..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch04/.svn/entries +++ /dev/null @@ -1,62 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/Q3Pack/trunk/install/docs/Q3AShader_Manual/ch04 -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2006-02-09T00:07:34.157408Z -1 -spog - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -pg4_1.htm -file - - - - -2012-04-01T16:51:53.992106Z -41ea0bf8d0b205ba8fdfecb0e3df4e16 -2006-02-09T00:07:34.157408Z -1 -spog -has-props - - - - - - - - - - - - - - - - - - - - -3229 - diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch04/.svn/prop-base/pg4_1.htm.svn-base b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch04/.svn/prop-base/pg4_1.htm.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch04/.svn/prop-base/pg4_1.htm.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch04/.svn/text-base/pg4_1.htm.svn-base b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch04/.svn/text-base/pg4_1.htm.svn-base deleted file mode 100644 index 52ce0ef..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch04/.svn/text-base/pg4_1.htm.svn-base +++ /dev/null @@ -1,64 +0,0 @@ - - -Quake III Arena Shader Manual: Editor Specific Shader Instructions - - - -

Q3Radiant Shader Manual

-
-

5 Editor specific shader instructions

-These instructions only affect the texture when it is seen in the Q3Radiant editor. They should be grouped with the surface -parameters but ahead of them in sequence. - -

5.1 qer_editorimage <texture path/texturename>

-This keyword creates a shader name in memory, but in the editor, it displays the TGA art image specified in qer_editorimage (in the example below this is textures/eerie/lavahell.tga). - -

The editor maps a texture using the size attributes of the TGA file used for the editor image. When that editor image represents a shader, any texture used in any of the shader stages will be scaled up or down to the dimensions of the editor image. If a 128x128 pixel image is used to represent the shader in the editor, then a 256x256 image used in a later stage will be shrunk to fit. A 64x64 image would be stretched to fit. Be sure to check this on bouncy, acceleration, and power-uppads placed on surfaces other than 256 x 256. Use tcMod scale to change the size of the stretched -texture. Rememberthat tcMod scale 0.5 0.5 will double your image, while tcMod scale 2 2will halve it. - -

Design Notes: The base_light and gothic_light shaders contain numerous uses of this. It can be very useful for making different light styles (mostly to change the light brightnesses) without having to create a new piece of TGA art for each new shader.
- - -

textures/liquids/lavahell2//path and name of new texture
-{
-qer_editorimagetextures/eerie/lavahell.tga
-//based on this
-qer_nocarve
-//cannot be cut by CSG subtract
-surfaceparm noimpact
-//projectiles do not hitit
-surfaceparm lava
-//has the game properties of lava
-surfaceparm nolightmap
-//environment lighting does not affect
-q3map_surfacelight 3000
-//light is emitted
-tessSize 256
-//relatively large triangles
-cull disable
-//no sides are removed
-deformVertexes wave 100sin 5 5 .5 0.02
-fogparms 0.85191420.309723 0.0 128 128
-{
-maptextures/eerie/lavahell.tga
-//base texture artwork
-tcMod turb .25 0.2 1 0.02
-//texture is subjected to turbulence
-tcMod scroll 0.1 0.1
-//the turbulence is scrolled
-}
-}
-
- -

5.2 qer_nocarve

-A brush marked with this instruction will not be affected by CSG subtract functions. It is especially useful for water and fog textures. - -

5.3 qer_trans <value>

-This parameter defines the percentage of transparency that a brush will have when seen in the editor (no effect on game -rendering a tall). It can have a positive value between 0 and 1. The higher the value, the less transparent the texture. -Example: qer_trans 0.2 means the brush is 20% opaque and nearly invisible. - -

Back | Home | Next - - - \ No newline at end of file diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch04/pg4_1.htm b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch04/pg4_1.htm deleted file mode 100644 index 52ce0ef..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch04/pg4_1.htm +++ /dev/null @@ -1,64 +0,0 @@ - - -Quake III Arena Shader Manual: Editor Specific Shader Instructions - - - -

Q3Radiant Shader Manual

-
-

5 Editor specific shader instructions

-These instructions only affect the texture when it is seen in the Q3Radiant editor. They should be grouped with the surface -parameters but ahead of them in sequence. - -

5.1 qer_editorimage <texture path/texturename>

-This keyword creates a shader name in memory, but in the editor, it displays the TGA art image specified in qer_editorimage (in the example below this is textures/eerie/lavahell.tga). - -

The editor maps a texture using the size attributes of the TGA file used for the editor image. When that editor image represents a shader, any texture used in any of the shader stages will be scaled up or down to the dimensions of the editor image. If a 128x128 pixel image is used to represent the shader in the editor, then a 256x256 image used in a later stage will be shrunk to fit. A 64x64 image would be stretched to fit. Be sure to check this on bouncy, acceleration, and power-uppads placed on surfaces other than 256 x 256. Use tcMod scale to change the size of the stretched -texture. Rememberthat tcMod scale 0.5 0.5 will double your image, while tcMod scale 2 2will halve it. - -

Design Notes: The base_light and gothic_light shaders contain numerous uses of this. It can be very useful for making different light styles (mostly to change the light brightnesses) without having to create a new piece of TGA art for each new shader.
- - -

textures/liquids/lavahell2//path and name of new texture
-{
-qer_editorimagetextures/eerie/lavahell.tga
-//based on this
-qer_nocarve
-//cannot be cut by CSG subtract
-surfaceparm noimpact
-//projectiles do not hitit
-surfaceparm lava
-//has the game properties of lava
-surfaceparm nolightmap
-//environment lighting does not affect
-q3map_surfacelight 3000
-//light is emitted
-tessSize 256
-//relatively large triangles
-cull disable
-//no sides are removed
-deformVertexes wave 100sin 5 5 .5 0.02
-fogparms 0.85191420.309723 0.0 128 128
-{
-maptextures/eerie/lavahell.tga
-//base texture artwork
-tcMod turb .25 0.2 1 0.02
-//texture is subjected to turbulence
-tcMod scroll 0.1 0.1
-//the turbulence is scrolled
-}
-}
-
- -

5.2 qer_nocarve

-A brush marked with this instruction will not be affected by CSG subtract functions. It is especially useful for water and fog textures. - -

5.3 qer_trans <value>

-This parameter defines the percentage of transparency that a brush will have when seen in the editor (no effect on game -rendering a tall). It can have a positive value between 0 and 1. The higher the value, the less transparent the texture. -Example: qer_trans 0.2 means the brush is 20% opaque and nearly invisible. - -

Back | Home | Next - - - \ No newline at end of file diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch05/.svn/entries b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch05/.svn/entries deleted file mode 100644 index d4bf06a..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch05/.svn/entries +++ /dev/null @@ -1,62 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/Q3Pack/trunk/install/docs/Q3AShader_Manual/ch05 -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2006-02-09T00:07:34.157408Z -1 -spog - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -pg5_1.htm -file - - - - -2012-04-01T16:51:52.350012Z -abfc75962bf328819b335840b1f36feb -2006-02-09T00:07:34.157408Z -1 -spog -has-props - - - - - - - - - - - - - - - - - - - - -32924 - diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch05/.svn/prop-base/pg5_1.htm.svn-base b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch05/.svn/prop-base/pg5_1.htm.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch05/.svn/prop-base/pg5_1.htm.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch05/.svn/text-base/pg5_1.htm.svn-base b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch05/.svn/text-base/pg5_1.htm.svn-base deleted file mode 100644 index c6748c1..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch05/.svn/text-base/pg5_1.htm.svn-base +++ /dev/null @@ -1,483 +0,0 @@ - - -Quake III Arena Shader Manual: Stage Specific Keywords - - - -

Q3Radiant Shader Manual

-
-

6 Stage Specific Keywords

-Stage specifications only affect rendering. Changing any keywords or values within a stage will usually take effect as soon -as a vid_restart is executed. Q3MAP ignores stage specific keywords entirely. - -

A stage can specify a texture map, a color function, an alpha function, a texture coordinate function, a blend function, and a few other rasterization options. - -

6.1 Texture map specification

-
6.1.1 map <texturepath/texturename>
-Specifies the source texture map (a 24 or 32-bit TGA file) used for this stage. The texture may or may not contain alpha -channel information. The special keywords $lightmap and $whiteimage may be substituted in lieu of an actual -texture map name. In those cases, the texture named in the first line of the shader becomes the texture that supplies the light mapping data for the process. - -

$lightmap
-This is the overall lightmap for the game world. It is calculated during the Q3MAP process. It is the initial color -data found in the framebuffer. Note: due to the use of overbright bits in light calculation, the keyword rgbGen -identity must accompany all $lightmap instructions. - -

$whiteimage
-This is used for specular lighting on MD3 models. This is a white image generated internally by the game. This image can -be used in lieu of $lightmap or an actual texture map if, for example, you wish for the vertex colors to come -through unaltered. - -

6.1.2 Clampmap <texturepath>
-Dictates that this stage should clamp texture coordinates instead of wrapping them. During a stretch function, the area, -which the texture must cover during a wave cycle, enlarges and decreases. Instead of repeating a texture multiple times -during enlargement (or seeing only a portion of the texture during shrinking) the texture dimensions increase or contract accordingly. This is only relevant when using something like deformTexCoordParms to stretch/compress texture coordinates for a specific special effect. Remember that the Quake III Arena engine normalizes all texture coordinates (regardless of actual texture size) into a scale of 0.0 to1.0. - -

Proper Alignment: When using clampTexCoords make sure the texture is properly aligned on the brush. The -clampTexCoords function keeps the image from tiling. However, the editor doesn't represent this properly and shows a tiled image. Therefore, what appears to be the correct position may be offset. This is very apparent onanything with a tcMod rotate and clampTexCoords function. - -

AvoidingDistortion: When seen at a given distance (which can vary, depending onhardware and the size of the texture), the compression phase of a stretchfunction will cause a "cross"-like visual artifact to form on the modified texture due to the way that textures are reduced. This occurs because the texture undergoing modification lacks sufficient "empty space" around the displayed (non-black) part of the texture (see figure 2a). To compensate for this, make the non-zero portion of the texture substantially smaller (50% of maximum stretched size -- see figure 2b)than the dimensions of the texture. Then, write a scaling function (tcScale) into the appropriate shader phase, to enlarge the image to the desired proportion. - -

The shaders for the bouncy pads (in the sfx.shader file) show the stretch function in use, including the scaling of the -stretched texture: - -

Example: UsingclampTexCoords to control a stretching texture - -

-textures/sfx/metalbridge06_bounce
-{
-	//q3map_surfacelight 2000
-	surfaceparm nodamage
-	q3map_lightimage textures/sfx/jumppadsmall.tga
-	q3map_surfacelight 400
-	{
-		map textures/sfx/metalbridge06_bounce.tga
-		rgbGen identity
-	}
-	{
-		map $lightmap
-		rgbGen identity
-		blendfunc gl_dst_color gl_zero
-	}
-	{
-		map textures/sfx/bouncepad01b_layer1.tga
-		blendfunc gl_one gl_one
-		rgbGen wave sin .5 .5 0 1.5
-	}
-	{
-		clampmap textures/sfx/jumppadsmall.tga
-		blendfunc gl_one gl_one
-		tcMod stretch sin 1.2 .8 0 1.5
-		rgbGen wave square .5 .5 .25 1.5
-	}
-	// END
-}
-
- -

- -

6.1.3 AnimMap <frequency> <texture1> … <texture8>
-The surfaces in the game can be animated by displaying asequence of 1 to 8 frames (separate texture maps). These animations -are affected by other keyword effects in the same and later shader stages. - -

<Frequency>: the number of times that the animation cycle will repeat within a one second time period. The -larger the value, the more repeats within a second. Animations that should last for more than a second need to be expressed as decimal values. - -
<texture1> …<texture8>: the texture path/texture name for each animation frame must be -explicitly listed. Up to eight frames (eight separate .tga files) can be used to make an animated sequence. Each frame is -displayed for an equal subdivision of the frequency value. - -

Example: AnimMap 0.25 animMap 10textures/sfx/b_flame1.tga textures/sfx/b_flame2.tga textures/sfx/b_flame3.tgatextures/sfx/b_flame4.tga would be a 4 frame animated sequence, calling each frame in sequence over a cycle length of 4 seconds. Each frame would be displayed for 1 second before the next one is displayed. The cycle repeats after the last frame in sequence is shown. - -

Design Notes: To make a texture image appear for an unequal (longer) amount of time (compared to other frames), repeat that frame more than once in the sequence.
- -

textures/sfx/flameanim_blue
-{
-
-	//	*************************************************
-	//	*	Blue Flame				*
-	//	*	July 20, 1999 Surface Light 1800 	*
-	//	*	Please Comment Changes			*
-	//	*************************************************
-	qer_editorimage textures/sfx/b_flame7.tga
-	q3map_lightimage textures/sfx/b_flame7.tga
-	surfaceparm trans
-	surfaceparm nomarks
-	surfaceparm nolightmap
-	cull none
-	q3map_surfacelight 1800
-	// texture changed to blue flame.... PAJ
-	{
-		animMap 10 textures/sfx/b_flame1.tgatextures/sfx/b_flame2.tga
-textures/sfx/b_flame3.tga textures/sfx/b_flame4.tgatextures/sfx/b_flame5.tga
-textures/sfx/b_flame6.tga textures/sfx/b_flame7.tgatextures/sfx/b_flame8.tga
-		blendFunc GL_ONE GL_ONE
-		rgbGen wave inverseSawtooth 0 1 0 10
-
-	}
-	{
-		animMap 10 textures/sfx/b_flame2.tgatextures/sfx/b_flame3.tga
-textures/sfx/b_flame4.tga textures/sfx/b_flame5.tgatextures/sfx/b_flame6.tga
-textures/sfx/b_flame7.tga textures/sfx/b_flame8.tgatextures/sfx/b_flame1.tga
-		blendFunc GL_ONE GL_ONE
-		rgbGen wave sawtooth 0 1 0 10
-	}
-	{
-		map textures/sfx/b_flameball.tga
-		blendFunc GL_ONE GL_ONE
-		rgbGen wave sin .6 .2 0 .6
-	}
-}
-
- -

6.2 Blend Functions

-Blend functions are the keyword commands that tell the Quake III Arena graphic engine's renderer how graphic layers are to be mixed together. - -

6.2.1 Simplified blend functions:
-The most common blend functions are set up here as simple commands, and should be used unless you really know what you are -doing. - -

6.2.1.1 blendfunc add -
This is a shorthand command for blendfunc gl_one gl_one. Effects like fire and energy are additive. - -

6.2.1.2 blendfunc filter -
This is a shorthand command that can be substituted for either blendfunc gl_dst_color gl_zero or blendfunc gl_zero gl_src_color. A filter will always result in darker pixels than what is behind it, but it can also remove color selectively. Lightmaps are filters. - -

6.2.1.3 blendfunc blend -
Shorthand for blendfunc gl_src_alphagl_one_minus_src_alpha. This is conventional transparency, where part of the background is mixed with part of the texture. - -

6.2.2 Explicit blend functions:
-Getting a handle on this concept is absolutely key to understanding all shader manipulation of graphics. - -

BlendFunc or "Blend Function" is the equation at the core of processing shader graphics. The formula reads as follows: - -

[Source *<srcBlend>] + [Destination * -<dstBlend>] - -

Source is usually the RGB color data in a texture TGA file (remember it's all numbers) modified by any rgbgen and alphagen. In the shader, the source is generally identified by command MAP, followed by the name of the image. - -

Destination is the color data currently existing in the frame buffer. - -

Rather than think of the entire texture as a whole, it maybe easier to think of the number values that correspond to a single pixel, because that is essentially what the computer is processing … one pixel of the bit map at a time. - -

The process for calculating the final look of a texture in place in the game world begins with the precalculated lightmap for the area where the texture will be located. This data is in the frame buffer. That is to say, it is the initial data in the Destination. In an unmanipulated texture (i.e. one without a special shader script), color information from the texture is combined with the lightmap. In a shader-modified texture, the $lightmap stage must be present for the lightmap to be included in the calculation of the final texture appearance. - -

Each pass or "stage" of blending is combined (in a cumulative manner) with the color data passed onto it by the -previous stage. How that data combines together depends on the values chosen for the Source Blends and Destination Blends at each stage. Remember it's numbers that are being mathematically combined together that are ultimately interpreted as colors. - -

A general rule is that any Source Blend other than GL_ONE (or GL_SRC_ALPHA where the alpha channel is entirely white) will cause the Source to become darker. - -

6.2.3 Source Blend <srcBlend>
-The following values are valid for the Source Blend part of the equation. - -

GL_ONE This is the value 1. When multiplied by the Source, the value stays the same the value of the color information does not change. - -
GL_ZERO This is the value 0. When multiplied by the Source, all RGB data in the Source becomes Zero (essentially black). - -
GL_DST_COLOR This is the value of color data currently in the Destination (frame buffer). The value of that information depends on the information supplied by previous stages. - -
GL_ONE_MINUS_DST_COLOR This is nearly the same as GL_DST_COLOR except that the value for each component color -is inverted by subtracting it from one. (,i.e. R = 1.0 - DST.R, G = 1.0 - DST.G, B = 1.0 - DST.B, etc.) - -
GL_SRC_ALPHA The TGA file being used for the Source data must have an alpha channel in addition to its RGB channels (for a total of four channels). The alpha channel is an 8-bit black and white only channel. An entirely white alpha channel will not darken the Source. - -
GL_ONE_MINUS_SRC_ALPHA This is the same as GL_SRC_ALPHA except that the value in the alpha channel is inverted by subtracting it from one.(i.e. A=1.0 - SRC.A) - -

6.2.4 Destination Blend <dstBlend>
-The following values are valid for the Destination Blend part of the equation. - -

GL_ONE This is the value 1. When multiplied by the Destination, the value stays the same the value of the color information does not change. - -
GL_ZERO This is the value 0. When multiplied by the Destination,all RGB data in the Destinationbecomes Zero (essentially black). - -
GL_SRC_COLOR This is the value of color data currently in the Source (which is the texture being manipulated here). - -
GL_ONE_MINUS_SRC_COLOR This is the value of color data currently in Source, but subtracted from one(i.e. -inverted). - -
GL_SRC_ALPHA The TGA file being used for the Source data must have an alpha channel in addition to its RGB channels (four a total of four channels). The alpha channel is an 8-bit black and white only channel. An entirely white alpha channel will not darken the Source. - -
GL_ONE_MINUS_SRC_ALPHA This is the same as GL_SRC_ALPHA except that the value in the alpha channel is inverted by subtracting it from one. (i.e. A=1.0 - SRC.A). - -

Doing the Math: The Final Result - -
The product of the Source side of the equation is added to the product of the Destination side of the equation. The sum is then placed into the frame buffer to become the Destination information for the next stage. Ultimately, the equation creates a modified color value that is used by other functions to define what happens in the texture when it is displayed in the game world. - -

6.2.5 Default Blend Function
-If no blendFunc is specified then no blending will take place. A warning is generated if any stage after the first stage does not have a blendFunc specified. - -

6.2.6 Technical Information/Limitations Regarding Blend Modes:
-The Riva 128 graphics card supports ONLY the following blendmodes: - -

GL_ONE, GL_ONE -
GL_DST_COLOR, GL_ZERO - -
GL_ZERO, GL_SRC_COLOR - -
GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA - -
GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA - -

Cards running in 16 bit color cannot use any GL_DST_ALPHA blends. - -

6.3 rgbGen <func>

-There are two color sources for any given shader, the texture file and the vertex colors. Output at any given time will be equal to TEXTURE multiplied by VERTEXCOLOR. Most of the time VERTEXCOLORwill default to white (which is a normalized value of 1.0), so output will be TEXTURE (this usually lands in the Sourceside of the shader equation). Sometimes you do the opposite and use TEXTURE = WHITE, but this is only commonly used when doing specular lighting on entities (i.e. shaders that level designers will probably never create - -

The most common reason to use rgbGen is to pulsate something. This means that the VERTEXCOLOR will oscillate between two -values, and that value will be multiplied (darkening) the texture. - -

If no rgbGen is specified, either "identityLighting" or"identity" will be selected, depending on which blend modes are -used. - -

Valid <func> parameters are wave, identity, identityLighting, entity, oneMinusEntity, fromVertex, and -lightingDiffuse. - -

6.3.1 RgbGen identityLighting
-Colors will be (1.0,1.0,1.0) if running without overbright bits (NT, linux, windowed modes), or (0.5, 0.5, 0.5) if running -with overbright. Overbright allows a greater color range at the expense of a loss of precision. Additive and blended stages -will get this by default. - -

6.3.2 rgbGen identity
-Colors are assumed to be all white (1.0,1.0,1.0). All filters stages (lightmaps, etc) will get this by default. - -

6.3.3 rgbGen wave <func> <base> <amp><phase> <freq>
-Colors are generated using the specified waveform. An affected texture with become darker and lighter, but will not change -hue. Hue stays constant. Note that the rgb values for color will not go below 0 (black) orabove 1 (white). Valid waveforms are sin, triangle, square, sawtooth and inversesawtooth. - -

<func> Waveforms and their effects: - -
Sin: color flows smoothly through changes. - -
Triangle: color changes at a constant rate and spends noappreciable time at peaks and valleys. - -
Square: color alternates instantly between its peak and valley values. - -
Sawtooth: With a positive frequency value, the color changes at aconstant rate to the peak then instantly drops to its valley value. - -
Inversesawtooth: An inverse sawtooth wave will reverse this, making the ascent immediate (like a square wave) and the decay fall off like a triangle wave. - -
<base> Baseline value. The initial RGB formula of a color (normalilzed). - -
<amp> Amplitude. This is the degree of change from the baseline value. In some cases you will want -values outside the 0.0 to 1.0 range, but it will induce clamping (holding at the maximum or minimum value for a time period) -instead of continuous change. - -
<phase> See the explanation for phase under the waveforms heading of Key Concepts. - -
<freq> Frequency. This is a value (NOT normalized) that indicates peaks per second. - -

6.3.4 RgbGen entity
-Colors are grabbed from the entity's modulate field. This isused for things like explosions. - -

Design Note: This keyword would probably not be used by a level designer.
- -

6.3.5 rgbGen oneMinusEntity
-Colors are grabbed from 1.0 minus the entity's modulate field. - -

Design Note: This keyword would probably not be used by a level designer.
- -

6.3.6 rgbGen Vertex
-Colors are filled in directly by the data from the map or model files. - -

Design Note: rgbGen vertex should be used when you want the RGB values to be computed for a static model (i.e. mapobject) in the world using precomputed static lighting from Q3BSP. This would be used on things like -the gargoyles, the portal frame, skulls, and other decorative MD3s put into the Quake III Arena world.
- -

6.3.7 rgbGen oneMinusVertex
-As rgbGen vertex, but inverted. - -

Design Note: This keyword would probably not be used by a level designer
- -

6.3.8 rgbGen lightingDiffuse
-Colors are computed using a standard diffuse lighting equation. It uses the vertex normals to illuminate the object correctly. - -

Design Note: -rgbGen lightingDiffuse is used when you want the RGB values to be computed for a dynamic model (i.e. non-map object) in the world using regular in-game lighting. For example, you would specify on shaders for items, characters, weapons, etc.
- -

6.4 AlphaGen <func>

-The alpha channel can be specified like the rgbchannels. If not specified, it defaults to 1.0. - -

6.4.1 AlphaGen portal
-This rendering stage keyword is used in conjunction with the surface parameter keyword portal. The function -accomplishes the "fade" that causes the scene in the portal to fade from view. Specifically, it means "Generate alpha values -based on the distance from the viewer to the portal." Use alphaGen portal on the last rendering pass. - -

6.5 tcGen <coordinate source>

-Specifies how texture coordinates are generated and where they come from. Valid functions are base,lightmap and environment. - -

<base> = base texture coordinates from the original art. -
<lightmap> = lightmap texture coordinates -
<environment> = Make this object environment mapped. - -

6.5.1 tcGen vector (<sx> <sy> <sz>) -(<tx><ty> <tz>)
-New texcoord generation by world projection. This allows you to project a texture onto a surface in a fixed way, regardless of its orientation. - -

S coordinates correspond to the "x" coordinates on the texture itself. - -
T coordinates correspond to the "y" coordinates on the texture itself. - -

The measurements are in game units. - -

- -

Example: tcGen vector (0.01 0 0) (0 0.01 0) -
This would project a texture with a repeat every 100 units across the X/Y plane. - -

6.6 tcMod <func> <…>

-Specifies how texture coordinates are modified after they are generated. The valid functions for tcMod are rotate, -scale,scroll, stretch and transform. Transform is a function generally reserved for use by programmers who suggest that designers leave it alone. When using multiple tcMod functions during a stage, place the scroll command last in order, because it performs a mod operation to save precision, and that can disturb other operations. Texture coordinates are modified in the order in which tcMods are specified. In otherwords, if you see: - -

tcMod scale 0.5 0.5 -
tcMod scroll 1 1 - -

Then the texture coordinates will be scaled then scrolled. - -

6.6.1 tcMod rotate <degrees per per second>
-This keyword causes the texture coordinates to rotate. The value is expressed in degrees rotated each second. A positive value means clockwise rotation. A negative value means counterclockwise rotation. For example "tcMod rotate 5" would -rotate texture coordinates 5 degrees each second in a clockwise direction. The texture rotates around the center -point of the texture map, so you are rotating a texture with a single repetition, be careful to center it on the brush (unless off-center rotation is desired). - -

6.6.2 tcMod scale <sScale> <tScale>
-Resizes (enlarges or shrinks) the texture coordinates bymultiplying them against the given factors of <sScale> -and <tScale). The values "s" and "t"conform to the "x" and "y" values (respectively) as they are found in the original texture TGA. The values for sScale and tScale are NOT normalized. This means that a value greater than 1.0 will increase the size of thetexture. A positive value less than one will reduce the texture to a fraction of its size and cause it to repeat within the same area as the original texture (Note: see clampTexCoords for ways to control this).; - -

Example: tcMod scale 0.5 2 would cause the texture to repeat twice along its width, but expand to twice its height (in which case half of the texture would be seen in the same area as the original) - -

6.6.3 tcMod scroll <sSpeed> <tSpeed>
-Scrolls the texture coordinates with the given speeds. The values "s" and "t" conform to the "x" and "y" values -(respectively) as they are found in the original textureTGA. The scroll speed is measured in "textures" per second. A "texture" is the dimension of the texture being modified and includes any previous shader modifications to the original TGA). A negative s value would scroll the texture to the left. A negative t value would scroll the texture down. - -

Example: tcMod scroll 0.5 -0.5 moves the texture down and right (relative to the TGA files original coordinates) at the rate of a half texture each second of travel. - -

This should be the LAST tcMod in a stage. Otherwise there maybe popping or snapping visual effects in some shaders. - -

6.6.4 tcMod stretch <func> <base> -<amplitude><phase> <frequency>
- -Stretches the texture coordinates with the given function. Stretching is defined as stretching the texture coordinate away from the center of the polygon and then compressing it towards the center of the polygon. - -

<base>: A base value of one is the original dimension of the texture when it reaches the stretch stage. -Inserting other values positive or negative in this variable will produce unknown effects. - -
<amplitude>: This is the measurement of distance the texture will stretch from the base size. It is -measured, like scroll, in textures. A value of 1 here will double the size of the texture at its peak. - -
<phase>: See the explanation for phase under the deform vertexes keyword. - -
<frequency>: this is wave peaks per second. - -
Wave Functions <func> - -
Sin wave: the texture expands smoothly to its peak dimension and then shrinks smoothly to its valley dimension in a flowing manner. - -
Triangle wave: The textures stretch at a constant rate and spend no appreciable time at the peak or valley points. - -
Square wave: The texture is shown at its peak for the duration of the frequency and then at its valley for the -duration of the frequency. - -
Sawtooth: the texture stretches like a triangle wave until it reaches a peak, then instantly drops to the valley, as in a square wave. - -
Inversesawtooth: this is the reverse of the sawtooth wave. - -

6.6.5 tcMod <transform> <m00> <m01> <m10><m11> <t0> <t1>
-Transforms each texture coordinate as follows: - -

S' = s * m00 + t * m10 + t0 - -
T' = s * m01 + t * m11 + t1 - -

This is for use by programmers. - -

6.6.6 tcMod turb <base> <amplitude> -<phase><freq>
- -

Applies turbulence to the texture coordinate. Turbulence is a back and forth churning and swirling effect on the texture. - -

The parameters for this shader are defined as follows: - - -

<base> Currently undefined. - -
<amplitude> This is essentially the intensity of the disturbance or twisting and squiggling of the texture. - -
<phase> See the explanation for phase under the deformvertexes keyword. - -
<freq> Frequency. This value is expressed as repetitions or cycles of the wave per second. A value of one -would cycle once per second. A value of 10 would cycle 10 times per second. A value of 0.1 would cycle once every 10 -seconds. - -

6.7 depthFunc <func>

-This controls the depth comparison function used while rendering. The default is "lequal" (Less than or equal to) -where any surface that is at the same depth or closer of an existing surface is drawn. This is used for textures with -transparency or translucency. Under some circumstances you may wish to use "equal", e.g. for light-mapped grates that are alpha tested (it is also used for mirrors). - -

6.8 depthWrite

-By default, writes to the depth buffer when depthFunc passes will happen for opaque surfaces and not for translucent surfaces. Blended surfaces can have the depth writes forced with this function. - -

6.9 Detail

-This feature was not used in Quake III Arena maps, but should still function. -Designates this stage as a detail texture stage, which means that if the c_var, r_detailtextures, is set to 0 then this stage will be ignored (detail will not be displayed). This keyword, by itself, does not affect rendering at all. If you do put in a detail texture, it has to conform to very specific rules. Specifically, the blendFunc: - -

blendFuncGL_DST_COLOR GL_SRC_COLOR - -

This is also the simple blend function: blendfuncfilter - -

And the average intensity of the detail texture itself must be around 127. - -

Detail is used to blend fine pixel detail back into a base texture whose scale has been increased significantly. When detail iswritten into a set of stage instructions, it allows the stage to be disabled by the c_var console command setting "r_detailtextures 0". - -

A texture whose scale has been increased beyond a 1:1 ratio tends not to have very high frequency content. In other words, one texel can cover a lot of real estate. Frequency is also known as "detail." Lack of detail can appear acceptable if the player never has the opportunity to see the texture at close range. But seen close up, such textures look glaringly wrong within the sharp detail of the Quake III Arena environment. A detail texture solves this problem by taking a noisy "detail" pattern (a tiling texture that appears to have a great deal of surface roughness) and applying it to the base texture at a very densely packed scale (that is, reduced from its normal size). This is done programmatically in the -shader, and does not require modification of the base texture. Note that if the detail texture is the same size and scale as the base texture that you may as well just add the detail directly to the base texture. The theory is that the detail texture's scale will be so high compared to the base texture (e.g.; 9 detail texels fitting into 1 base texel) that it is literally impossible to fit that detail into the base texture directly. - -

For this to work, the rules are as follows: - -

    - -
  1. the lightmap must be rendered first. This is because the subsequent detail texture will be modifying the lightmap in the framebuffer directly; -
  2. the detail texture must be rendered next since it modifies the lightmap in the framebuffer; -
  3. the base texture must be rendered last; -
  4. the detail texture MUST have a mean intensity around 127-129. If it does not then it will modify the displayed texture's perceived brightness in the world; -
  5. the detail shader stage MUSThave the "detail" keyword or it will not be disabled if the user uses the "r_detailtextures 0" setting; -
  6. the detail stage MUST use "blendFunc GL_DST_COLOR GL_SRC_COLOR". Any other BlendFunc will cause mismatches in brightness between detail and non-detail views.; -
  7. the detail stage should scale its textures by some amount (usually between 3 and 12) using "tcMod" to control density. This roughly corresponds to coarseness. A very large number, such as 12, will give very fine detail, however that detail will disappear VERY quickly as the viewer moves away fromthe wall since it will be MIP mapped away. A very small number, e.g. 3, gives diminishing returns since not enough is brought in when the user gets very close. I'm currently using values between 6 and 9.5. You should use non-integral numbers as much as possible to avoid seeing repeating patterns. -
  8. detail textures add one pass of overdraw, so there is a definite performance hit . -
  9. detail textures can be shared, so designers may wish to define only a very small handful of detail textures for common surfaces such as rocks, etc.
- -

An example (non-existent) detailshader is as follows: -

Example: Texture with Detail - -

-textures/bwhtest/foo
-{
-// draw the lightmap first
-{
-map $lightmap
-rgbGen identity
-}
-// modify the lightmap in the framebuffer by
-// a highly compressed detail texture
-{
-map textures/details/detail01.tga
-blendFunc GL_DST_COLOR GL_SRC_COLOR
-// YOU MUST USE THIS!!
-detail
-// for the detail to be disabled, this must be present
-tcMod scale 9.1 9.2
-}
-// now slap on the base texture
-{
-map textures/castle/blocks11b.tga
-blendFunc filter
-}
-}
-
- -

6.10 alphaFunc <func>

-Determines the alpha test function used when rendering this map. Valid values are GT0, LT128, and GE128. These -correspond to "GREATER THAN 0", "LESS THAN 128", and "GREATER THAN OR EQUAL TO 128". This function is used when determining if a pixel should be written to the framebuffer. For example, if GT0 is specified, the only the portions of the texture map with corresponding alpha values greater than zero will be written to the framebuffer. By default alpha testing is disabled. - -

Both alpha testing and normal alpha blending can be used to get textures that have see-through parts. The difference is that alphaFunc is an all-or-nothing test, while blending smoothly blends between opaque and translucent at pixel edges. Alpha test can also be used with depthwrite, allowing other effects to be conditionally layered on top of just the opaque pixels by setting depthFunc to equal. - -

Back | Home | Next - - - diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch05/pg5_1.htm b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch05/pg5_1.htm deleted file mode 100644 index c6748c1..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch05/pg5_1.htm +++ /dev/null @@ -1,483 +0,0 @@ - - -Quake III Arena Shader Manual: Stage Specific Keywords - - - -

Q3Radiant Shader Manual

-
-

6 Stage Specific Keywords

-Stage specifications only affect rendering. Changing any keywords or values within a stage will usually take effect as soon -as a vid_restart is executed. Q3MAP ignores stage specific keywords entirely. - -

A stage can specify a texture map, a color function, an alpha function, a texture coordinate function, a blend function, and a few other rasterization options. - -

6.1 Texture map specification

-
6.1.1 map <texturepath/texturename>
-Specifies the source texture map (a 24 or 32-bit TGA file) used for this stage. The texture may or may not contain alpha -channel information. The special keywords $lightmap and $whiteimage may be substituted in lieu of an actual -texture map name. In those cases, the texture named in the first line of the shader becomes the texture that supplies the light mapping data for the process. - -

$lightmap
-This is the overall lightmap for the game world. It is calculated during the Q3MAP process. It is the initial color -data found in the framebuffer. Note: due to the use of overbright bits in light calculation, the keyword rgbGen -identity must accompany all $lightmap instructions. - -

$whiteimage
-This is used for specular lighting on MD3 models. This is a white image generated internally by the game. This image can -be used in lieu of $lightmap or an actual texture map if, for example, you wish for the vertex colors to come -through unaltered. - -

6.1.2 Clampmap <texturepath>
-Dictates that this stage should clamp texture coordinates instead of wrapping them. During a stretch function, the area, -which the texture must cover during a wave cycle, enlarges and decreases. Instead of repeating a texture multiple times -during enlargement (or seeing only a portion of the texture during shrinking) the texture dimensions increase or contract accordingly. This is only relevant when using something like deformTexCoordParms to stretch/compress texture coordinates for a specific special effect. Remember that the Quake III Arena engine normalizes all texture coordinates (regardless of actual texture size) into a scale of 0.0 to1.0. - -

Proper Alignment: When using clampTexCoords make sure the texture is properly aligned on the brush. The -clampTexCoords function keeps the image from tiling. However, the editor doesn't represent this properly and shows a tiled image. Therefore, what appears to be the correct position may be offset. This is very apparent onanything with a tcMod rotate and clampTexCoords function. - -

AvoidingDistortion: When seen at a given distance (which can vary, depending onhardware and the size of the texture), the compression phase of a stretchfunction will cause a "cross"-like visual artifact to form on the modified texture due to the way that textures are reduced. This occurs because the texture undergoing modification lacks sufficient "empty space" around the displayed (non-black) part of the texture (see figure 2a). To compensate for this, make the non-zero portion of the texture substantially smaller (50% of maximum stretched size -- see figure 2b)than the dimensions of the texture. Then, write a scaling function (tcScale) into the appropriate shader phase, to enlarge the image to the desired proportion. - -

The shaders for the bouncy pads (in the sfx.shader file) show the stretch function in use, including the scaling of the -stretched texture: - -

Example: UsingclampTexCoords to control a stretching texture - -

-textures/sfx/metalbridge06_bounce
-{
-	//q3map_surfacelight 2000
-	surfaceparm nodamage
-	q3map_lightimage textures/sfx/jumppadsmall.tga
-	q3map_surfacelight 400
-	{
-		map textures/sfx/metalbridge06_bounce.tga
-		rgbGen identity
-	}
-	{
-		map $lightmap
-		rgbGen identity
-		blendfunc gl_dst_color gl_zero
-	}
-	{
-		map textures/sfx/bouncepad01b_layer1.tga
-		blendfunc gl_one gl_one
-		rgbGen wave sin .5 .5 0 1.5
-	}
-	{
-		clampmap textures/sfx/jumppadsmall.tga
-		blendfunc gl_one gl_one
-		tcMod stretch sin 1.2 .8 0 1.5
-		rgbGen wave square .5 .5 .25 1.5
-	}
-	// END
-}
-
- -

- -

6.1.3 AnimMap <frequency> <texture1> … <texture8>
-The surfaces in the game can be animated by displaying asequence of 1 to 8 frames (separate texture maps). These animations -are affected by other keyword effects in the same and later shader stages. - -

<Frequency>: the number of times that the animation cycle will repeat within a one second time period. The -larger the value, the more repeats within a second. Animations that should last for more than a second need to be expressed as decimal values. - -
<texture1> …<texture8>: the texture path/texture name for each animation frame must be -explicitly listed. Up to eight frames (eight separate .tga files) can be used to make an animated sequence. Each frame is -displayed for an equal subdivision of the frequency value. - -

Example: AnimMap 0.25 animMap 10textures/sfx/b_flame1.tga textures/sfx/b_flame2.tga textures/sfx/b_flame3.tgatextures/sfx/b_flame4.tga would be a 4 frame animated sequence, calling each frame in sequence over a cycle length of 4 seconds. Each frame would be displayed for 1 second before the next one is displayed. The cycle repeats after the last frame in sequence is shown. - -

Design Notes: To make a texture image appear for an unequal (longer) amount of time (compared to other frames), repeat that frame more than once in the sequence.
- -

textures/sfx/flameanim_blue
-{
-
-	//	*************************************************
-	//	*	Blue Flame				*
-	//	*	July 20, 1999 Surface Light 1800 	*
-	//	*	Please Comment Changes			*
-	//	*************************************************
-	qer_editorimage textures/sfx/b_flame7.tga
-	q3map_lightimage textures/sfx/b_flame7.tga
-	surfaceparm trans
-	surfaceparm nomarks
-	surfaceparm nolightmap
-	cull none
-	q3map_surfacelight 1800
-	// texture changed to blue flame.... PAJ
-	{
-		animMap 10 textures/sfx/b_flame1.tgatextures/sfx/b_flame2.tga
-textures/sfx/b_flame3.tga textures/sfx/b_flame4.tgatextures/sfx/b_flame5.tga
-textures/sfx/b_flame6.tga textures/sfx/b_flame7.tgatextures/sfx/b_flame8.tga
-		blendFunc GL_ONE GL_ONE
-		rgbGen wave inverseSawtooth 0 1 0 10
-
-	}
-	{
-		animMap 10 textures/sfx/b_flame2.tgatextures/sfx/b_flame3.tga
-textures/sfx/b_flame4.tga textures/sfx/b_flame5.tgatextures/sfx/b_flame6.tga
-textures/sfx/b_flame7.tga textures/sfx/b_flame8.tgatextures/sfx/b_flame1.tga
-		blendFunc GL_ONE GL_ONE
-		rgbGen wave sawtooth 0 1 0 10
-	}
-	{
-		map textures/sfx/b_flameball.tga
-		blendFunc GL_ONE GL_ONE
-		rgbGen wave sin .6 .2 0 .6
-	}
-}
-
- -

6.2 Blend Functions

-Blend functions are the keyword commands that tell the Quake III Arena graphic engine's renderer how graphic layers are to be mixed together. - -

6.2.1 Simplified blend functions:
-The most common blend functions are set up here as simple commands, and should be used unless you really know what you are -doing. - -

6.2.1.1 blendfunc add -
This is a shorthand command for blendfunc gl_one gl_one. Effects like fire and energy are additive. - -

6.2.1.2 blendfunc filter -
This is a shorthand command that can be substituted for either blendfunc gl_dst_color gl_zero or blendfunc gl_zero gl_src_color. A filter will always result in darker pixels than what is behind it, but it can also remove color selectively. Lightmaps are filters. - -

6.2.1.3 blendfunc blend -
Shorthand for blendfunc gl_src_alphagl_one_minus_src_alpha. This is conventional transparency, where part of the background is mixed with part of the texture. - -

6.2.2 Explicit blend functions:
-Getting a handle on this concept is absolutely key to understanding all shader manipulation of graphics. - -

BlendFunc or "Blend Function" is the equation at the core of processing shader graphics. The formula reads as follows: - -

[Source *<srcBlend>] + [Destination * -<dstBlend>] - -

Source is usually the RGB color data in a texture TGA file (remember it's all numbers) modified by any rgbgen and alphagen. In the shader, the source is generally identified by command MAP, followed by the name of the image. - -

Destination is the color data currently existing in the frame buffer. - -

Rather than think of the entire texture as a whole, it maybe easier to think of the number values that correspond to a single pixel, because that is essentially what the computer is processing … one pixel of the bit map at a time. - -

The process for calculating the final look of a texture in place in the game world begins with the precalculated lightmap for the area where the texture will be located. This data is in the frame buffer. That is to say, it is the initial data in the Destination. In an unmanipulated texture (i.e. one without a special shader script), color information from the texture is combined with the lightmap. In a shader-modified texture, the $lightmap stage must be present for the lightmap to be included in the calculation of the final texture appearance. - -

Each pass or "stage" of blending is combined (in a cumulative manner) with the color data passed onto it by the -previous stage. How that data combines together depends on the values chosen for the Source Blends and Destination Blends at each stage. Remember it's numbers that are being mathematically combined together that are ultimately interpreted as colors. - -

A general rule is that any Source Blend other than GL_ONE (or GL_SRC_ALPHA where the alpha channel is entirely white) will cause the Source to become darker. - -

6.2.3 Source Blend <srcBlend>
-The following values are valid for the Source Blend part of the equation. - -

GL_ONE This is the value 1. When multiplied by the Source, the value stays the same the value of the color information does not change. - -
GL_ZERO This is the value 0. When multiplied by the Source, all RGB data in the Source becomes Zero (essentially black). - -
GL_DST_COLOR This is the value of color data currently in the Destination (frame buffer). The value of that information depends on the information supplied by previous stages. - -
GL_ONE_MINUS_DST_COLOR This is nearly the same as GL_DST_COLOR except that the value for each component color -is inverted by subtracting it from one. (,i.e. R = 1.0 - DST.R, G = 1.0 - DST.G, B = 1.0 - DST.B, etc.) - -
GL_SRC_ALPHA The TGA file being used for the Source data must have an alpha channel in addition to its RGB channels (for a total of four channels). The alpha channel is an 8-bit black and white only channel. An entirely white alpha channel will not darken the Source. - -
GL_ONE_MINUS_SRC_ALPHA This is the same as GL_SRC_ALPHA except that the value in the alpha channel is inverted by subtracting it from one.(i.e. A=1.0 - SRC.A) - -

6.2.4 Destination Blend <dstBlend>
-The following values are valid for the Destination Blend part of the equation. - -

GL_ONE This is the value 1. When multiplied by the Destination, the value stays the same the value of the color information does not change. - -
GL_ZERO This is the value 0. When multiplied by the Destination,all RGB data in the Destinationbecomes Zero (essentially black). - -
GL_SRC_COLOR This is the value of color data currently in the Source (which is the texture being manipulated here). - -
GL_ONE_MINUS_SRC_COLOR This is the value of color data currently in Source, but subtracted from one(i.e. -inverted). - -
GL_SRC_ALPHA The TGA file being used for the Source data must have an alpha channel in addition to its RGB channels (four a total of four channels). The alpha channel is an 8-bit black and white only channel. An entirely white alpha channel will not darken the Source. - -
GL_ONE_MINUS_SRC_ALPHA This is the same as GL_SRC_ALPHA except that the value in the alpha channel is inverted by subtracting it from one. (i.e. A=1.0 - SRC.A). - -

Doing the Math: The Final Result - -
The product of the Source side of the equation is added to the product of the Destination side of the equation. The sum is then placed into the frame buffer to become the Destination information for the next stage. Ultimately, the equation creates a modified color value that is used by other functions to define what happens in the texture when it is displayed in the game world. - -

6.2.5 Default Blend Function
-If no blendFunc is specified then no blending will take place. A warning is generated if any stage after the first stage does not have a blendFunc specified. - -

6.2.6 Technical Information/Limitations Regarding Blend Modes:
-The Riva 128 graphics card supports ONLY the following blendmodes: - -

GL_ONE, GL_ONE -
GL_DST_COLOR, GL_ZERO - -
GL_ZERO, GL_SRC_COLOR - -
GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA - -
GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA - -

Cards running in 16 bit color cannot use any GL_DST_ALPHA blends. - -

6.3 rgbGen <func>

-There are two color sources for any given shader, the texture file and the vertex colors. Output at any given time will be equal to TEXTURE multiplied by VERTEXCOLOR. Most of the time VERTEXCOLORwill default to white (which is a normalized value of 1.0), so output will be TEXTURE (this usually lands in the Sourceside of the shader equation). Sometimes you do the opposite and use TEXTURE = WHITE, but this is only commonly used when doing specular lighting on entities (i.e. shaders that level designers will probably never create - -

The most common reason to use rgbGen is to pulsate something. This means that the VERTEXCOLOR will oscillate between two -values, and that value will be multiplied (darkening) the texture. - -

If no rgbGen is specified, either "identityLighting" or"identity" will be selected, depending on which blend modes are -used. - -

Valid <func> parameters are wave, identity, identityLighting, entity, oneMinusEntity, fromVertex, and -lightingDiffuse. - -

6.3.1 RgbGen identityLighting
-Colors will be (1.0,1.0,1.0) if running without overbright bits (NT, linux, windowed modes), or (0.5, 0.5, 0.5) if running -with overbright. Overbright allows a greater color range at the expense of a loss of precision. Additive and blended stages -will get this by default. - -

6.3.2 rgbGen identity
-Colors are assumed to be all white (1.0,1.0,1.0). All filters stages (lightmaps, etc) will get this by default. - -

6.3.3 rgbGen wave <func> <base> <amp><phase> <freq>
-Colors are generated using the specified waveform. An affected texture with become darker and lighter, but will not change -hue. Hue stays constant. Note that the rgb values for color will not go below 0 (black) orabove 1 (white). Valid waveforms are sin, triangle, square, sawtooth and inversesawtooth. - -

<func> Waveforms and their effects: - -
Sin: color flows smoothly through changes. - -
Triangle: color changes at a constant rate and spends noappreciable time at peaks and valleys. - -
Square: color alternates instantly between its peak and valley values. - -
Sawtooth: With a positive frequency value, the color changes at aconstant rate to the peak then instantly drops to its valley value. - -
Inversesawtooth: An inverse sawtooth wave will reverse this, making the ascent immediate (like a square wave) and the decay fall off like a triangle wave. - -
<base> Baseline value. The initial RGB formula of a color (normalilzed). - -
<amp> Amplitude. This is the degree of change from the baseline value. In some cases you will want -values outside the 0.0 to 1.0 range, but it will induce clamping (holding at the maximum or minimum value for a time period) -instead of continuous change. - -
<phase> See the explanation for phase under the waveforms heading of Key Concepts. - -
<freq> Frequency. This is a value (NOT normalized) that indicates peaks per second. - -

6.3.4 RgbGen entity
-Colors are grabbed from the entity's modulate field. This isused for things like explosions. - -

Design Note: This keyword would probably not be used by a level designer.
- -

6.3.5 rgbGen oneMinusEntity
-Colors are grabbed from 1.0 minus the entity's modulate field. - -

Design Note: This keyword would probably not be used by a level designer.
- -

6.3.6 rgbGen Vertex
-Colors are filled in directly by the data from the map or model files. - -

Design Note: rgbGen vertex should be used when you want the RGB values to be computed for a static model (i.e. mapobject) in the world using precomputed static lighting from Q3BSP. This would be used on things like -the gargoyles, the portal frame, skulls, and other decorative MD3s put into the Quake III Arena world.
- -

6.3.7 rgbGen oneMinusVertex
-As rgbGen vertex, but inverted. - -

Design Note: This keyword would probably not be used by a level designer
- -

6.3.8 rgbGen lightingDiffuse
-Colors are computed using a standard diffuse lighting equation. It uses the vertex normals to illuminate the object correctly. - -

Design Note: -rgbGen lightingDiffuse is used when you want the RGB values to be computed for a dynamic model (i.e. non-map object) in the world using regular in-game lighting. For example, you would specify on shaders for items, characters, weapons, etc.
- -

6.4 AlphaGen <func>

-The alpha channel can be specified like the rgbchannels. If not specified, it defaults to 1.0. - -

6.4.1 AlphaGen portal
-This rendering stage keyword is used in conjunction with the surface parameter keyword portal. The function -accomplishes the "fade" that causes the scene in the portal to fade from view. Specifically, it means "Generate alpha values -based on the distance from the viewer to the portal." Use alphaGen portal on the last rendering pass. - -

6.5 tcGen <coordinate source>

-Specifies how texture coordinates are generated and where they come from. Valid functions are base,lightmap and environment. - -

<base> = base texture coordinates from the original art. -
<lightmap> = lightmap texture coordinates -
<environment> = Make this object environment mapped. - -

6.5.1 tcGen vector (<sx> <sy> <sz>) -(<tx><ty> <tz>)
-New texcoord generation by world projection. This allows you to project a texture onto a surface in a fixed way, regardless of its orientation. - -

S coordinates correspond to the "x" coordinates on the texture itself. - -
T coordinates correspond to the "y" coordinates on the texture itself. - -

The measurements are in game units. - -

- -

Example: tcGen vector (0.01 0 0) (0 0.01 0) -
This would project a texture with a repeat every 100 units across the X/Y plane. - -

6.6 tcMod <func> <…>

-Specifies how texture coordinates are modified after they are generated. The valid functions for tcMod are rotate, -scale,scroll, stretch and transform. Transform is a function generally reserved for use by programmers who suggest that designers leave it alone. When using multiple tcMod functions during a stage, place the scroll command last in order, because it performs a mod operation to save precision, and that can disturb other operations. Texture coordinates are modified in the order in which tcMods are specified. In otherwords, if you see: - -

tcMod scale 0.5 0.5 -
tcMod scroll 1 1 - -

Then the texture coordinates will be scaled then scrolled. - -

6.6.1 tcMod rotate <degrees per per second>
-This keyword causes the texture coordinates to rotate. The value is expressed in degrees rotated each second. A positive value means clockwise rotation. A negative value means counterclockwise rotation. For example "tcMod rotate 5" would -rotate texture coordinates 5 degrees each second in a clockwise direction. The texture rotates around the center -point of the texture map, so you are rotating a texture with a single repetition, be careful to center it on the brush (unless off-center rotation is desired). - -

6.6.2 tcMod scale <sScale> <tScale>
-Resizes (enlarges or shrinks) the texture coordinates bymultiplying them against the given factors of <sScale> -and <tScale). The values "s" and "t"conform to the "x" and "y" values (respectively) as they are found in the original texture TGA. The values for sScale and tScale are NOT normalized. This means that a value greater than 1.0 will increase the size of thetexture. A positive value less than one will reduce the texture to a fraction of its size and cause it to repeat within the same area as the original texture (Note: see clampTexCoords for ways to control this).; - -

Example: tcMod scale 0.5 2 would cause the texture to repeat twice along its width, but expand to twice its height (in which case half of the texture would be seen in the same area as the original) - -

6.6.3 tcMod scroll <sSpeed> <tSpeed>
-Scrolls the texture coordinates with the given speeds. The values "s" and "t" conform to the "x" and "y" values -(respectively) as they are found in the original textureTGA. The scroll speed is measured in "textures" per second. A "texture" is the dimension of the texture being modified and includes any previous shader modifications to the original TGA). A negative s value would scroll the texture to the left. A negative t value would scroll the texture down. - -

Example: tcMod scroll 0.5 -0.5 moves the texture down and right (relative to the TGA files original coordinates) at the rate of a half texture each second of travel. - -

This should be the LAST tcMod in a stage. Otherwise there maybe popping or snapping visual effects in some shaders. - -

6.6.4 tcMod stretch <func> <base> -<amplitude><phase> <frequency>
- -Stretches the texture coordinates with the given function. Stretching is defined as stretching the texture coordinate away from the center of the polygon and then compressing it towards the center of the polygon. - -

<base>: A base value of one is the original dimension of the texture when it reaches the stretch stage. -Inserting other values positive or negative in this variable will produce unknown effects. - -
<amplitude>: This is the measurement of distance the texture will stretch from the base size. It is -measured, like scroll, in textures. A value of 1 here will double the size of the texture at its peak. - -
<phase>: See the explanation for phase under the deform vertexes keyword. - -
<frequency>: this is wave peaks per second. - -
Wave Functions <func> - -
Sin wave: the texture expands smoothly to its peak dimension and then shrinks smoothly to its valley dimension in a flowing manner. - -
Triangle wave: The textures stretch at a constant rate and spend no appreciable time at the peak or valley points. - -
Square wave: The texture is shown at its peak for the duration of the frequency and then at its valley for the -duration of the frequency. - -
Sawtooth: the texture stretches like a triangle wave until it reaches a peak, then instantly drops to the valley, as in a square wave. - -
Inversesawtooth: this is the reverse of the sawtooth wave. - -

6.6.5 tcMod <transform> <m00> <m01> <m10><m11> <t0> <t1>
-Transforms each texture coordinate as follows: - -

S' = s * m00 + t * m10 + t0 - -
T' = s * m01 + t * m11 + t1 - -

This is for use by programmers. - -

6.6.6 tcMod turb <base> <amplitude> -<phase><freq>
- -

Applies turbulence to the texture coordinate. Turbulence is a back and forth churning and swirling effect on the texture. - -

The parameters for this shader are defined as follows: - - -

<base> Currently undefined. - -
<amplitude> This is essentially the intensity of the disturbance or twisting and squiggling of the texture. - -
<phase> See the explanation for phase under the deformvertexes keyword. - -
<freq> Frequency. This value is expressed as repetitions or cycles of the wave per second. A value of one -would cycle once per second. A value of 10 would cycle 10 times per second. A value of 0.1 would cycle once every 10 -seconds. - -

6.7 depthFunc <func>

-This controls the depth comparison function used while rendering. The default is "lequal" (Less than or equal to) -where any surface that is at the same depth or closer of an existing surface is drawn. This is used for textures with -transparency or translucency. Under some circumstances you may wish to use "equal", e.g. for light-mapped grates that are alpha tested (it is also used for mirrors). - -

6.8 depthWrite

-By default, writes to the depth buffer when depthFunc passes will happen for opaque surfaces and not for translucent surfaces. Blended surfaces can have the depth writes forced with this function. - -

6.9 Detail

-This feature was not used in Quake III Arena maps, but should still function. -Designates this stage as a detail texture stage, which means that if the c_var, r_detailtextures, is set to 0 then this stage will be ignored (detail will not be displayed). This keyword, by itself, does not affect rendering at all. If you do put in a detail texture, it has to conform to very specific rules. Specifically, the blendFunc: - -

blendFuncGL_DST_COLOR GL_SRC_COLOR - -

This is also the simple blend function: blendfuncfilter - -

And the average intensity of the detail texture itself must be around 127. - -

Detail is used to blend fine pixel detail back into a base texture whose scale has been increased significantly. When detail iswritten into a set of stage instructions, it allows the stage to be disabled by the c_var console command setting "r_detailtextures 0". - -

A texture whose scale has been increased beyond a 1:1 ratio tends not to have very high frequency content. In other words, one texel can cover a lot of real estate. Frequency is also known as "detail." Lack of detail can appear acceptable if the player never has the opportunity to see the texture at close range. But seen close up, such textures look glaringly wrong within the sharp detail of the Quake III Arena environment. A detail texture solves this problem by taking a noisy "detail" pattern (a tiling texture that appears to have a great deal of surface roughness) and applying it to the base texture at a very densely packed scale (that is, reduced from its normal size). This is done programmatically in the -shader, and does not require modification of the base texture. Note that if the detail texture is the same size and scale as the base texture that you may as well just add the detail directly to the base texture. The theory is that the detail texture's scale will be so high compared to the base texture (e.g.; 9 detail texels fitting into 1 base texel) that it is literally impossible to fit that detail into the base texture directly. - -

For this to work, the rules are as follows: - -

    - -
  1. the lightmap must be rendered first. This is because the subsequent detail texture will be modifying the lightmap in the framebuffer directly; -
  2. the detail texture must be rendered next since it modifies the lightmap in the framebuffer; -
  3. the base texture must be rendered last; -
  4. the detail texture MUST have a mean intensity around 127-129. If it does not then it will modify the displayed texture's perceived brightness in the world; -
  5. the detail shader stage MUSThave the "detail" keyword or it will not be disabled if the user uses the "r_detailtextures 0" setting; -
  6. the detail stage MUST use "blendFunc GL_DST_COLOR GL_SRC_COLOR". Any other BlendFunc will cause mismatches in brightness between detail and non-detail views.; -
  7. the detail stage should scale its textures by some amount (usually between 3 and 12) using "tcMod" to control density. This roughly corresponds to coarseness. A very large number, such as 12, will give very fine detail, however that detail will disappear VERY quickly as the viewer moves away fromthe wall since it will be MIP mapped away. A very small number, e.g. 3, gives diminishing returns since not enough is brought in when the user gets very close. I'm currently using values between 6 and 9.5. You should use non-integral numbers as much as possible to avoid seeing repeating patterns. -
  8. detail textures add one pass of overdraw, so there is a definite performance hit . -
  9. detail textures can be shared, so designers may wish to define only a very small handful of detail textures for common surfaces such as rocks, etc.
- -

An example (non-existent) detailshader is as follows: -

Example: Texture with Detail - -

-textures/bwhtest/foo
-{
-// draw the lightmap first
-{
-map $lightmap
-rgbGen identity
-}
-// modify the lightmap in the framebuffer by
-// a highly compressed detail texture
-{
-map textures/details/detail01.tga
-blendFunc GL_DST_COLOR GL_SRC_COLOR
-// YOU MUST USE THIS!!
-detail
-// for the detail to be disabled, this must be present
-tcMod scale 9.1 9.2
-}
-// now slap on the base texture
-{
-map textures/castle/blocks11b.tga
-blendFunc filter
-}
-}
-
- -

6.10 alphaFunc <func>

-Determines the alpha test function used when rendering this map. Valid values are GT0, LT128, and GE128. These -correspond to "GREATER THAN 0", "LESS THAN 128", and "GREATER THAN OR EQUAL TO 128". This function is used when determining if a pixel should be written to the framebuffer. For example, if GT0 is specified, the only the portions of the texture map with corresponding alpha values greater than zero will be written to the framebuffer. By default alpha testing is disabled. - -

Both alpha testing and normal alpha blending can be used to get textures that have see-through parts. The difference is that alphaFunc is an all-or-nothing test, while blending smoothly blends between opaque and translucent at pixel edges. Alpha test can also be used with depthwrite, allowing other effects to be conditionally layered on top of just the opaque pixels by setting depthFunc to equal. - -

Back | Home | Next - - - diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch06/.svn/entries b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch06/.svn/entries deleted file mode 100644 index 24ce29f..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch06/.svn/entries +++ /dev/null @@ -1,62 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/Q3Pack/trunk/install/docs/Q3AShader_Manual/ch06 -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2006-02-09T00:07:34.157408Z -1 -spog - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -pg6_1.htm -file - - - - -2012-04-01T16:51:52.487020Z -6206143dabc34a8fe4ff278dcc4de0d0 -2006-02-09T00:07:34.157408Z -1 -spog -has-props - - - - - - - - - - - - - - - - - - - - -10508 - diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch06/.svn/prop-base/pg6_1.htm.svn-base b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch06/.svn/prop-base/pg6_1.htm.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch06/.svn/prop-base/pg6_1.htm.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch06/.svn/text-base/pg6_1.htm.svn-base b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch06/.svn/text-base/pg6_1.htm.svn-base deleted file mode 100644 index f6b94f0..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch06/.svn/text-base/pg6_1.htm.svn-base +++ /dev/null @@ -1,145 +0,0 @@ - - -Quake III Arena Shader Manual: Notes on Alpha Channels - - - -

Q3Radiant Shader Manual

-
-

7 Notes on Alpha Channels

-To use some blend modes of alphaFunc, you must add an alpha channel to your texture files. Photoshop can do this. -Paintshop Pro has the ability to make an alpha channel but cannot work directly in to it. In Photoshop you want to set the type to Mask. Black has a value of 255. White has a value of 0. The darkness of a pixel's alpha value determines the -transparency of the corresponding RGB value in the game world. Darker = more transparent. - -

Care must be taken when reworking textures with alpha channels. Textures without alpha channels are saved as 24 bit images while textures with alpha channels are saved as 32 bit. If you save them out as 24 bit, the alpha channel is erased. Note: Adobe Photoshop will prompt you to save as 32, 24 or 16 bit. Choose wisely. If you save a texture as 32 bit and you don't actually have anything in the alpha channel, Quake III Arena may still be forced to use a lower quality texture format (when in 16 bit rendering) than if you had saved it as 24 bit. - -

To create a texture that has "open" areas, make those areas black in the alpha channel and make white the areas that are to be opaque. Using gray shades can create varying degrees of opacity/transparency. - -

Example: An opaque texture with see-through holes knocked in it. - -

-textures/base_floor/pjgrate1
-{
-	surfaceparm metalsteps
-	cull none
-
-	// A GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES
-	{
-		map textures/base_floor/pjgrate1.tga
-		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
-		alphaFunc GT0
-		depthWrite
-		rgbGen identity
-	}
-	{
-		map $lightmap
-		rgbGen identity
-		blendFunc GL_DST_COLOR GL_ZERO
-		depthFunc equal
-	}
-	}
-
- -

The alpha channel can also be used to merge a texture (including one that contains black) into another image so that the merged art appears to be and opaque decal on a solid surface (unaffected by the surface it appears to sit on), without actually using an alpha function. The following is a very simple example: - -

- -
Figure 1 - -

Start with a TGA file image. In this case, a pentagram on a plain white field (figure 1A). The color of the field surrrounding the image to be merged is not relevant to this process (although having a hard-edged break between the image to be isolated and the field makes the mask making process easier). Make an alpha channel. The area of the image to be merged with another image is masked off in white. The area to be masked out (notused) is pure black (figure 1B). The image to be merged into is greenfloor.tga (figure 1C). - -

Make a qer_editorimage of greenfloor.tga. This is placed inthe frame buffer as the map image for the texture. By -using GL_SRC_ALPHA as the source part of the blend equation, the shader adds in only the non-black parts of the pentagram. -Using GL_MINUS_ONE_SRC_ALPHA, the shader inverts the pentagram's alpha channel and adds in only the non-black parts of the green floor. - -

In a like manner, the alpha channel can be used to blend the textures more evenly. A simple experiment involves using a -linear gradiant in the alpha channel (white to black) and merging two textures so they appear to cross fade into each other. - -

A more complicated experiment would be to take the pentagram in the first example and give it an aliased edge so that the pentagram appeared to fade or blend into the floor. - -

8 Troubleshooting Shaders

-If a shader is not working, look first for syntax errors. -
  • Are the brackets correctly set? -
  • Do you have too many parameter values on a line? -
  • Are you using a word in a parameter that wants a numerical value? -
  • Are you using a numerical value in a parameter that wants a word? -
  • Are the path names to your textures correct? -
  • Are your texture names correct? There is a chance that the texture name is too long or too complex. Try renaming a -texture with a shorter, simpler name.
- -

9 Creating New Textures

-If you are familiar with the required tools, creating new assets for use in Quake III Arena is not particularly difficult. As a general rule, you should create new directories for each map with names different from the names used by id. If you are making a map that will be called "H4x0r_D00M", every directory containing new assets for that map should be titled H4x0r_D00M. This is to try and avoid asset directories overwriting each other as the editor and the gameload in assets. - -

9.1 Tools Needed

-Any combination of graphic programs and plug-ins that canout put a 24 bit MS windows compatible Targa (.tga) or JPEG (.jpg) graphic file.If you plan to make textures that will have an alpha channel component (a 4th 8-bit greyscale channel that is used by the shaders to further manipulate the art), you must have a program that can create 32-bit art with that fourth channel. - -

Adobe Photoshop has the ability to easily create alpha channels. PaintShop Pro from JASC (v5.0+) can also make an -alpha channel by creating a mask and naming it "alpha". - -

Generally speaking, regardless of the program used, we found it best to do most of the art manipulation of the alpha channel in a separate layer or file and then paste it into the alpha channel before saving. - -

9.2 Setting up Files

-The editor and the game program look for assets to be located along the paths set up in your project file. Start by creating -a directory for you new textures by creating file folders to make a directory path as follows: - -

quake3\baseq3\textures\[mymapname]
- -

The installation of Q3Radiant will create a text document called "shaderlist.txt" in the following path: - -

quake3\baseq3\scripts\shaderlist.txt
- -

Q3Radiant will use the contents of this script to grab your new textures for inclusion in the game. The contents of shaderlist.txt document will contain a listing of all the shader documents that were used by id Software to create Quake III Arena. - -

Since you will obviously want to create your own shaders, you need to put them in separate folders and create a new shader script for them. - -

If you plan to work on several maps at once and want to distinguish between textures used in each map, simply add additional map names here. For map and mod makers, we STRONGLY recommend that any new shader scripts created use the name of the map or mod in the shader file name. We know we can't avoid every incident of files overwriting each other, but we certainly can advise you how to try. - -

Now, in the scripts directory that you just created, create another text file and call it: - -

[mymapname].shader
- -

This file will contain the shader scripts you write to modify a particular texture. - -

9.3 Rules and Guidelines

-
9.3.1 Rules
-Follow these rules when creating textures for the Quake III Arena engine: - -
  • Save your textures into your new [map name] directories. -
  • Don't use the same names that id used for textures. It will cause problems. -
  • For best quality, save textures without an alpha channel as 24 bit TARGA files. Using JPEG files can save memory space, but at the risk of losing detail and depth in the texture. JPEG files cannot be used for textures requiring an alpha channel. -
  • Textures containing an alpha channel must be saved as32 bit TARGA files. -
  • If a new texture requires no further manipulation, it does not need a shader script. -
  • Size textures in powers of 2. Example: 8x8, 16x16,32x32, 64x64 pixels and so on. -
  • Textures don't need to be square. A 32x256 pixel texture is perfectly acceptable.
- -

9.3.2 Guidelines
-The following are some things the id designers learned about textures. - -
  • Create textures in "suites" built around one or two large textures with a number of much smaller supporting detail or accent textures. -
  • Very large textures are possible, but some video cards compress textures larger than 256x256 pixels. -
  • Textures are grouped alphabetically by name in the texture display window, so you may want to give suites of textures -similar names. -
  • Use the shader function qe3_editorimage to conserve memory when making multiple versions of a single texture (as in the case of a glowing texture with several light values). -
  • Unless you are creating special effects or textures designed to draw the player's eye to a specific spot, muted, middle value colors work best with the game engine. -
  • Extremely busy (a lot of fussy detail) textures can break up or form visually unpleasant patterns when seen at distances.
- -

9.4 Making the .pk3 File>

-When you go to distribute your creation to the gaming world, you need to put your newly created map, textures, bot area files, and shader documents into an archive format called a "pk3" file. You do not need to include the shaderlist.txt file, since that is only used by the editor. You will need to keep the paths to the various assets the same. So your paths should be something like this: - -

Textures: baseq3/textures/[mymapnamefolder] -
Bsp & aas: baseq3/maps/mymapname.bsp, mymapname.aas -
Shader scripts: baseq3/scripts/mymapname.shader - -

You need to use an archiving program call Winzip to make the pk3 file. Get Winzip from http://www.winzip.com/winzip/winzip.htm - -
Make a zip archive called mymapname.zip - -
Zip all the required assets into a zip archive file (Quake III Arena DOES support compressed pk3 files). - -
Rename the zip archive to mymapname.pk3 - -
Put it where the Quake III Arena community can find it. -

Back | Home | Next - - \ No newline at end of file diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch06/pg6_1.htm b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch06/pg6_1.htm deleted file mode 100644 index f6b94f0..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/ch06/pg6_1.htm +++ /dev/null @@ -1,145 +0,0 @@ - - -Quake III Arena Shader Manual: Notes on Alpha Channels - - - -

Q3Radiant Shader Manual

-
-

7 Notes on Alpha Channels

-To use some blend modes of alphaFunc, you must add an alpha channel to your texture files. Photoshop can do this. -Paintshop Pro has the ability to make an alpha channel but cannot work directly in to it. In Photoshop you want to set the type to Mask. Black has a value of 255. White has a value of 0. The darkness of a pixel's alpha value determines the -transparency of the corresponding RGB value in the game world. Darker = more transparent. - -

Care must be taken when reworking textures with alpha channels. Textures without alpha channels are saved as 24 bit images while textures with alpha channels are saved as 32 bit. If you save them out as 24 bit, the alpha channel is erased. Note: Adobe Photoshop will prompt you to save as 32, 24 or 16 bit. Choose wisely. If you save a texture as 32 bit and you don't actually have anything in the alpha channel, Quake III Arena may still be forced to use a lower quality texture format (when in 16 bit rendering) than if you had saved it as 24 bit. - -

To create a texture that has "open" areas, make those areas black in the alpha channel and make white the areas that are to be opaque. Using gray shades can create varying degrees of opacity/transparency. - -

Example: An opaque texture with see-through holes knocked in it. - -

-textures/base_floor/pjgrate1
-{
-	surfaceparm metalsteps
-	cull none
-
-	// A GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES
-	{
-		map textures/base_floor/pjgrate1.tga
-		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
-		alphaFunc GT0
-		depthWrite
-		rgbGen identity
-	}
-	{
-		map $lightmap
-		rgbGen identity
-		blendFunc GL_DST_COLOR GL_ZERO
-		depthFunc equal
-	}
-	}
-
- -

The alpha channel can also be used to merge a texture (including one that contains black) into another image so that the merged art appears to be and opaque decal on a solid surface (unaffected by the surface it appears to sit on), without actually using an alpha function. The following is a very simple example: - -

- -
Figure 1 - -

Start with a TGA file image. In this case, a pentagram on a plain white field (figure 1A). The color of the field surrrounding the image to be merged is not relevant to this process (although having a hard-edged break between the image to be isolated and the field makes the mask making process easier). Make an alpha channel. The area of the image to be merged with another image is masked off in white. The area to be masked out (notused) is pure black (figure 1B). The image to be merged into is greenfloor.tga (figure 1C). - -

Make a qer_editorimage of greenfloor.tga. This is placed inthe frame buffer as the map image for the texture. By -using GL_SRC_ALPHA as the source part of the blend equation, the shader adds in only the non-black parts of the pentagram. -Using GL_MINUS_ONE_SRC_ALPHA, the shader inverts the pentagram's alpha channel and adds in only the non-black parts of the green floor. - -

In a like manner, the alpha channel can be used to blend the textures more evenly. A simple experiment involves using a -linear gradiant in the alpha channel (white to black) and merging two textures so they appear to cross fade into each other. - -

A more complicated experiment would be to take the pentagram in the first example and give it an aliased edge so that the pentagram appeared to fade or blend into the floor. - -

8 Troubleshooting Shaders

-If a shader is not working, look first for syntax errors. -
  • Are the brackets correctly set? -
  • Do you have too many parameter values on a line? -
  • Are you using a word in a parameter that wants a numerical value? -
  • Are you using a numerical value in a parameter that wants a word? -
  • Are the path names to your textures correct? -
  • Are your texture names correct? There is a chance that the texture name is too long or too complex. Try renaming a -texture with a shorter, simpler name.
- -

9 Creating New Textures

-If you are familiar with the required tools, creating new assets for use in Quake III Arena is not particularly difficult. As a general rule, you should create new directories for each map with names different from the names used by id. If you are making a map that will be called "H4x0r_D00M", every directory containing new assets for that map should be titled H4x0r_D00M. This is to try and avoid asset directories overwriting each other as the editor and the gameload in assets. - -

9.1 Tools Needed

-Any combination of graphic programs and plug-ins that canout put a 24 bit MS windows compatible Targa (.tga) or JPEG (.jpg) graphic file.If you plan to make textures that will have an alpha channel component (a 4th 8-bit greyscale channel that is used by the shaders to further manipulate the art), you must have a program that can create 32-bit art with that fourth channel. - -

Adobe Photoshop has the ability to easily create alpha channels. PaintShop Pro from JASC (v5.0+) can also make an -alpha channel by creating a mask and naming it "alpha". - -

Generally speaking, regardless of the program used, we found it best to do most of the art manipulation of the alpha channel in a separate layer or file and then paste it into the alpha channel before saving. - -

9.2 Setting up Files

-The editor and the game program look for assets to be located along the paths set up in your project file. Start by creating -a directory for you new textures by creating file folders to make a directory path as follows: - -

quake3\baseq3\textures\[mymapname]
- -

The installation of Q3Radiant will create a text document called "shaderlist.txt" in the following path: - -

quake3\baseq3\scripts\shaderlist.txt
- -

Q3Radiant will use the contents of this script to grab your new textures for inclusion in the game. The contents of shaderlist.txt document will contain a listing of all the shader documents that were used by id Software to create Quake III Arena. - -

Since you will obviously want to create your own shaders, you need to put them in separate folders and create a new shader script for them. - -

If you plan to work on several maps at once and want to distinguish between textures used in each map, simply add additional map names here. For map and mod makers, we STRONGLY recommend that any new shader scripts created use the name of the map or mod in the shader file name. We know we can't avoid every incident of files overwriting each other, but we certainly can advise you how to try. - -

Now, in the scripts directory that you just created, create another text file and call it: - -

[mymapname].shader
- -

This file will contain the shader scripts you write to modify a particular texture. - -

9.3 Rules and Guidelines

-
9.3.1 Rules
-Follow these rules when creating textures for the Quake III Arena engine: - -
  • Save your textures into your new [map name] directories. -
  • Don't use the same names that id used for textures. It will cause problems. -
  • For best quality, save textures without an alpha channel as 24 bit TARGA files. Using JPEG files can save memory space, but at the risk of losing detail and depth in the texture. JPEG files cannot be used for textures requiring an alpha channel. -
  • Textures containing an alpha channel must be saved as32 bit TARGA files. -
  • If a new texture requires no further manipulation, it does not need a shader script. -
  • Size textures in powers of 2. Example: 8x8, 16x16,32x32, 64x64 pixels and so on. -
  • Textures don't need to be square. A 32x256 pixel texture is perfectly acceptable.
- -

9.3.2 Guidelines
-The following are some things the id designers learned about textures. - -
  • Create textures in "suites" built around one or two large textures with a number of much smaller supporting detail or accent textures. -
  • Very large textures are possible, but some video cards compress textures larger than 256x256 pixels. -
  • Textures are grouped alphabetically by name in the texture display window, so you may want to give suites of textures -similar names. -
  • Use the shader function qe3_editorimage to conserve memory when making multiple versions of a single texture (as in the case of a glowing texture with several light values). -
  • Unless you are creating special effects or textures designed to draw the player's eye to a specific spot, muted, middle value colors work best with the game engine. -
  • Extremely busy (a lot of fussy detail) textures can break up or form visually unpleasant patterns when seen at distances.
- -

9.4 Making the .pk3 File>

-When you go to distribute your creation to the gaming world, you need to put your newly created map, textures, bot area files, and shader documents into an archive format called a "pk3" file. You do not need to include the shaderlist.txt file, since that is only used by the editor. You will need to keep the paths to the various assets the same. So your paths should be something like this: - -

Textures: baseq3/textures/[mymapnamefolder] -
Bsp & aas: baseq3/maps/mymapname.bsp, mymapname.aas -
Shader scripts: baseq3/scripts/mymapname.shader - -

You need to use an archiving program call Winzip to make the pk3 file. Get Winzip from http://www.winzip.com/winzip/winzip.htm - -
Make a zip archive called mymapname.zip - -
Zip all the required assets into a zip archive file (Quake III Arena DOES support compressed pk3 files). - -
Rename the zip archive to mymapname.pk3 - -
Put it where the Quake III Arena community can find it. -

Back | Home | Next - - \ No newline at end of file diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/index.htm b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/index.htm deleted file mode 100644 index a7220ef..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/index.htm +++ /dev/null @@ -1,76 +0,0 @@ - - -Quake III Arena Shader Manual: Table of Contents - - - -

-

Q3Radiant Shader Manual

- -

Revision #12

- -

By Paul Jaquays and Brian Hook - -

(with additional material by John Carmack, Christian Antkow, Kevin Cloud, & Adrian Carmack) -

QERadiant.com thanks John Hutton for re-formating this manual into a more web friendly version

-
-

Table of Contents

-1 Preface: Making Your Own Shaders -
2 Introduction - - -3 General Shader Keywords - - -4 Q3MAP Specific Shader Keywords - - -5 Editor specific shader instructions - - -6 Stage Specific Keywords - - -7 Notes on Alpha Channels -
8 Troubleshooting Shaders -
9 Creating New Textures - -
Appendix A: targetShaderName and targetNewShaderName - - diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/q3ashader_manual_files/.svn/entries b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/q3ashader_manual_files/.svn/entries deleted file mode 100644 index c3faef5..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/q3ashader_manual_files/.svn/entries +++ /dev/null @@ -1,62 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/Q3Pack/trunk/install/docs/Q3AShader_Manual/q3ashader_manual_files -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2006-02-09T00:07:34.157408Z -1 -spog - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -image002.jpg -file - - - - -2012-04-01T16:51:53.050052Z -d1016d1f0aa8bc3388f0f8df18498597 -2006-02-09T00:07:34.157408Z -1 -spog -has-props - - - - - - - - - - - - - - - - - - - - -26981 - diff --git 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-svn://svn.icculus.org/gtkradiant-gamepacks/Q3Pack/trunk/install/docs/Q3AShader_Manual/styles -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2006-02-09T00:07:34.157408Z -1 -spog - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -q3rad.css -file - - - - -2012-04-01T16:51:52.612027Z -f65ac3e346f227bd9de19518dacd5ba1 -2006-02-09T00:07:34.157408Z -1 -spog -has-props - - - - - - - - - - - - - - - - - - - - -782 - diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/styles/.svn/prop-base/q3rad.css.svn-base b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/styles/.svn/prop-base/q3rad.css.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/styles/.svn/prop-base/q3rad.css.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/styles/.svn/text-base/q3rad.css.svn-base b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/styles/.svn/text-base/q3rad.css.svn-base deleted file mode 100644 index e98ae2b..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/styles/.svn/text-base/q3rad.css.svn-base +++ /dev/null @@ -1,23 +0,0 @@ -body { font: 12pt "Times New Roman"; - margin-left: 5mm; - margin-right: 5mm; - text-align: justify; - background: #ffffff; - color: #000000 } -h1 { font: bold 24pt Arial, Helvetica } -h2 { font: bold italic 18pt Arial, Helvetica } -.subheading { font: bold 16pt Arial, Helvetica } -:link {color: blue; - text-decoration: none; } -:visited {color: purple; - text-decoration: none; } -h6 { font: 10pt "Times New Roman" } -.MsoToc2 { font: bold small-caps 12pt "Times New Roman" } -.MsoTitle { text-align:center; - font: bold 24pt "BankGothic Md BT"; - letter-spacing:2.5pt } -.heading { font: italic 10pt "Times New Roman" } -.subcontents { font: 10pt "Times New Roman" } -.tip { font: 10pt "Comic Sans MS" } -.type { font: 10pt "Courier New" } -.menu { font: 10pt Arial, Helvetica } \ No newline at end of file diff --git a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/styles/q3rad.css b/install/installs/Q3Pack/install/docs/Q3AShader_Manual/styles/q3rad.css deleted file mode 100644 index e98ae2b..0000000 --- a/install/installs/Q3Pack/install/docs/Q3AShader_Manual/styles/q3rad.css +++ /dev/null @@ -1,23 +0,0 @@ -body { font: 12pt "Times New Roman"; - margin-left: 5mm; - margin-right: 5mm; - text-align: justify; - background: #ffffff; - color: #000000 } -h1 { font: bold 24pt Arial, Helvetica } -h2 { font: bold italic 18pt Arial, Helvetica } -.subheading { font: bold 16pt Arial, Helvetica } -:link {color: blue; - text-decoration: none; } -:visited {color: purple; - text-decoration: none; } -h6 { font: 10pt "Times New Roman" } -.MsoToc2 { font: bold small-caps 12pt "Times New Roman" } -.MsoTitle { text-align:center; - font: bold 24pt "BankGothic Md BT"; - letter-spacing:2.5pt } -.heading { font: italic 10pt "Times New Roman" } -.subcontents { font: 10pt "Times New Roman" } -.tip { font: 10pt "Comic Sans MS" } -.type { font: 10pt "Courier New" } -.menu { font: 10pt Arial, Helvetica } \ No newline at end of file diff --git a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/.svn/entries b/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/.svn/entries deleted file mode 100644 index 0a29c86..0000000 --- a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/.svn/entries +++ /dev/null @@ -1,68 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/Q3Pack/trunk/install/docs/Team_Arena_Mapping_Help -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2006-02-09T00:07:34.157408Z -1 -spog - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -pages -dir - -start.html -file - - - - -2012-04-01T16:51:46.279665Z -3c7ab9bffbea9f8e405853b9dd6e1a64 -2006-02-09T00:07:34.157408Z -1 -spog -has-props - - - - - - - - - - - - - - - - - - - - -1438 - -pics -dir - diff --git a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/.svn/prop-base/start.html.svn-base b/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/.svn/prop-base/start.html.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/.svn/prop-base/start.html.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/.svn/text-base/start.html.svn-base b/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/.svn/text-base/start.html.svn-base deleted file mode 100644 index 398230e..0000000 --- a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/.svn/text-base/start.html.svn-base +++ /dev/null @@ -1,30 +0,0 @@ - - - - - - - -MAPPING HELP - - - - -

 

-

-

MAPPING -HELP

-

by -Paul Jaquays
-
Copyright © 2000 id software, inc.

-

      -    -    -    -

-

 

-

START

- - - - diff --git a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/entries b/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/entries deleted file mode 100644 index ab38338..0000000 --- a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/entries +++ /dev/null @@ -1,368 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/Q3Pack/trunk/install/docs/Team_Arena_Mapping_Help/pages -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2006-02-09T00:07:34.157408Z -1 -spog - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -table_of_contents.htm -file - - - - -2012-04-01T16:51:44.929588Z -b6f99266d52b233223f4e8cb407f56c7 -2006-02-09T00:07:34.157408Z -1 -spog -has-props - - - - - - - - - - - - - - - - - - - - -2515 - -team_arena_prefabs.html -file - - - - -2012-04-01T16:51:44.932588Z -a6fab351bd32c433d82d589ee5c9fd30 -2006-02-09T00:07:34.157408Z -1 -spog -has-props - - - - - - - - - - - - - - - - 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- - - - - -2569 - -preface.html -file - - - - -2012-04-01T16:51:45.285608Z -a3319ab96d5cd16b0bef66cb1f9adb2b -2006-02-09T00:07:34.157408Z -1 -spog -has-props - - - - - - - - - - - - - - - - - - - - -2025 - -design_tips.html -file - - - - -2012-04-01T16:51:45.289608Z -8bd285a6e573e6371b11be9a47d76e60 -2006-02-09T00:07:34.157408Z -1 -spog -has-props - - - - - - - - - - - - - - - - - - - - -6198 - -using_new_game_entities.html -file - - - - -2012-04-01T16:51:45.293609Z -56189004b17d60e5f5be829fccc5b8e1 -2006-02-09T00:07:34.157408Z -1 -spog -has-props - - - - - - - - - - - - - - - - - - - - -4285 - diff --git a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/prop-base/design_tips.html.svn-base b/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/prop-base/design_tips.html.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/prop-base/design_tips.html.svn-base +++ 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Design Tips and Suggestions

-
-
- - - - -
  -
-
-

· The skull - generator in Harvester tosses skulls about it to a maximum distance - of 96 units. The id map designers usually allowed for a drop radius - of 104 to 128 units as a minimum. As a rule, the generator should - drop skulls only in a places accessible to the players. Skulls - should not drop out into death fog or the void.

-

· Where you place - the persistent team power-ups is really more a matter of personal - style than a fixed requirement. Generally speaking, we found having - all or most of them in easy view of the initial start positions was - a good thing. In some cases, we found that placing the scout in a - contested area made for interesting game challenges.

-

· It is not - necessary to put every team power-up on every map. If a team - power-up would be overpowering on a map, leave it out. If you study - the id team maps, you’ll note that not every map has every power - up. In a small map, the scout can be unreasonable. In a map where - the base is easily attacked and overwhelmed, the guard can unbalance - things. In a map where the base is easily defended by snipers, the - doubler is powerful.

-

· For One Flag CTF, - the flag should be placed in an area that is roughly equidistant - from both bases and can be easily reached by players from either - team.

-

· The same (as - above) is true for Harvester.

-

· You don’t have - to place the white flag and the Harvester skull generator in the - same place in the map.

-

· Don’t feel - obligated to put the CTF flag bases, the skull receptacles, and the - Overload skull obelisk in the exact same location in the bases. Just - remember to mark gametypes correctly.

-

· Don’t include a - kamikaze in a map where players are unlikely to ever see the full - effect of the explosion.

-

· The personal - teleporter entity takes the player to a deathmatch spawn. That’s - how we restricted where the player teleported to in some maps.

-

· When converting - Q3A CTF maps with small base areas around their flags will probably - need to have their bases enlarged to accommodate the Overload skull - obelisk.

-

· OVERLOAD: When - designing the base for the placement of the skull obelisk, don’t - make it easy for attackers to shoot the obelisk from protected - locations.

-

· FLOOR ARROWS: The - graphic arrows were added to map floors to help the players find - their ways through potentially confusing arenas and to give the - player a sense of how close to the flag room he or she might be. The - rule of thumb was that the greater the distance to the flag, the - more stripes or bars would follow the arrow. Exact style of arrow - use varied from mapper to mapper. Study the individual maps to - determine which works best for your own map. The floor arrows act - like decals (if you ever built plastic model kits, these are the - little graphic things that you soaked in water and then stuck on the - surfaces of the model). The images will appear to be a part of the - surface upon which they rest. For the arrows, you will want to build - them as nodraw brushes of the proper dimension with a surface raised - about 2 units above the floor or wall. For the arrow, use - missionpack/proto2/bluea_dcl for the blue arrows and missionpack/proto2/reda_dcl - for the red. You may have to scale and rotate the texture to get - what you want. For more than three trailing bars, add additional - decals and arrange to suit.

-
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- - - - -
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Back
-
- - Table of Contents
-
- - Map Converter's Checklist
-
- -9-

-
-
- - - - diff --git a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/text-base/map_converters_checklist.html.svn-base b/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/text-base/map_converters_checklist.html.svn-base deleted file mode 100644 index d6faf3d..0000000 --- a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/text-base/map_converters_checklist.html.svn-base +++ /dev/null @@ -1,101 +0,0 @@ - - - - - - -Design Tips and Suggestions - - - - - -

Map Converter’s Checklist

-
-
- - - - -
  -

The following is a list of things to look for, do, or - be aware of when converting a pre-existing CTF map to Q3:TA game types.

-
-
-

· New file name. Don’t - overwrite your old CTF map.

-

· If you want to - convert an existing Q3A CTF map to the team arena game types, it - would be good to make a clean break from Q3A. Give it a new file - name and even a new map name. We did the same for our original CTF - maps.

-

· If you don’t - already have one, build a central “neutral” area in keeping with - the style of the rest of the map. This is an important play area, - perhaps even more so than the bases. Make the opportunities for - gameplay here just as exciting as the flag bases.

-

· Fix-up Time. This is - your opportunity to fix all those things that players have been - telling you are wrong with your map (sticky spots, bad hallway - connections, misaligned textures, poor item placement). The id guys - did it, so can you. It’s also a good time to read or re-read the - Q3Radiant section on optimizing maps for bots (you may want to look - for the recent updates that accompany the bspc tool). Pay particular - attention to placement of clip brushes and cluster portals. If - players can’t reach an area of the map (such as sky above ceiling - grills, or beyond window bars, fill the unreachable space with clip - brush - just walling it off is often worse than doing nothing.

-

· Add Team Power-ups - in or near bases.

-

· Place .md3 powerup - pad bases beneath Power-ups

-

· Remove “ow” - marks from floors that were used as weapon locators. Replace them - with the base floor for that texture. You may also be able to - simplify the geometry.

-

· Place Weapon pad - markers (use the pfbs) beneath weapon spawns.

-

· Consider adding new - weapon types or replacing existing ones with the new weapons. Don’t - just do it because they are new, though. Make sure the weapon is - appropriate to the map. If you don’t like a weapon or it’s - effect on play, don’t add it to your map.

-

· Replace old Q3A CTF - banners with new Q3: TA banners. Use the banner prefabs (pfbs) for - ease of placement.

-

· Consider adding team - logos as decals (see FLOOR ARROWS above) to other parts of the map, - like walls and floors.

-

· Make sure that the - team logos on banners and floors; walls, etc. have the proper - facing. You should be able to properly read the word “red” or - “blue” on the placeholder logo.

-

· Add in the flag - bases and obelisks. Follow directions noted above (page 9) to mark them for - gameplay types.

-
-
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- - - - -
-

Back
-
- - Table of Contents
-
- - Related Links
-
- -10-

-
-
- - - - diff --git a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/text-base/preface.html.svn-base b/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/text-base/preface.html.svn-base deleted file mode 100644 index e5de09b..0000000 --- a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/text-base/preface.html.svn-base +++ /dev/null @@ -1,40 +0,0 @@ - - - - - - -If you are already familiar with the tools and processes for making your -own - - - - -

 

-

 

-

If you are already familiar with the tools -and processes for making your own

-

Quake III Arena game maps, then this -document and the other files in this directory

-

are what you need to create Quake III: Team -Arena maps. If you have previously

-

created team play style maps (for Capture -the Flag or other game “mods”),

-

it will not be difficult to add the new game -entities and models.

-

If you think you might be interested in -making game maps, consider

-

stopping by the Level Editing forum at Quake3World

-

registering as a forum user and asking what -you need to do to

-

get started. From the Quake3World home page, -click

-

on the “Community” button, and then

-

select the “Level Editing” button.

-

 

-

Back - Table of Contents

-

-2-

- - - - diff --git a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/text-base/related_links.html.svn-base b/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/text-base/related_links.html.svn-base deleted file mode 100644 index fabfcf9..0000000 --- a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/text-base/related_links.html.svn-base +++ /dev/null @@ -1,51 +0,0 @@ - - - - - - -Related Links - - - - - -

Related Links

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- -
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Back
-
- - Table of Contents
-
- -11-

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-
- - - - diff --git a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/text-base/ta_game_types.html.svn-base b/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/text-base/ta_game_types.html.svn-base deleted file mode 100644 index 7735ebc..0000000 --- a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/text-base/ta_game_types.html.svn-base +++ /dev/null @@ -1,199 +0,0 @@ - - - - - - -Design for all Team Arena Game Types - - - - - -

Design for All Team Arena Game Types

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      We - encourage designers to make their maps compatible with all “team” - style games. Team DM and Tournament are the exceptions here. Experience - shows that balanced CTF style maps do not make great (or even good) Team - DM maps. To do this, you will need to mark some of the team game - entities for multiple game types. An example is the obelisk used in - Overload. The entity is also used to mark the location of the - skull-receiving base in Harvester. If your Overload obelisk and your - Harvester base are to be in the same location give the entity a - key/value of “gametype/obelisk, harvester”. If you choose to place - the entities in different locations in each game type, you will need to - place separate entities and mark them appropriately. -

 

-
-

Placing Common Entities for all Game types

-
-

     Typically, the player - start, respawn, power-ups, ammo and weapon placement are the same for - each game type. It helps players if they don’t have to remember a lot - of placement locations from game to game. But this doesn’t have to be - the case. Use the gametype key to control placement if you want them - different between game types.

-

      Place - team_CTF_blueplayer entities in the locations where you want blue team - members to join the game and team_CTF_redplayer entities in the - locations where you want red team members to join the game. You should - place enough of these to accommodate the maximum number of players that - will be on a side (though usually no more than 8 to a side in a “normal” - map and as many as 32 in an extremely large terrain map). If you place - too few, teammates are likely to telefrag each other as they join the - game.

-

      Place - team_CTF_bluespawn entities in the locations where you want blue team - members to respawn when they die in the game. Place team_CTF_redspawn - entities in the locations where you want red team members to respawn - when they die in the game. You should place enough of these to - accommodate the maximum number of players that will be on a side (though - usually no more than 8 to a side).

-

      Place the four - persistent power-ups (guard, doubler, scout, and ammo_regen) in or near - the bases of each team. On the blue side, check the BLUETEAM spawn flag - box for each entity. On the red side, check the REDTEAM spawn flag box - for each entity. Place (and center) the appropriate spawn spot model - beneath each power-up (spawn.md3 on the blue side, spawn_red.md3 on the - red side).

- -

 

-
-

Placing Game-type Specific Entities

-
-

      Each of the four - team-style game types has a set of associated entities that go with it, - whether it’s the flags and bases in Capture the Flag, or the obelisk - in Overload.

- -

Capture the Flag (required entities)

-
-

      This corresponds - to the cvar: “/g_gametype 4” when entered in the console.

-

      Entities in this game - must have a value/key setting of “gametype/ctf”

-

      Place a - team_CTF_blueflag in the blue base.

-

      Place a - team_CTF_redflag in the red base.

-

      Place a - team_blueobelisk in the blue base where the goal should be. Give it a - facing angle. This forms the flag base. Do not mark any gametype.

-

      Place a team_redobelisk - in the red base where the goal should be. Give it a facing angle. This - forms the flag base. Do not mark any gametype.

- -

 

- -

One Flag CTF (required entities)

-
-

      This corresponds - to the cvar: “/g_gametype 5” when entered in the console.

-

      Entities in this game - must have a value/key setting of “gametype/oneflag”

-

      Place a - team_CTF_blueflag in the blue base.

-

      Place a - team_CTF_redflag in the red base.

-

      Place a - team_blueobelisk in the blue base where the goal should be. Give it a - facing angle. This forms the flag base. Do not mark any gametype.

-

      Place a team_redobelisk - in the red base where the goal should be. Give it a facing angle. This - forms the flag base. Do not mark any gametype.

-

      Place a - team_neutralflag some place in the neutral area of the map, preferably - equidistant from both bases.

- -

 

- -

Overload (required entities)

-
-

     This corresponds to - the cvar: “/g_gametype 6” when entered in the console.

-

      Entities in this game - must have a value/key setting of “gametype/obelisk”

-

      Place a - team_blueobelisk in the blue base where the goal should be. Give it a - facing angle. Do not mark any gametype.

-

      Place a team_redobelisk - in the red base where the goal should be. Give it a facing angle. Do not - mark any gametype.

- -

 

- -

Harvester (required entities)

-
-

      This corresponds - to the cvar: “/g_gametype 7” when entered in the console.

-

      Entities in this game - must have a value/key setting of “gametype/harvester”

-

      Place a - team_blueobelisk in the blue base. Do not mark any gametype.

-

      Place a team_redobelisk - in the red base. Do not mark any gametype.

-

      Place a - team_neutralobelisk some place in the neutral area of the map, - preferably equidistant from both bases.

- -

 

- -

Using Entities for All Gametypes

-
-

      This assumes - that the designer will use the same entities, in the same locations for - all gametypes. Mark the gametypes on each entity as noted:

-

      Place a - team_CTF_blueflag in the blue base.

-

      Gametype: ctf, oneflag

-

      Place a - team_CTF_redflag in the red base.

-

      Gametype: ctf, oneflag

-

      Place a - team_blueobelisk in the blue base where the goal should be. Give it a - facing angle. This forms the flag base.

-

      Gametype: Do not mark - any gametype.

-

      Place a team_redobelisk - in the red base where the goal should be. Give it a facing angle. This - forms the flag base.

-

      Gametype: Do not mark - any gametype.

-

      Place a - team_neutralobelisk some place in the neutral area of the map, - preferably equidistant from both bases.

-

      Gametype: harvester

-

      Place a - team_neutralflag some place in the neutral area of the map, preferably - equidistant from both bases.

-

      Gametype: oneflag

-

 

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Back
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- - Table of Contents
-
- - Design Tips
-
- -8-

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- - - - diff --git a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/text-base/table_of_contents.htm.svn-base b/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/text-base/table_of_contents.htm.svn-base deleted file mode 100644 index 7bc4d36..0000000 --- a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/text-base/table_of_contents.htm.svn-base +++ /dev/null @@ -1,77 +0,0 @@ - - - - - - - -Table of Contents - - - - -

Table of Contents
-
(HTML Conversion by AstroCreep)

-
- - - - - -
-

Title..........................1
-
- -Preface..........................2
-
- -Table of Contents..........................3
-
- -Team Arena Entity Definitions..........................4
-
- -Team Arena Prefabs..........................5
-
- -Team Power-Up Bases..........................6
-
- -Using the New Game Entities..........................7
-
- -Design for All Team Arena Game Types...........................8
-
- -Design Tips and Suggestions...........................9
-
- -Map Converter’s Checklist.........................10
-
-Related Links.........................11
-

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- - - - -
-

Back
-
- - Table of Contents
-
- - T A Entity Definitions
-
- -3-

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-

 

- - - - diff --git a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/text-base/team_arena_entity_definitions.html.svn-base b/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/text-base/team_arena_entity_definitions.html.svn-base deleted file mode 100644 index 6cc9e20..0000000 --- a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/text-base/team_arena_entity_definitions.html.svn-base +++ /dev/null @@ -1,66 +0,0 @@ - - - - - - -Team Arena Entity Definitions - - - - - -

Team Arena Entity -Definitions

-
- - - - -
The enclosed tadef_ptch.def - file a bare bones list of entity descriptions for use in the Q3Radiant - editor. You can paste it onto the end of your current def file (or better - yet, into a copy of that file). -

This is the Quake III: Team Arena entities definition - file patch (note that it is not the entire definition file). The Q3Radiant - editing tool uses this data to place game entities (ammo, weapons, - power-ups, etc.) in the game map and the game. It contains the definitions - for all the power-ups, game-specific items (like the Obelisks from - Harvester and Overload). To use these definitions, open the text file and - copy it. Now open the definitions file that you are currently using - (probably in Baseq3/Scripts) and paste the contents of your clipboard at - the end of the file. Now save this modified document as “teamarena.def” - in a folder in your Quake III Arena folder called Missionpack/scripts. - Open the Q3Radiant editor. Click on the File menu, and then select the “Project - Settings” entry. This brings up the Project Settings pop-up window. - Change the entitypath field so the pathname leads to the new definitions - file.

-

Example: If the field currently reads c:/quake3 or - g:/quake3/missionpack/scripts/*.def, change it to - c:/quake3/baseq3/scripts/teamarena.def

- -

 

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- - - - -
-

Back
-
- - Table of Contents
-
- -  Team Arena Prefabs
-
- -4-

-
-
-

 

- - - - diff --git a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/text-base/team_arena_prefabs.html.svn-base b/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/text-base/team_arena_prefabs.html.svn-base deleted file mode 100644 index 15557ed..0000000 --- a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/text-base/team_arena_prefabs.html.svn-base +++ /dev/null @@ -1,96 +0,0 @@ - - - - - - -Team Arena Entity Definitions - - - - - -

Team Arena Prefabs

-
- - - - -
There are eight prefabricated brush groups - in this folder. They are pre-built game components (using brushes and/or - curve patches) for some of the objects frequently used in Quake III: - Team Arena. The shader scripts and textures for these prefabs are - already a part of the Team Arena Mission Pack pak file and need not be - added separately. -

      The pads act like - decals (if you ever built plastic model kits, these are the little - graphic things that you soaked in water and then stuck on the surfaces - of the model). The images will appear to be a part of the surface upon - which they rest. For the pads, you will want to place them in such a way - that they are centered under the entity boxes above them. The surface of - the pad should be one to two units above the surface beneath them.

-

When positioning the banners, the banner brush should - not touch the surface behind it.

- -

     armorpad_blue.pfb - Place this prefab beneath yellow and/or red armor on the blue team’s - side.

- -

     armorpad_red.pfb Place - this prefab beneath yellow and/or red armor on the red team’s side

- -

     armorpad_neutral.pfb - Place this prefab beneath yellow and/or red armor in neutral areas.

- -

     weaponpad_blue.pfb - Place this prefab beneath weapons and (non persistent) power-ups on the - blue team’s side.

- -

     weaponpad_red.pfb - Place this prefab beneath weapons and (non-persistent) power-ups on the - red team’s side.

- -

     weaponpad_neutral.pfb - Place this prefab beneath weapons and (non-persistent) power-ups in the - map’s neutral areas (in between bases).

- -

TA_banner_blue.pfb This - prefab is a smallish blue team flag with the placeholder blue team logo - placed over the flag surface as a decal. During game play, this logo - will change to show the logo selected by the blue team. Designers may - wish to scale the size or proportions of this banner to suit their - needs. Always make sure that the word “blue” on the logo reads - correctly. Otherwise, non-symmetrical team logos will appear backwards - on the banner.

- -

TA_banner_red.pfb This - prefab is a red team flag with the placeholder red team logo placed over - the flag surface as a decal. During game play, this logo will change to - show the logo selected by the red team. Designers may wish to scale the - size or proportions of this banner to suit their needs. Always make sure - that the word “red” on the logo reads correctly. Otherwise, - non-symmetrical team logos will appear backwards on the banner.

-

 

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- - - - -
-

Back
-
- - Table of Contents
-
-  Team Power-up Bases -

-5-

-
-
-

 

- - - - diff --git a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/text-base/team_powerup_bases.html.svn-base b/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/text-base/team_powerup_bases.html.svn-base deleted file mode 100644 index b082e31..0000000 --- a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/text-base/team_powerup_bases.html.svn-base +++ /dev/null @@ -1,62 +0,0 @@ - - - - - - -Team Arena Entity Definitions - - - - - -

Team Power-up Bases

-
-
- - - - -
In Quake III: Team Arena, a base model - marks the location of each of the four persistent Team Power-Ups (Ammo - Regen, Guard, Doubler, and Scout). These models are not generated - programmatically (as is the case with the obelisks and flag bases) and - must be placed in the game maps by the mapmaker. Position the model such - that the center of its origin sits on top of the floor and so that it is - centered beneath the Team Power-Up. There are separate models for the - blue and red team sides. If you choose to place a powerup in neutral - territory (as in MPTERRA3), place a weaponpad_neutral.pfb under the - powerup. -

Copy the spawn folder into the models/mapobjects - directory in your missionpack directory (if necessary, create all three - directories now). Do not create a new directory for them. Shader scripts - and textures for these models are already a part of the Mission Pack pak - file and need not be added separately.

-

spawn.md3  This model is the location marker for the - blue side.

-

spawn_red.md3  This model is the location marker for - the red side.

- -

 

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-
- - Table of Contents
-
-  New Game Entities -

-6-

-
-
-

 

- - - - diff --git a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/text-base/using_new_game_entities.html.svn-base b/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/text-base/using_new_game_entities.html.svn-base deleted file mode 100644 index 19ddc0d..0000000 --- a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/.svn/text-base/using_new_game_entities.html.svn-base +++ /dev/null @@ -1,115 +0,0 @@ - - - - - - -Team Arena Entity Definitions - - - - - -

Using New Game Entities

-
-
- - - - - -
The best way to get a feeling for how the - new game entities should be used is to play Team Arena for a while. Here - are the id team’s rules and suggestions for using the new entities. -

 

-
-

Game Types

-
-

There are eight game types (including those from - original Quake III Arena). Unless marked with a gametype key, entities - will appear in every game type. The game types are:

- -

Gametype Type of play corresponds to cvar …

-
-

FFA (multiplayer Free for All deathmatch) corresponds - to g_gametype 0

-

Tournament (1 on 1 deathmatch) corresponds to - g_gametype 1

-

Single (Single Player Free for All) corresponds to - g_gametype 2

-

Team (Team deathmatch) corresponds to g_gametype 3

-

CTF (Capture the Flag … traditional rules) - corresponds to g_gametype 4

-

Oneflag (single flag CTF) corresponds to g_gametype 5

-

Overload (destroy the opponent’s obelisk) - corresponds to g_gametype 6

-

Harvester (collect skulls, take to opponent’s base) - corresponds to g_gametype 7

- -

 

-
-

The “notfree”, “notteam”, and “notsingle” - Keys

-
-

These are still checked by the game engine. They are - checked AFTER the gametype keys are checked. Because they complicate the - design (simple is usually best), we recommend not using them in Quake 3 - Team Arena maps.

- -

 

-
-

Enable/Disabled entities for TA / Vanilla Q3

-
-

- Entities can now have one of the following epairs: -

- -

- "notta" "1" -

- -

- for when the entity is not supposed to show up in Team Arena, and: -

- -

- "notq3a" "1" -

- -

- for when the entity is not supposed to show up in Quake III Arena. -

- -

- An entity may have both epairs, meaning it will only show up in mods. -

- -

- The epairs only work on "gameplay" type entities such as weapons, - powerups, items, ammo, etc. They will not affect entities that are - compiled into maps, such as models. -

- -

 

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Back
-
- - Table of Contents
-
- T.A. Game Types -

-7-

-
-
-

 

- - - - diff --git a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/design_tips.html b/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/design_tips.html deleted file mode 100644 index 605c169..0000000 --- a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/design_tips.html +++ /dev/null @@ -1,113 +0,0 @@ - - - - - - -Design Tips and Suggestions - - - - - -

Design Tips and Suggestions

-
-
- - - - -
  -
-
-

· The skull - generator in Harvester tosses skulls about it to a maximum distance - of 96 units. The id map designers usually allowed for a drop radius - of 104 to 128 units as a minimum. As a rule, the generator should - drop skulls only in a places accessible to the players. Skulls - should not drop out into death fog or the void.

-

· Where you place - the persistent team power-ups is really more a matter of personal - style than a fixed requirement. Generally speaking, we found having - all or most of them in easy view of the initial start positions was - a good thing. In some cases, we found that placing the scout in a - contested area made for interesting game challenges.

-

· It is not - necessary to put every team power-up on every map. If a team - power-up would be overpowering on a map, leave it out. If you study - the id team maps, you’ll note that not every map has every power - up. In a small map, the scout can be unreasonable. In a map where - the base is easily attacked and overwhelmed, the guard can unbalance - things. In a map where the base is easily defended by snipers, the - doubler is powerful.

-

· For One Flag CTF, - the flag should be placed in an area that is roughly equidistant - from both bases and can be easily reached by players from either - team.

-

· The same (as - above) is true for Harvester.

-

· You don’t have - to place the white flag and the Harvester skull generator in the - same place in the map.

-

· Don’t feel - obligated to put the CTF flag bases, the skull receptacles, and the - Overload skull obelisk in the exact same location in the bases. Just - remember to mark gametypes correctly.

-

· Don’t include a - kamikaze in a map where players are unlikely to ever see the full - effect of the explosion.

-

· The personal - teleporter entity takes the player to a deathmatch spawn. That’s - how we restricted where the player teleported to in some maps.

-

· When converting - Q3A CTF maps with small base areas around their flags will probably - need to have their bases enlarged to accommodate the Overload skull - obelisk.

-

· OVERLOAD: When - designing the base for the placement of the skull obelisk, don’t - make it easy for attackers to shoot the obelisk from protected - locations.

-

· FLOOR ARROWS: The - graphic arrows were added to map floors to help the players find - their ways through potentially confusing arenas and to give the - player a sense of how close to the flag room he or she might be. The - rule of thumb was that the greater the distance to the flag, the - more stripes or bars would follow the arrow. Exact style of arrow - use varied from mapper to mapper. Study the individual maps to - determine which works best for your own map. The floor arrows act - like decals (if you ever built plastic model kits, these are the - little graphic things that you soaked in water and then stuck on the - surfaces of the model). The images will appear to be a part of the - surface upon which they rest. For the arrows, you will want to build - them as nodraw brushes of the proper dimension with a surface raised - about 2 units above the floor or wall. For the arrow, use - missionpack/proto2/bluea_dcl for the blue arrows and missionpack/proto2/reda_dcl - for the red. You may have to scale and rotate the texture to get - what you want. For more than three trailing bars, add additional - decals and arrange to suit.

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-
- - Table of Contents
-
- - Map Converter's Checklist
-
- -9-

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-
- - - - diff --git a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/map_converters_checklist.html b/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/map_converters_checklist.html deleted file mode 100644 index d6faf3d..0000000 --- a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/map_converters_checklist.html +++ /dev/null @@ -1,101 +0,0 @@ - - - - - - -Design Tips and Suggestions - - - - - -

Map Converter’s Checklist

-
-
- - - - -
  -

The following is a list of things to look for, do, or - be aware of when converting a pre-existing CTF map to Q3:TA game types.

-
-
-

· New file name. Don’t - overwrite your old CTF map.

-

· If you want to - convert an existing Q3A CTF map to the team arena game types, it - would be good to make a clean break from Q3A. Give it a new file - name and even a new map name. We did the same for our original CTF - maps.

-

· If you don’t - already have one, build a central “neutral” area in keeping with - the style of the rest of the map. This is an important play area, - perhaps even more so than the bases. Make the opportunities for - gameplay here just as exciting as the flag bases.

-

· Fix-up Time. This is - your opportunity to fix all those things that players have been - telling you are wrong with your map (sticky spots, bad hallway - connections, misaligned textures, poor item placement). The id guys - did it, so can you. It’s also a good time to read or re-read the - Q3Radiant section on optimizing maps for bots (you may want to look - for the recent updates that accompany the bspc tool). Pay particular - attention to placement of clip brushes and cluster portals. If - players can’t reach an area of the map (such as sky above ceiling - grills, or beyond window bars, fill the unreachable space with clip - brush - just walling it off is often worse than doing nothing.

-

· Add Team Power-ups - in or near bases.

-

· Place .md3 powerup - pad bases beneath Power-ups

-

· Remove “ow” - marks from floors that were used as weapon locators. Replace them - with the base floor for that texture. You may also be able to - simplify the geometry.

-

· Place Weapon pad - markers (use the pfbs) beneath weapon spawns.

-

· Consider adding new - weapon types or replacing existing ones with the new weapons. Don’t - just do it because they are new, though. Make sure the weapon is - appropriate to the map. If you don’t like a weapon or it’s - effect on play, don’t add it to your map.

-

· Replace old Q3A CTF - banners with new Q3: TA banners. Use the banner prefabs (pfbs) for - ease of placement.

-

· Consider adding team - logos as decals (see FLOOR ARROWS above) to other parts of the map, - like walls and floors.

-

· Make sure that the - team logos on banners and floors; walls, etc. have the proper - facing. You should be able to properly read the word “red” or - “blue” on the placeholder logo.

-

· Add in the flag - bases and obelisks. Follow directions noted above (page 9) to mark them for - gameplay types.

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-

Back
-
- - Table of Contents
-
- - Related Links
-
- -10-

-
-
- - - - diff --git a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/preface.html b/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/preface.html deleted file mode 100644 index e5de09b..0000000 --- a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/preface.html +++ /dev/null @@ -1,40 +0,0 @@ - - - - - - -If you are already familiar with the tools and processes for making your -own - - - - -

 

-

 

-

If you are already familiar with the tools -and processes for making your own

-

Quake III Arena game maps, then this -document and the other files in this directory

-

are what you need to create Quake III: Team -Arena maps. If you have previously

-

created team play style maps (for Capture -the Flag or other game “mods”),

-

it will not be difficult to add the new game -entities and models.

-

If you think you might be interested in -making game maps, consider

-

stopping by the Level Editing forum at Quake3World

-

registering as a forum user and asking what -you need to do to

-

get started. From the Quake3World home page, -click

-

on the “Community” button, and then

-

select the “Level Editing” button.

-

 

-

Back - Table of Contents

-

-2-

- - - - diff --git a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/related_links.html b/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/related_links.html deleted file mode 100644 index fabfcf9..0000000 --- a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/related_links.html +++ /dev/null @@ -1,51 +0,0 @@ - - - - - - -Related Links - - - - - -

Related Links

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-
- - Table of Contents
-
- -11-

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- - - - diff --git a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/ta_game_types.html b/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/ta_game_types.html deleted file mode 100644 index 7735ebc..0000000 --- a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/ta_game_types.html +++ /dev/null @@ -1,199 +0,0 @@ - - - - - - -Design for all Team Arena Game Types - - - - - -

Design for All Team Arena Game Types

-
-
- - - - -
      We - encourage designers to make their maps compatible with all “team” - style games. Team DM and Tournament are the exceptions here. Experience - shows that balanced CTF style maps do not make great (or even good) Team - DM maps. To do this, you will need to mark some of the team game - entities for multiple game types. An example is the obelisk used in - Overload. The entity is also used to mark the location of the - skull-receiving base in Harvester. If your Overload obelisk and your - Harvester base are to be in the same location give the entity a - key/value of “gametype/obelisk, harvester”. If you choose to place - the entities in different locations in each game type, you will need to - place separate entities and mark them appropriately. -

 

-
-

Placing Common Entities for all Game types

-
-

     Typically, the player - start, respawn, power-ups, ammo and weapon placement are the same for - each game type. It helps players if they don’t have to remember a lot - of placement locations from game to game. But this doesn’t have to be - the case. Use the gametype key to control placement if you want them - different between game types.

-

      Place - team_CTF_blueplayer entities in the locations where you want blue team - members to join the game and team_CTF_redplayer entities in the - locations where you want red team members to join the game. You should - place enough of these to accommodate the maximum number of players that - will be on a side (though usually no more than 8 to a side in a “normal” - map and as many as 32 in an extremely large terrain map). If you place - too few, teammates are likely to telefrag each other as they join the - game.

-

      Place - team_CTF_bluespawn entities in the locations where you want blue team - members to respawn when they die in the game. Place team_CTF_redspawn - entities in the locations where you want red team members to respawn - when they die in the game. You should place enough of these to - accommodate the maximum number of players that will be on a side (though - usually no more than 8 to a side).

-

      Place the four - persistent power-ups (guard, doubler, scout, and ammo_regen) in or near - the bases of each team. On the blue side, check the BLUETEAM spawn flag - box for each entity. On the red side, check the REDTEAM spawn flag box - for each entity. Place (and center) the appropriate spawn spot model - beneath each power-up (spawn.md3 on the blue side, spawn_red.md3 on the - red side).

- -

 

-
-

Placing Game-type Specific Entities

-
-

      Each of the four - team-style game types has a set of associated entities that go with it, - whether it’s the flags and bases in Capture the Flag, or the obelisk - in Overload.

- -

Capture the Flag (required entities)

-
-

      This corresponds - to the cvar: “/g_gametype 4” when entered in the console.

-

      Entities in this game - must have a value/key setting of “gametype/ctf”

-

      Place a - team_CTF_blueflag in the blue base.

-

      Place a - team_CTF_redflag in the red base.

-

      Place a - team_blueobelisk in the blue base where the goal should be. Give it a - facing angle. This forms the flag base. Do not mark any gametype.

-

      Place a team_redobelisk - in the red base where the goal should be. Give it a facing angle. This - forms the flag base. Do not mark any gametype.

- -

 

- -

One Flag CTF (required entities)

-
-

      This corresponds - to the cvar: “/g_gametype 5” when entered in the console.

-

      Entities in this game - must have a value/key setting of “gametype/oneflag”

-

      Place a - team_CTF_blueflag in the blue base.

-

      Place a - team_CTF_redflag in the red base.

-

      Place a - team_blueobelisk in the blue base where the goal should be. Give it a - facing angle. This forms the flag base. Do not mark any gametype.

-

      Place a team_redobelisk - in the red base where the goal should be. Give it a facing angle. This - forms the flag base. Do not mark any gametype.

-

      Place a - team_neutralflag some place in the neutral area of the map, preferably - equidistant from both bases.

- -

 

- -

Overload (required entities)

-
-

     This corresponds to - the cvar: “/g_gametype 6” when entered in the console.

-

      Entities in this game - must have a value/key setting of “gametype/obelisk”

-

      Place a - team_blueobelisk in the blue base where the goal should be. Give it a - facing angle. Do not mark any gametype.

-

      Place a team_redobelisk - in the red base where the goal should be. Give it a facing angle. Do not - mark any gametype.

- -

 

- -

Harvester (required entities)

-
-

      This corresponds - to the cvar: “/g_gametype 7” when entered in the console.

-

      Entities in this game - must have a value/key setting of “gametype/harvester”

-

      Place a - team_blueobelisk in the blue base. Do not mark any gametype.

-

      Place a team_redobelisk - in the red base. Do not mark any gametype.

-

      Place a - team_neutralobelisk some place in the neutral area of the map, - preferably equidistant from both bases.

- -

 

- -

Using Entities for All Gametypes

-
-

      This assumes - that the designer will use the same entities, in the same locations for - all gametypes. Mark the gametypes on each entity as noted:

-

      Place a - team_CTF_blueflag in the blue base.

-

      Gametype: ctf, oneflag

-

      Place a - team_CTF_redflag in the red base.

-

      Gametype: ctf, oneflag

-

      Place a - team_blueobelisk in the blue base where the goal should be. Give it a - facing angle. This forms the flag base.

-

      Gametype: Do not mark - any gametype.

-

      Place a team_redobelisk - in the red base where the goal should be. Give it a facing angle. This - forms the flag base.

-

      Gametype: Do not mark - any gametype.

-

      Place a - team_neutralobelisk some place in the neutral area of the map, - preferably equidistant from both bases.

-

      Gametype: harvester

-

      Place a - team_neutralflag some place in the neutral area of the map, preferably - equidistant from both bases.

-

      Gametype: oneflag

-

 

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Table of Contents
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(HTML Conversion by AstroCreep)

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Title..........................1
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- -Preface..........................2
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- -Table of Contents..........................3
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- -Team Arena Entity Definitions..........................4
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- -Team Arena Prefabs..........................5
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- -Team Power-Up Bases..........................6
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- -Using the New Game Entities..........................7
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- -Design for All Team Arena Game Types...........................8
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- -Design Tips and Suggestions...........................9
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- -Map Converter’s Checklist.........................10
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-Related Links.........................11
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- - Table of Contents
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- - T A Entity Definitions
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- - - - diff --git a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/team_arena_entity_definitions.html b/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/team_arena_entity_definitions.html deleted file mode 100644 index 6cc9e20..0000000 --- a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/team_arena_entity_definitions.html +++ /dev/null @@ -1,66 +0,0 @@ - - - - - - -Team Arena Entity Definitions - - - - - -

Team Arena Entity -Definitions

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The enclosed tadef_ptch.def - file a bare bones list of entity descriptions for use in the Q3Radiant - editor. You can paste it onto the end of your current def file (or better - yet, into a copy of that file). -

This is the Quake III: Team Arena entities definition - file patch (note that it is not the entire definition file). The Q3Radiant - editing tool uses this data to place game entities (ammo, weapons, - power-ups, etc.) in the game map and the game. It contains the definitions - for all the power-ups, game-specific items (like the Obelisks from - Harvester and Overload). To use these definitions, open the text file and - copy it. Now open the definitions file that you are currently using - (probably in Baseq3/Scripts) and paste the contents of your clipboard at - the end of the file. Now save this modified document as “teamarena.def” - in a folder in your Quake III Arena folder called Missionpack/scripts. - Open the Q3Radiant editor. Click on the File menu, and then select the “Project - Settings” entry. This brings up the Project Settings pop-up window. - Change the entitypath field so the pathname leads to the new definitions - file.

-

Example: If the field currently reads c:/quake3 or - g:/quake3/missionpack/scripts/*.def, change it to - c:/quake3/baseq3/scripts/teamarena.def

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Back
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- - Table of Contents
-
- -  Team Arena Prefabs
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- -4-

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- - - - diff --git a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/team_arena_prefabs.html b/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/team_arena_prefabs.html deleted file mode 100644 index 15557ed..0000000 --- a/install/installs/Q3Pack/install/docs/Team_Arena_Mapping_Help/pages/team_arena_prefabs.html +++ /dev/null @@ -1,96 +0,0 @@ - - - - - - -Team Arena Entity Definitions - - - - - -

Team Arena Prefabs

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There are eight prefabricated brush groups - in this folder. They are pre-built game components (using brushes and/or - curve patches) for some of the objects frequently used in Quake III: - Team Arena. The shader scripts and textures for these prefabs are - already a part of the Team Arena Mission Pack pak file and need not be - added separately. -

      The pads act like - decals (if you ever built plastic model kits, these are the little - graphic things that you soaked in water and then stuck on the surfaces - of the model). The images will appear to be a part of the surface upon - which they rest. For the pads, you will want to place them in such a way - that they are centered under the entity boxes above them. The surface of - the pad should be one to two units above the surface beneath them.

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When positioning the banners, the banner brush should - not touch the surface behind it.

- -

     armorpad_blue.pfb - Place this prefab beneath yellow and/or red armor on the blue team’s - side.

- -

     armorpad_red.pfb Place - this prefab beneath yellow and/or red armor on the red team’s side

- -

     armorpad_neutral.pfb - Place this prefab beneath yellow and/or red armor in neutral areas.

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     weaponpad_blue.pfb - Place this prefab beneath weapons and (non persistent) power-ups on the - blue team’s side.

- -

     weaponpad_red.pfb - Place this prefab beneath weapons and (non-persistent) power-ups on the - red team’s side.

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     weaponpad_neutral.pfb - Place this prefab beneath weapons and (non-persistent) power-ups in the - map’s neutral areas (in between bases).

- -

TA_banner_blue.pfb This - prefab is a smallish blue team flag with the placeholder blue team logo - placed over the flag surface as a decal. During game play, this logo - will change to show the logo selected by the blue team. Designers may - wish to scale the size or proportions of this banner to suit their - needs. Always make sure that the word “blue” on the logo reads - correctly. Otherwise, non-symmetrical team logos will appear backwards - on the banner.

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TA_banner_red.pfb This - prefab is a red team flag with the placeholder red team logo placed over - the flag surface as a decal. During game play, this logo will change to - show the logo selected by the red team. Designers may wish to scale the - size or proportions of this banner to suit their needs. Always make sure - that the word “red” on the logo reads correctly. Otherwise, - non-symmetrical team logos will appear backwards on the banner.

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- - Table of Contents
-
-  Team Power-up Bases -

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Team Power-up Bases

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In Quake III: Team Arena, a base model - marks the location of each of the four persistent Team Power-Ups (Ammo - Regen, Guard, Doubler, and Scout). These models are not generated - programmatically (as is the case with the obelisks and flag bases) and - must be placed in the game maps by the mapmaker. Position the model such - that the center of its origin sits on top of the floor and so that it is - centered beneath the Team Power-Up. There are separate models for the - blue and red team sides. If you choose to place a powerup in neutral - territory (as in MPTERRA3), place a weaponpad_neutral.pfb under the - powerup. -

Copy the spawn folder into the models/mapobjects - directory in your missionpack directory (if necessary, create all three - directories now). Do not create a new directory for them. Shader scripts - and textures for these models are already a part of the Mission Pack pak - file and need not be added separately.

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spawn.md3  This model is the location marker for the - blue side.

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spawn_red.md3  This model is the location marker for - the red side.

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-  New Game Entities -

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Using New Game Entities

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The best way to get a feeling for how the - new game entities should be used is to play Team Arena for a while. Here - are the id team’s rules and suggestions for using the new entities. -

 

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Game Types

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There are eight game types (including those from - original Quake III Arena). Unless marked with a gametype key, entities - will appear in every game type. The game types are:

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Gametype Type of play corresponds to cvar …

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FFA (multiplayer Free for All deathmatch) corresponds - to g_gametype 0

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Tournament (1 on 1 deathmatch) corresponds to - g_gametype 1

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Single (Single Player Free for All) corresponds to - g_gametype 2

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Team (Team deathmatch) corresponds to g_gametype 3

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CTF (Capture the Flag … traditional rules) - corresponds to g_gametype 4

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Oneflag (single flag CTF) corresponds to g_gametype 5

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Overload (destroy the opponent’s obelisk) - corresponds to g_gametype 6

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Harvester (collect skulls, take to opponent’s base) - corresponds to g_gametype 7

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The “notfree”, “notteam”, and “notsingle” - Keys

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These are still checked by the game engine. They are - checked AFTER the gametype keys are checked. Because they complicate the - design (simple is usually best), we recommend not using them in Quake 3 - Team Arena maps.

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Enable/Disabled entities for TA / Vanilla Q3

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- Entities can now have one of the following epairs: -

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- "notta" "1" -

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- for when the entity is not supposed to show up in Team Arena, and: -

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- "notq3a" "1" -

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- for when the entity is not supposed to show up in Quake III Arena. -

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- An entity may have both epairs, meaning it will only show up in mods. -

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- The epairs only work on "gameplay" type entities such as weapons, - powerups, items, ammo, etc. They will not affect entities that are - compiled into maps, such as models. -

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- T.A. Game Types -

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MAPPING -HELP

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by -Paul Jaquays
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Copyright © 2000 id software, inc.

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START

- - - - diff --git a/install/installs/Q3Pack/install/docs/Terrain_Manual/.svn/entries b/install/installs/Q3Pack/install/docs/Terrain_Manual/.svn/entries deleted file mode 100644 index d832938..0000000 --- a/install/installs/Q3Pack/install/docs/Terrain_Manual/.svn/entries +++ /dev/null @@ -1,68 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/Q3Pack/trunk/install/docs/Terrain_Manual -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2006-02-09T00:07:34.157408Z -1 -spog - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -pages -dir - -start.html -file - - - - -2012-04-01T16:51:51.567968Z -0025952bdb22187b5bff2b055cf56a63 -2006-02-09T00:07:34.157408Z -1 -spog -has-props - - - - - - - - - - - - - - - - - - - - -1330 - -pics -dir - diff --git a/install/installs/Q3Pack/install/docs/Terrain_Manual/.svn/prop-base/start.html.svn-base b/install/installs/Q3Pack/install/docs/Terrain_Manual/.svn/prop-base/start.html.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/docs/Terrain_Manual/.svn/prop-base/start.html.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/docs/Terrain_Manual/.svn/text-base/start.html.svn-base b/install/installs/Q3Pack/install/docs/Terrain_Manual/.svn/text-base/start.html.svn-base deleted file mode 100644 index c63f6d2..0000000 --- a/install/installs/Q3Pack/install/docs/Terrain_Manual/.svn/text-base/start.html.svn-base +++ /dev/null @@ -1,30 +0,0 @@ - - - - - - -Terrain Construction for Quake 3 Engine Games - - - - - -

-

  - -Special Thanks to Jim Dosé and Jan Paul van Waveren -for their assistance and review (and making this all work in the first place) -and the same gratitude to Astrocreep for his review and suggestions for making -it into something people could understand.

-

The material here is for use in conjunction with the Q3Radiant manual for the -Quake 3 Engine and presumes familiarity with that tool and game engine. Although -compiling switches and shader commands are included here, this is not intended -to be a general update or revision to the Q3Radiant manual

-

Table of Contents

- -

-1-

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a/install/installs/Q3Pack/install/missionpack/.svn/text-base/terrademo-README.txt.svn-base +++ /dev/null @@ -1,40 +0,0 @@ -Terrain Map Demo for Quake III Arena (ver >= 1.27g) -All included media (c) Id Software -Archive built by qeradiant.com, - thanks for the help to Fubar - Fubar_@btinternet.com -version 2 - 1/9/2001 -===================================================== - -version 2 update: new q3map (patchlevel 2) included in this archive, solves the -shader blending bug on terrain maps. - -This archive contains a complete set of shaders, textures, models needed to -build a small terrain map that will run with a Quake III Arena installation -(version >= 1.27g) - -So far terrain maps have only been seen in Quake III: Team Arena, but the -terrain capabilities are indeed in the Quake III engine and will soon be used in -mods and maps. The aim of this archive is to provide a starting point to do -terrain maps if you don't have Quake III: Team Arena. If you have Quake III: -Team Arena installed and GtkRadiant configured for it, you can use -missionpack/maps/terrademo.map - -If you are going to write your own terrain maps, you will need to redistribute -some of the shaders in your pk3. Keep in mind that a default Quake III Arena -installation will not have common/terrain for example. - -We also include an update to the tree mapobjects, the shaders were missing. If -you use the trees in your maps you need to redistribute those shaders too. - -There is an update to q3map included, if q3map fails to load the alphamap for a -terrain entity, it will exit cleanly instead of crashing. - -Basic setup: - -1) Unzip the archive to your baseq3/ directory, move the new q3map where belongs - -2) In order to compile the sample map correctly you need to add a line with the -new .shader file name in your shaderlist.txt: add "terrademoQ3" at the end the -file. If you don't do that, q3map will simply not see those new shaders. - -3) You can now open terrademoQ3.map and compile it \ No newline at end of file diff --git a/install/installs/Q3Pack/install/missionpack/mapmedia-TA.pk3 b/install/installs/Q3Pack/install/missionpack/mapmedia-TA.pk3 deleted file mode 100644 index 0584089f57fa4a10074456c86e4500f83c64f108..0000000000000000000000000000000000000000 GIT binary patch literal 0 HcmV?d00001 literal 353896 zcmZs>Q*b6s*sUEqd16hHCpIRwZQHgnv2Al=+qRudY}>Z>`|bLx{#~_qA9Q!!YxRB5 zXMOcjkOqf<1Noov-kwPHzc>Hig!JF)V(RYV>SXH7VC-VX#Gvq>7yZ8~42WbvB9)RG z>S`Yr2*`R42ngQ)HPe$bCWqcxX5lB#xRa5DpipLI8FTL%ITeP-cq{*L=Y7 z%(!S-d9bR+)v~}Ov$62?by3s!qWkA+l+)|R%YG>L?GOFQW#hBf&rhx2S8a347-_wO z^zDxKTkpsZaDQIcGD*rywIcg!er}6uE2+a|KA9k6o?X(j^l5_SdwVRKx%6fHu~9Dm zPc@(B4DZcV!}FKc+}A{-NoSyJ}|ZO=Cy3I)x6vL zE{8w0_Hu_XZqu*Y`zrs};hDI7s<6C|R*#QClK0Io?IW`Ft~d&tqkGb{fR~!&DEm&G zXS+_B=T)}XFLnFG6W|Zp8&vPtGMmTI$Dc8Iy&h@b_XDq^G`}B6kE>i@^2*N>O8L(T znv&lEPWeihm8-A4n8P|MXQQu!)9u-!5DMJoJ}kEw(!p!xOv|o=z5&;&TruttN+fY&DQlE?UDdmRD(8$uGaMj;-I%Pv^X6wh7}P@ zgCWvNnUQeJQG62hXuwv7Efl;DiSpjC>cg~5g{AZl2sXQ@6-ji$&1EtWV<~4it~%l3 zFDTETDGH{NAplO}Ym%Q%!#i|J%K@vqoA;94T7GVp3K!s`=DYjo#rS-`bDie*>!yc{ zDD^kyvMyqPhni*2lhPXRwvY5spO}8Vg4{P=_ZH6cM{?^}x#{YS=zejfN%w|*^bl~1 zq!;^tPLj*5-kh}Ig-Nn*e@O|UU!I(u#fs%(VOak|kE5OZN-8e-+9r7ZxWs7i?D|Lz z@9*;3aBP^r`lDH6kuX+(^X$c+#bbO|t5T$>31zg?4~jp-M*oq_TnBpMpnmWm8k{)N*(v$@zEUh#M~gSXJAuhwmNcBJ!tYtz2pn?t>Q%kb;Y zL-Tdczw?*z@|-&6Y{~)SF26&nx4XIV)Py?5I)?QQ5s=V@aXV-%$nVMHt<)6W#G{OP zNwUfUgzNS=eDdZN;hU7+8OlTs=Q^i9(<;$vogl`~xAb#58$qf$aYE>5A#Kd9hXe+5 zBuJRJjL%MeLYLgDpxXAZp((v*>3k?>bjlPVJ(dlgwJB08g%oke81J|CBaJFZ7Vl%7 zfAHtIBIBcmo|qpalm?Z3k3kMB z6n^msDiEcrYswE0m=fJ*a9SBQ74GJ4QSKbsRSM#DD{xN;adx9H*w=I}Z&|5N# zK;pdcZu_+CLOJJ7Ucs3okfqp7!(-Krb+Wrm!poDvD_W|*^-R2tke^_0W^b$?ndYI* zfnLr~Ftt04dnfuLP-;3?l5Ah9(c(0cjc;%|elDILE&gmA+NV<`~3VLCEb@l0~M-4L!8krw@3U*h?cpa%R*BVyiI3@jw`oUj=7% zjflLxsCPs=MLZ~8N%Z8^MvI?pn$G5E0*Y{@85rc|@i|kFbfbUdE%|eao9%NM+fjgR>SV*hnCj*j*0|y3C zrJVXySZ{8*D#%(c;enZMdhk*GUM2?kD&Y@usTJ{|r@HR)hnIX0`z5L>kFn?tB5i`y zju;AE^nP%xSCc`Lrq?U$lSA!ZyMX1HVoqG_@?%?Jo&14zy&K*`fQlF3?8bxonT&sM zj~kXmx=Lm~5w_ajV9O4 zvIXb=o~de0`pxYUZVM5W)FG6bL)RA!pHngd@W&5pMGc_y-G5?-}v)#1@sx+wBF$u8n0$?Y8I1Exs@% z#;3N$`2T_(e)WrDq_ugS%vK=0i-CQdMtu2QZ_O0%d>tVUVkp>Q5PTQan)YcV=$sbQ zDUAX*R@+7$PE+~g@vj$&U(RjWz|+-|$n9`@x>|2eHW+T!tVaQ}2)$aiiXV%@UhGv@ z+b$N`B44l9$Maw3LCq_`uf;=qUlZ3AC~h`)v!COVY#lC(BzZUQq7yxnEX})xk0bu3 z3Nx-H!Fl3UA)mjcrzfE!ioI+5vewgS)&AcOTBxSjUtg@niRD!KGhDaugWT?g+jw}q<{iqk z^*2(k*b#R4LOKbAzRrK~WoK;v%0R8ytJvY)=FHWd9-RmIW$Ncr(wg77(%XoJ?Tq8aSVQ)xa5=bIM%WA8&zTQ&2ID=jV@!7sCE)Xx zWp*izyv6w0d5ZabRj&FRSW9}lU9dkmEzNLI)C&5ll!m6++3vLIJvcKTNrRd_SzrRb z=JoKi`DMT#DO+egPAy;-9g?fV?F>M+1Z>5;v&I!T#F?j?D#61XgPDIBJbOfTj`kio zyOQ?QiGB-dK|FHUikRmn$TNA8oc0wn#5wcu@jNNAaLY@Y-Q8$BpjQ*q1y0L~frprt zygvg)R+aZ?rHy(oCJ9>{yxcKy! 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-dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/Q3Pack/trunk/install/missionpack/maps -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2006-02-09T00:07:34.157408Z -1 -spog - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -Team Arena Prefabs -dir - -terrademo.map -file - - - - -2012-04-01T16:51:39.453275Z -eb4594330013666971d45cd48693a36d -2006-02-09T00:07:34.157408Z -1 -spog -has-props - - - - - - - - - - - - - - - - - - - - -34925 - diff --git a/install/installs/Q3Pack/install/missionpack/maps/.svn/prop-base/terrademo.map.svn-base b/install/installs/Q3Pack/install/missionpack/maps/.svn/prop-base/terrademo.map.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/missionpack/maps/.svn/prop-base/terrademo.map.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/missionpack/maps/.svn/text-base/terrademo.map.svn-base b/install/installs/Q3Pack/install/missionpack/maps/.svn/text-base/terrademo.map.svn-base deleted file mode 100644 index fca03ef..0000000 --- a/install/installs/Q3Pack/install/missionpack/maps/.svn/text-base/terrademo.map.svn-base +++ /dev/null @@ -1,553 +0,0 @@ -{ -"gridsize" "256 256 256" -"vertexremapshader6" "textures/terrain/mpterra2_2;textures/terrain/vxmpterra2" -"vertexremapshader5" "textures/terrain/mpterra2_1;textures/terrain/vxmpterra2" -"vertexremapshader4" "textures/terrain/mpterra2_0;textures/terrain/vxmpterra2" -"vertexremapshader3" "textures/terrain/mpterra2_1to2;textures/terrain/vxmpterra2" -"vertexremapshader2" "textures/terrain/mpterra2_0to2;textures/terrain/vxmpterra2" -"vertexremapshader1" "textures/terrain/mpterra2_0to1;textures/terrain/vxmpterra2" -"enableBreath" "1" -"_color" ".22 .37 .4" -"message" "Distant Screams" -"classname" "worldspawn" -"ambient" "22" -"music" "music/fla_mp03.wav" -// brush 0 -{ -( -448 -640 -352 ) ( -448 440 -352 ) ( -512 440 -352 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0 -( -512 440 -304 ) ( -448 440 -304 ) ( -448 -640 -304 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0 -( -512 440 -304 ) ( -512 -640 -304 ) ( -512 -640 -1952 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0 -( -512 -512 -304 ) ( -448 -512 -304 ) ( -448 -512 -1952 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0 -( 576 -640 -304 ) ( 576 440 -304 ) ( 576 440 -1952 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0 -( -448 512 -304 ) ( -512 512 -304 ) ( -512 512 -1952 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0 -} -// brush 1 -{ -( -448 -640 1376 ) ( -448 440 1376 ) ( -512 440 1376 ) skies/pj_ctf2_sky 128 127 90 0.500000 0.500000 0 0 0 -( -512 440 1424 ) ( -448 440 1424 ) ( -448 -640 1424 ) skies/pj_ctf2_sky 128 127 90 0.500000 0.500000 0 0 0 -( -512 440 1424 ) ( -512 -640 1424 ) ( -512 -640 -224 ) skies/pj_ctf2_sky 128 0 0 0.500000 0.500000 0 0 0 -( -512 -512 1424 ) ( -448 -512 1424 ) ( -448 -512 -224 ) skies/pj_ctf2_sky 127 0 -180 0.500000 -0.500000 0 0 0 -( 576 -640 1424 ) ( 576 440 1424 ) ( 576 440 -224 ) skies/pj_ctf2_sky 128 0 0 0.500000 0.500000 0 0 0 -( -448 512 1424 ) ( -512 512 1424 ) ( -512 512 -224 ) skies/pj_ctf2_sky 127 0 -180 0.500000 -0.500000 0 0 0 -} -// brush 2 -{ -( -512 -576 -352 ) ( -512 504 -352 ) ( -576 504 -352 ) skies/pj_ctf2_sky 0 255 90 0.500000 0.500000 0 0 0 -( -576 504 1424 ) ( -512 504 1424 ) ( -512 -576 1424 ) skies/pj_ctf2_sky 0 255 90 0.500000 0.500000 0 0 0 -( -576 504 1296 ) ( -576 -576 1296 ) ( -576 -576 -352 ) skies/pj_ctf2_sky 0 0 0 0.500000 0.500000 0 0 0 -( -576 -576 1296 ) ( -512 -576 1296 ) ( -512 -576 -352 ) skies/pj_ctf2_sky 0 0 -180 0.500000 -0.500000 0 0 0 -( -512 -576 1296 ) ( -512 504 1296 ) ( -512 504 -352 ) skies/pj_ctf2_sky 0 0 0 0.500000 0.500000 0 0 0 -( -512 576 1296 ) ( -576 576 1296 ) ( -576 576 -352 ) skies/pj_ctf2_sky 0 0 -180 0.500000 -0.500000 0 0 0 -} -// brush 3 -{ -( 576 -576 -352 ) ( 576 504 -352 ) ( 512 504 -352 ) skies/pj_ctf2_sky 128 0 0 0.500000 0.500000 0 0 0 -( 512 504 1424 ) ( 576 504 1424 ) ( 576 -576 1424 ) skies/pj_ctf2_sky 128 0 0 0.500000 0.500000 0 0 0 -( 512 504 1296 ) ( 512 -576 1296 ) ( 512 -576 -352 ) skies/pj_ctf2_sky 0 0 0 0.500000 0.500000 0 0 0 -( 512 -576 1296 ) ( 576 -576 1296 ) ( 576 -576 -352 ) skies/pj_ctf2_sky 128 0 0 0.500000 0.500000 0 0 0 -( 576 -576 1296 ) ( 576 504 1296 ) ( 576 504 -352 ) skies/pj_ctf2_sky 0 0 0 0.500000 0.500000 0 0 0 -( 576 576 1296 ) ( 512 576 1296 ) ( 512 576 -352 ) skies/pj_ctf2_sky 128 0 0 0.500000 0.500000 0 0 0 -} -// brush 4 -{ -( 576 576 -352 ) ( -504 576 -352 ) ( -504 512 -352 ) skies/pj_ctf2_sky 0 -128 0 0.500000 0.500000 0 0 0 -( -504 512 1424 ) ( -504 576 1424 ) ( 576 576 1424 ) skies/pj_ctf2_sky 0 -128 0 0.500000 0.500000 0 0 0 -( -504 512 1296 ) ( 576 512 1296 ) ( 576 512 -352 ) skies/pj_ctf2_sky 0 0 0 0.500000 0.500000 0 0 0 -( 512 512 1296 ) ( 512 576 1296 ) ( 512 576 -352 ) skies/pj_ctf2_sky 128 0 0 0.500000 0.500000 0 0 0 -( 576 576 1296 ) ( -504 576 1296 ) ( -504 576 -352 ) skies/pj_ctf2_sky 0 0 0 0.500000 0.500000 0 0 0 -( -512 576 1296 ) ( -512 512 1296 ) ( -512 512 -352 ) skies/pj_ctf2_sky 128 0 0 0.500000 0.500000 0 0 0 -} -// brush 5 -{ -( 576 -512 -352 ) ( -504 -512 -352 ) ( -504 -576 -352 ) skies/pj_ctf2_sky 0 0 0 0.500000 0.500000 0 0 0 -( -504 -576 1424 ) ( -504 -512 1424 ) ( 576 -512 1424 ) skies/pj_ctf2_sky 0 0 0 0.500000 0.500000 0 0 0 -( -504 -576 1296 ) ( 576 -576 1296 ) ( 576 -576 -352 ) skies/pj_ctf2_sky 0 0 0 0.500000 0.500000 0 0 0 -( 512 -576 1296 ) ( 512 -512 1296 ) ( 512 -512 -352 ) skies/pj_ctf2_sky 0 0 0 0.500000 0.500000 0 0 0 -( 576 -512 1296 ) ( -504 -512 1296 ) ( -504 -512 -352 ) skies/pj_ctf2_sky 0 0 0 0.500000 0.500000 0 0 0 -( -512 -512 1296 ) ( -512 -576 1296 ) ( -512 -576 -352 ) skies/pj_ctf2_sky 0 0 0 0.500000 0.500000 0 0 0 -} -} -// entity 1 -{ -"origin" "248 136 416" -"model" "models/mapobjects/tree2/tree6.md3" -"classname" "misc_model" -} -// entity 2 -{ -"classname" "misc_model" -"model" "models/mapobjects/tree2/tree1.md3" -"origin" "176 256 392" -} -// entity 3 -{ -"origin" "40 -112 440" -"angle" "90" -"classname" "info_player_deathmatch" -} -// entity 4 -{ -"classname" "func_group" -"alphamap" "textures/proto2/pj_terralpha01.pcx" -"shader" "terrain/mpterra2" -"layers" "3" -"terrain" "1" -// brush 0 -{ -( -512 -512 1296 ) ( -256 -256 592 ) ( -256 -512 848 ) common/terrain 0 0 0 2 2 134217728 0 0 -( -512 -512 -352 ) ( -256 -512 -352 ) ( -256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 -512 848 ) ( -256 -512 -352 ) ( -512 -512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 -256 592 ) ( -256 -256 -352 ) ( -256 -512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -512 -512 1296 ) ( -512 -512 -352 ) ( -256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 1 -{ -( -512 -256 1152 ) ( -256 -256 592 ) ( -512 -512 1296 ) common/terrain 0 0 0 2 2 134217728 0 0 -( -512 -256 -352 ) ( -512 -512 -352 ) ( -256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -512 -512 1296 ) ( -512 -512 -352 ) ( -512 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 -256 592 ) ( -256 -256 -352 ) ( -512 -512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -512 -256 1152 ) ( -512 -256 -352 ) ( -256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 2 -{ -( -512 -256 1152 ) ( -512 0 800 ) ( -256 -256 592 ) common/terrain 0 0 0 2 2 134217728 0 0 -( -512 -256 -352 ) ( -256 -256 -352 ) ( -512 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 -256 592 ) ( -256 -256 -352 ) ( -512 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -512 0 800 ) ( -512 0 -352 ) ( -256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -512 -256 1152 ) ( -512 -256 -352 ) ( -512 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 3 -{ -( -512 0 800 ) ( -256 0 416 ) ( -256 -256 592 ) common/terrain 0 0 0 2 2 134217728 0 0 -( -512 0 -352 ) ( -256 -256 -352 ) ( -256 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 -256 592 ) ( -256 -256 -352 ) ( -512 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 0 416 ) ( -256 0 -352 ) ( -256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -512 0 800 ) ( -512 0 -352 ) ( -256 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 4 -{ -( -512 0 800 ) ( -256 256 344 ) ( -256 0 416 ) common/terrain 0 0 0 2 2 134217728 0 0 -( -512 0 -352 ) ( -256 0 -352 ) ( -256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 0 416 ) ( -256 0 -352 ) ( -512 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 256 344 ) ( -256 256 -352 ) ( -256 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -512 0 800 ) ( -512 0 -352 ) ( -256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 5 -{ -( -512 256 360 ) ( -256 256 344 ) ( -512 0 800 ) common/terrain 0 0 0 2 2 134217728 0 0 -( -512 256 -352 ) ( -512 0 -352 ) ( -256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -512 0 800 ) ( -512 0 -352 ) ( -512 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 256 344 ) ( -256 256 -352 ) ( -512 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -512 256 360 ) ( -512 256 -352 ) ( -256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 6 -{ -( -512 256 360 ) ( -512 512 200 ) ( -256 256 344 ) common/terrain 0 0 0 2 2 134217728 0 0 -( -512 256 -352 ) ( -256 256 -352 ) ( -512 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 256 344 ) ( -256 256 -352 ) ( -512 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -512 512 200 ) ( -512 512 -352 ) ( -256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -512 256 360 ) ( -512 256 -352 ) ( -512 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 7 -{ -( -512 512 200 ) ( -256 512 272 ) ( -256 256 344 ) common/terrain 0 0 0 2 2 134217728 0 0 -( -512 512 -352 ) ( -256 256 -352 ) ( -256 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 256 344 ) ( -256 256 -352 ) ( -512 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 512 272 ) ( -256 512 -352 ) ( -256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -512 512 200 ) ( -512 512 -352 ) ( -256 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 8 -{ -( -256 -512 848 ) ( -256 -256 592 ) ( 0 -512 408 ) common/terrain 0 0 0 2 2 134217728 0 0 -( -256 -512 -352 ) ( 0 -512 -352 ) ( -256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 -512 408 ) ( 0 -512 -352 ) ( -256 -512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 -256 592 ) ( -256 -256 -352 ) ( 0 -512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 -512 848 ) ( -256 -512 -352 ) ( -256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 9 -{ -( -256 -256 592 ) ( 0 -256 376 ) ( 0 -512 408 ) common/terrain 0 0 0 2 2 134217728 0 0 -( -256 -256 -352 ) ( 0 -512 -352 ) ( 0 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 -512 408 ) ( 0 -512 -352 ) ( -256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 -256 376 ) ( 0 -256 -352 ) ( 0 -512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 -256 592 ) ( -256 -256 -352 ) ( 0 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 10 -{ -( -256 -256 592 ) ( 0 0 360 ) ( 0 -256 376 ) common/terrain 0 0 0 2 2 134217728 0 0 -( -256 -256 -352 ) ( 0 -256 -352 ) ( 0 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 -256 376 ) ( 0 -256 -352 ) ( -256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 0 360 ) ( 0 0 -352 ) ( 0 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 -256 592 ) ( -256 -256 -352 ) ( 0 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 11 -{ -( -256 0 416 ) ( 0 0 360 ) ( -256 -256 592 ) common/terrain 0 0 0 2 2 134217728 0 0 -( -256 0 -352 ) ( -256 -256 -352 ) ( 0 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 -256 592 ) ( -256 -256 -352 ) ( -256 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 0 360 ) ( 0 0 -352 ) ( -256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 0 416 ) ( -256 0 -352 ) ( 0 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 12 -{ -( -256 0 416 ) ( -256 256 344 ) ( 0 0 360 ) common/terrain 0 0 0 2 2 134217728 0 0 -( -256 0 -352 ) ( 0 0 -352 ) ( -256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 0 360 ) ( 0 0 -352 ) ( -256 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 256 344 ) ( -256 256 -352 ) ( 0 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 0 416 ) ( -256 0 -352 ) ( -256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 13 -{ -( -256 256 344 ) ( 0 256 352 ) ( 0 0 360 ) common/terrain 0 0 0 2 2 134217728 0 0 -( -256 256 -352 ) ( 0 0 -352 ) ( 0 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 0 360 ) ( 0 0 -352 ) ( -256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 256 352 ) ( 0 256 -352 ) ( 0 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 256 344 ) ( -256 256 -352 ) ( 0 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 14 -{ -( -256 256 344 ) ( 0 512 360 ) ( 0 256 352 ) common/terrain 0 0 0 2 2 134217728 0 0 -( -256 256 -352 ) ( 0 256 -352 ) ( 0 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 256 352 ) ( 0 256 -352 ) ( -256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 512 360 ) ( 0 512 -352 ) ( 0 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 256 344 ) ( -256 256 -352 ) ( 0 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 15 -{ -( -256 512 272 ) ( 0 512 360 ) ( -256 256 344 ) common/terrain 0 0 0 2 2 134217728 0 0 -( -256 512 -352 ) ( -256 256 -352 ) ( 0 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 256 344 ) ( -256 256 -352 ) ( -256 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 512 360 ) ( 0 512 -352 ) ( -256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 512 272 ) ( -256 512 -352 ) ( 0 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 16 -{ -( 0 -512 408 ) ( 256 -256 448 ) ( 256 -512 360 ) common/terrain 0 0 0 2 2 134217728 0 0 -( 0 -512 -352 ) ( 256 -512 -352 ) ( 256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 -512 360 ) ( 256 -512 -352 ) ( 0 -512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 -256 448 ) ( 256 -256 -352 ) ( 256 -512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 -512 408 ) ( 0 -512 -352 ) ( 256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 17 -{ -( 0 -256 376 ) ( 256 -256 448 ) ( 0 -512 408 ) common/terrain 0 0 0 2 2 134217728 0 0 -( 0 -256 -352 ) ( 0 -512 -352 ) ( 256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 -512 408 ) ( 0 -512 -352 ) ( 0 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 -256 448 ) ( 256 -256 -352 ) ( 0 -512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 -256 376 ) ( 0 -256 -352 ) ( 256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 18 -{ -( 0 -256 376 ) ( 0 0 360 ) ( 256 -256 448 ) common/terrain 0 0 0 2 2 134217728 0 0 -( 0 -256 -352 ) ( 256 -256 -352 ) ( 0 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 -256 448 ) ( 256 -256 -352 ) ( 0 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 0 360 ) ( 0 0 -352 ) ( 256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 -256 376 ) ( 0 -256 -352 ) ( 0 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 19 -{ -( 0 0 360 ) ( 256 0 456 ) ( 256 -256 448 ) common/terrain 0 0 0 2 2 134217728 0 0 -( 0 0 -352 ) ( 256 -256 -352 ) ( 256 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 -256 448 ) ( 256 -256 -352 ) ( 0 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 0 456 ) ( 256 0 -352 ) ( 256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 0 360 ) ( 0 0 -352 ) ( 256 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 20 -{ -( 256 0 456 ) ( 0 0 360 ) ( 256 256 400 ) common/terrain 0 0 0 2 2 134217728 0 0 -( 0 0 -352 ) ( 256 0 -352 ) ( 256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 0 456 ) ( 256 0 -352 ) ( 0 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 256 360 ) ( 256 256 -352 ) ( 256 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 0 360 ) ( 0 0 -352 ) ( 256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 21 -{ -( 0 0 360 ) ( 0 256 352 ) ( 256 256 400 ) common/terrain 0 0 0 2 2 134217728 0 0 -( 0 256 -352 ) ( 0 0 -352 ) ( 256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 0 360 ) ( 0 0 -352 ) ( 0 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 256 360 ) ( 256 256 -352 ) ( 0 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 256 352 ) ( 0 256 -352 ) ( 256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 22 -{ -( 256 256 400 ) ( 0 256 352 ) ( 0 512 360 ) common/terrain 0 0 0 2 2 134217728 0 0 -( 0 256 -352 ) ( 256 256 -352 ) ( 0 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 256 360 ) ( 256 256 -352 ) ( 0 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 512 360 ) ( 0 512 -352 ) ( 256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 256 352 ) ( 0 256 -352 ) ( 0 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 23 -{ -( 256 256 400 ) ( 0 512 360 ) ( 256 512 456 ) common/terrain 0 0 0 2 2 134217728 0 0 -( 0 512 -352 ) ( 256 256 -352 ) ( 256 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 256 360 ) ( 256 256 -352 ) ( 0 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 512 456 ) ( 256 512 -352 ) ( 256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 512 360 ) ( 0 512 -352 ) ( 256 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 24 -{ -( 256 -512 360 ) ( 256 -256 448 ) ( 512 -512 360 ) common/terrain 0 0 0 2 2 134217728 0 0 -( 256 -512 -352 ) ( 512 -512 -352 ) ( 256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 512 -512 360 ) ( 512 -512 -352 ) ( 256 -512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 -256 448 ) ( 256 -256 -352 ) ( 512 -512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 -512 360 ) ( 256 -512 -352 ) ( 256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 25 -{ -( 256 -256 448 ) ( 512 -256 496 ) ( 512 -512 360 ) common/terrain 0 0 0 2 2 134217728 0 0 -( 256 -256 -352 ) ( 512 -512 -352 ) ( 512 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 512 -512 360 ) ( 512 -512 -352 ) ( 256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 512 -256 496 ) ( 512 -256 -352 ) ( 512 -512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 -256 448 ) ( 256 -256 -352 ) ( 512 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 26 -{ -( 256 -256 448 ) ( 512 0 408 ) ( 512 -256 496 ) common/terrain 0 0 0 2 2 134217728 0 0 -( 256 -256 -352 ) ( 512 -256 -352 ) ( 512 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 512 -256 496 ) ( 512 -256 -352 ) ( 256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 512 0 408 ) ( 512 0 -352 ) ( 512 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 -256 448 ) ( 256 -256 -352 ) ( 512 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 27 -{ -( 256 0 456 ) ( 512 0 408 ) ( 256 -256 448 ) common/terrain 0 0 0 2 2 134217728 0 0 -( 256 0 -352 ) ( 256 -256 -352 ) ( 512 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 -256 448 ) ( 256 -256 -352 ) ( 256 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 512 0 408 ) ( 512 0 -352 ) ( 256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 0 456 ) ( 256 0 -352 ) ( 512 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 28 -{ -( 256 256 400 ) ( 512 0 408 ) ( 256 0 456 ) common/terrain 0 0 0 2 2 134217728 0 0 -( 256 0 -352 ) ( 512 0 -352 ) ( 256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 512 0 408 ) ( 512 0 -352 ) ( 256 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 256 360 ) ( 256 256 -352 ) ( 512 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 0 456 ) ( 256 0 -352 ) ( 256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 29 -{ -( 512 0 408 ) ( 256 256 400 ) ( 512 256 536 ) common/terrain 0 0 0 2 2 134217728 0 0 -( 256 256 -352 ) ( 512 0 -352 ) ( 512 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 512 0 408 ) ( 512 0 -352 ) ( 256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 512 256 536 ) ( 512 256 -352 ) ( 512 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 256 360 ) ( 256 256 -352 ) ( 512 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 30 -{ -( 512 512 960 ) ( 512 256 536 ) ( 256 256 400 ) common/terrain 0 0 0 2 2 134217728 0 0 -( 256 256 -352 ) ( 512 256 -352 ) ( 512 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 512 256 536 ) ( 512 256 -352 ) ( 256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 512 512 960 ) ( 512 512 -352 ) ( 512 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 256 360 ) ( 256 256 -352 ) ( 512 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 31 -{ -( 512 512 960 ) ( 256 256 400 ) ( 256 512 456 ) common/terrain 0 0 0 2 2 134217728 0 0 -( 256 512 -352 ) ( 256 256 -352 ) ( 512 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 256 360 ) ( 256 256 -352 ) ( 256 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 512 512 960 ) ( 512 512 -352 ) ( 256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 512 456 ) ( 256 512 -352 ) ( 512 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -} -// entity 5 -{ -"classname" "func_group" -// brush 0 -{ -( 3072 -6528 120 ) ( 3072 -6528 136 ) ( 3000 -6600 136 ) proto2/concrete04stair2 32 -16 -180 0.500000 -0.500000 134217728 0 0 -( 3248 -6608 160 ) ( 3248 -6608 176 ) ( 3176 -6536 176 ) proto2/concrete04stair2 160 -16 -180 0.500000 -0.500000 134217728 0 0 -( 3072 -6752 176 ) ( 3072 -6752 160 ) ( 3000 -6680 160 ) proto2/concrete04stair2 160 -16 -180 0.500000 -0.500000 134217728 0 0 -( 3248 -6512 120 ) ( 2992 -6512 120 ) ( 2992 -6768 120 ) common/caulk 32 -31 -180 0.500000 0.500000 134217728 0 0 -( 2992 -6768 176 ) ( 2992 -6512 176 ) ( 3248 -6512 176 ) proto2/tin_floor06 0 0 0 0.500000 0.500000 134217728 0 0 -( 3160 -6752 160 ) ( 3144 -6752 160 ) ( 3152 -6752 176 ) proto2/tin_floor06 96 63 -180 0.500000 -0.500000 134217728 0 0 -( 3144 -6528 160 ) ( 3168 -6528 160 ) ( 3156 -6528 176 ) proto2/tin_floor06 96 63 -180 0.500000 -0.500000 134217728 0 0 -( 3232 -6664 120 ) ( 3232 -6688 120 ) ( 3232 -6676 136 ) proto2/tin_floor06 32 64 -180 0.500000 -0.500000 134217728 0 0 -( 3008 -6696 120 ) ( 3008 -6672 120 ) ( 3008 -6684 136 ) proto2/tin_floor06 32 64 -180 0.500000 -0.500000 134217728 0 0 -( 3232 -6688 160 ) ( 3176 -6744 160 ) ( 3204 -6716 176 ) proto2/tin_floor06 32 64 -180 0.500000 -0.500000 134217728 0 0 -} -// brush 1 -{ -( 3112 -6560 176 ) ( 3112 -6560 178 ) ( 3000 -6560 178 ) common/nodraw 0 0 -180 0.500000 -0.500000 134217728 0 0 -( 3200 -6640 176 ) ( 3200 -6640 178 ) ( 3200 -6528 178 ) common/nodraw 0 0 -180 0.500000 -0.500000 134217728 0 0 -( 3120 -6720 176 ) ( 3120 -6720 178 ) ( 3232 -6720 178 ) common/nodraw 0 0 -180 0.500000 -0.500000 134217728 0 0 -( 3040 -6640 176 ) ( 3040 -6640 178 ) ( 3040 -6752 178 ) common/nodraw 0 0 -180 0.500000 -0.500000 134217728 0 0 -( 3232 -6528 176 ) ( 3008 -6528 176 ) ( 3008 -6752 176 ) common/nodraw 0 -31 -180 0.500000 0.500000 134217728 0 0 -( 3008 -6752 178 ) ( 3008 -6528 178 ) ( 3232 -6528 178 ) ctf2/blueteam01 -127 0 0 1.250000 1.250000 134217728 0 0 -} -// brush 2 -{ -( 3176 -6512 176 ) ( 3176 -6512 160 ) ( 3248 -6584 160 ) proto2/concrete07_min 160 -32 -180 0.500000 -0.500000 134217728 0 0 -( 2992 -6512 120 ) ( 2992 -6768 120 ) ( 3248 -6768 120 ) common/caulk -62 -1 90 0.500000 0.500000 134217728 0 0 -( 3248 -6768 176 ) ( 2992 -6768 176 ) ( 2992 -6512 176 ) proto2/concrete07_smth 0 0 0 0.500000 0.500000 134217728 0 0 -( 3248 -6584 176 ) ( 3248 -6584 160 ) ( 3232 -6592 160 ) proto2/tin_floor06 64 63 -180 0.500000 -0.500000 134217728 0 0 -( 3176 -6512 120 ) ( 3176 -6512 136 ) ( 3168 -6528 136 ) proto2/tin_floor06 0 63 0 0.500000 0.500000 134217728 0 0 -( 3224 -6584 160 ) ( 3168 -6528 160 ) ( 3196 -6556 176 ) proto2/tin_floor06 -127 63 0 0.500000 0.500000 134217728 0 0 -} -// brush 3 -{ -( 3064 -6512 176 ) ( 3064 -6512 160 ) ( 3176 -6512 160 ) proto2/concrete07_min 0 -32 -180 0.500000 -0.500000 134217728 0 0 -( 3168 -6528 120 ) ( 3168 -6528 136 ) ( 3176 -6512 136 ) proto2/concrete04stair2 -32 -18 0 0.500000 0.500000 134217728 0 0 -( 2992 -6768 120 ) ( 3248 -6768 120 ) ( 3248 -6512 120 ) common/caulk -31 33 0 0.500000 0.500000 134217728 0 0 -( 3248 -6512 176 ) ( 3248 -6768 176 ) ( 2992 -6768 176 ) proto2/concrete07_smth 0 0 0 0.500000 0.500000 134217728 0 0 -( 3168 -6528 176 ) ( 3168 -6528 160 ) ( 3072 -6528 160 ) proto2/tin_floor06 -96 63 0 0.500000 0.500000 134217728 0 0 -( 3072 -6528 136 ) ( 3072 -6528 120 ) ( 3064 -6512 120 ) proto2/tin_floor06 -32 63 0 0.500000 0.500000 134217728 0 0 -} -// brush 4 -{ -( 2992 -6584 176 ) ( 2992 -6584 160 ) ( 3064 -6512 160 ) proto2/concrete07_min 32 -32 -180 0.500000 -0.500000 134217728 0 0 -( 2992 -6768 120 ) ( 3248 -6768 120 ) ( 3248 -6512 120 ) common/caulk -31 33 0 0.500000 0.500000 134217728 0 0 -( 3248 -6512 176 ) ( 3248 -6768 176 ) ( 2992 -6768 176 ) proto2/concrete07_smth 0 0 0 0.500000 0.500000 134217728 0 0 -( 3064 -6512 136 ) ( 3064 -6512 120 ) ( 3072 -6528 120 ) proto2/tin_floor06 -32 63 0 0.500000 0.500000 134217728 0 0 -( 2992 -6584 120 ) ( 2992 -6584 136 ) ( 3008 -6592 136 ) proto2/tin_floor06 -96 63 0 0.500000 0.500000 134217728 0 0 -( 3064 -6536 120 ) ( 3008 -6592 120 ) ( 3036 -6564 136 ) proto2/tin_floor06 -96 63 0 0.500000 0.500000 134217728 0 0 -} -// brush 5 -{ -( 3008 -6592 120 ) ( 3008 -6592 136 ) ( 2992 -6584 136 ) proto2/concrete04stair2 224 -17 -180 0.500000 -0.500000 134217728 0 0 -( 3008 -6688 136 ) ( 3008 -6688 120 ) ( 2992 -6696 120 ) proto2/concrete04stair2 224 -17 -180 0.500000 -0.500000 134217728 0 0 -( 2992 -6584 160 ) ( 2992 -6584 176 ) ( 2992 -6696 176 ) proto2/concrete07_min 128 -32 -180 0.500000 -0.500000 134217728 0 0 -( 3248 -6512 120 ) ( 2992 -6512 120 ) ( 2992 -6768 120 ) common/caulk 32 -31 -180 0.500000 0.500000 134217728 0 0 -( 2992 -6768 176 ) ( 2992 -6512 176 ) ( 3248 -6512 176 ) proto2/concrete07_smth 0 0 0 0.500000 0.500000 134217728 0 0 -( 3008 -6592 136 ) ( 3008 -6592 120 ) ( 3008 -6688 120 ) proto2/tin_floor06 32 64 -180 0.500000 -0.500000 134217728 0 0 -} -// brush 6 -{ -( 3064 -6768 176 ) ( 3064 -6768 160 ) ( 2992 -6696 160 ) proto2/concrete07_min 96 -32 -180 0.500000 -0.500000 134217728 0 0 -( 3248 -6768 120 ) ( 3248 -6512 120 ) ( 2992 -6512 120 ) common/caulk 0 63 -90 0.500000 0.500000 134217728 0 0 -( 2992 -6512 176 ) ( 3248 -6512 176 ) ( 3248 -6768 176 ) proto2/concrete07_smth 0 0 0 0.500000 0.500000 134217728 0 0 -( 2992 -6696 136 ) ( 2992 -6696 120 ) ( 3008 -6688 120 ) proto2/tin_floor06 0 63 0 0.500000 0.500000 134217728 0 0 -( 3064 -6768 120 ) ( 3064 -6768 136 ) ( 3072 -6752 136 ) proto2/tin_floor06 64 64 -180 0.500000 -0.500000 134217728 0 0 -( 3016 -6696 160 ) ( 3072 -6752 160 ) ( 3044 -6724 176 ) proto2/tin_floor06 1 64 -180 0.500000 -0.500000 134217728 0 0 -} -// brush 7 -{ -( 3176 -6768 136 ) ( 3176 -6768 120 ) ( 3064 -6768 120 ) proto2/concrete07_min 160 -32 -180 0.500000 -0.500000 134217728 0 0 -( 3072 -6752 120 ) ( 3072 -6752 136 ) ( 3064 -6768 136 ) proto2/concrete04stair2 32 -16 -180 0.500000 -0.500000 134217728 0 0 -( 3248 -6512 120 ) ( 2992 -6512 120 ) ( 2992 -6768 120 ) common/caulk 32 -31 -180 0.500000 0.500000 134217728 0 0 -( 2992 -6768 176 ) ( 2992 -6512 176 ) ( 3248 -6512 176 ) proto2/concrete07_smth 0 0 0 0.500000 0.500000 134217728 0 0 -( 3072 -6752 176 ) ( 3072 -6752 160 ) ( 3168 -6752 160 ) proto2/tin_floor06 96 63 -180 0.500000 -0.500000 134217728 0 0 -( 3168 -6752 136 ) ( 3168 -6752 120 ) ( 3176 -6768 120 ) proto2/tin_floor06 32 64 -180 0.500000 -0.500000 134217728 0 0 -} -// brush 8 -{ -( 3248 -6696 176 ) ( 3248 -6696 160 ) ( 3176 -6768 160 ) proto2/concrete07_min 160 -32 -180 0.500000 -0.500000 134217728 0 0 -( 3248 -6512 120 ) ( 2992 -6512 120 ) ( 2992 -6768 120 ) common/caulk 32 -31 -180 0.500000 0.500000 134217728 0 0 -( 2992 -6768 176 ) ( 2992 -6512 176 ) ( 3248 -6512 176 ) proto2/concrete07_smth 0 0 0 0.500000 0.500000 134217728 0 0 -( 3176 -6768 136 ) ( 3176 -6768 120 ) ( 3168 -6752 120 ) proto2/tin_floor06 32 64 -180 0.500000 -0.500000 134217728 0 0 -( 3248 -6696 160 ) ( 3248 -6696 176 ) ( 3232 -6688 176 ) proto2/tin_floor06 96 63 -180 0.500000 -0.500000 134217728 0 0 -( 3176 -6744 160 ) ( 3232 -6688 160 ) ( 3204 -6716 176 ) proto2/tin_floor06 32 64 -180 0.500000 -0.500000 134217728 0 0 -} -// brush 9 -{ -( 3232 -6592 176 ) ( 3232 -6592 160 ) ( 3248 -6584 160 ) proto2/concrete04stair2 224 -17 -180 0.500000 -0.500000 134217728 0 0 -( 3248 -6696 160 ) ( 3248 -6696 176 ) ( 3248 -6584 176 ) proto2/concrete07_min 160 -32 -180 0.500000 -0.500000 134217728 0 0 -( 3248 -6512 120 ) ( 2992 -6512 120 ) ( 2992 -6768 120 ) common/caulk 32 -31 -180 0.500000 0.500000 134217728 0 0 -( 2992 -6768 176 ) ( 2992 -6512 176 ) ( 3248 -6512 176 ) proto2/concrete07_smth 0 0 0 0.500000 0.500000 134217728 0 0 -( 3232 -6592 120 ) ( 3232 -6592 136 ) ( 3232 -6688 136 ) proto2/tin_floor06 32 64 -180 0.500000 -0.500000 134217728 0 0 -( 3248 -6696 176 ) ( 3248 -6696 160 ) ( 3232 -6688 160 ) proto2/tin_floor06 96 63 -180 0.500000 -0.500000 134217728 0 0 -} -} -// entity 6 -{ -"classname" "func_group" -// brush 0 -{ -( -8 0 360 ) ( -8 0 376 ) ( -80 -72 376 ) proto2/concrete04stair2 32 -15 -180 0.500000 -0.500000 134217728 0 0 -( 168 -80 400 ) ( 168 -80 416 ) ( 96 -8 416 ) proto2/concrete04stair2 159 -15 -180 0.500000 -0.500000 134217728 0 0 -( -8 -224 416 ) ( -8 -224 400 ) ( -80 -152 400 ) proto2/concrete04stair2 159 -15 -180 0.500000 -0.500000 134217728 0 0 -( 168 16 360 ) ( -88 16 360 ) ( -88 -240 360 ) common/caulk -48 -30 -180 0.500000 0.500000 134217728 0 0 -( -88 -240 416 ) ( -88 16 416 ) ( 168 16 416 ) proto2/tin_floor06 16 0 0 0.500000 0.500000 134217728 0 0 -( 80 -224 400 ) ( 64 -224 400 ) ( 72 -224 416 ) proto2/tin_floor06 -48 30 -180 0.500000 -0.500000 134217728 0 0 -( 64 0 400 ) ( 88 0 400 ) ( 76 0 416 ) proto2/tin_floor06 -48 30 -180 0.500000 -0.500000 134217728 0 0 -( 152 -136 360 ) ( 152 -160 360 ) ( 152 -148 376 ) proto2/tin_floor06 31 32 -180 0.500000 -0.500000 134217728 0 0 -( -72 -168 360 ) ( -72 -144 360 ) ( -72 -156 376 ) proto2/tin_floor06 31 32 -180 0.500000 -0.500000 134217728 0 0 -( 152 -160 400 ) ( 96 -216 400 ) ( 124 -188 416 ) proto2/tin_floor06 31 32 -180 0.500000 -0.500000 134217728 0 0 -} -// brush 1 -{ -( 32 -32 416 ) ( 32 -32 418 ) ( -80 -32 418 ) common/nodraw -16 -32 -180 0.500000 -0.500000 134217728 0 0 -( 120 -112 416 ) ( 120 -112 418 ) ( 120 0 418 ) common/nodraw 0 -31 -180 0.500000 -0.500000 134217728 0 0 -( 40 -192 416 ) ( 40 -192 418 ) ( 152 -192 418 ) common/nodraw -16 -32 -180 0.500000 -0.500000 134217728 0 0 -( -40 -112 416 ) ( -40 -112 418 ) ( -40 -224 418 ) common/nodraw 0 -31 -180 0.500000 -0.500000 134217728 0 0 -( 152 0 416 ) ( -72 0 416 ) ( -72 -224 416 ) common/nodraw -16 -30 -180 0.500000 0.500000 134217728 0 0 -( -72 -224 418 ) ( -72 0 418 ) ( 152 0 418 ) ctf2/blueteam01 33 102 0 1.250000 1.250000 134217728 0 0 -} -// brush 2 -{ -( 96 16 416 ) ( 96 16 400 ) ( 168 -56 400 ) proto2/concrete07_min 159 -63 -180 0.500000 -0.500000 134217728 0 0 -( -88 16 360 ) ( -88 -240 360 ) ( 168 -240 360 ) common/caulk 1 14 90 0.500000 0.500000 134217728 0 0 -( 168 -240 416 ) ( -88 -240 416 ) ( -88 16 416 ) proto2/concrete07_smth 16 0 0 0.500000 0.500000 134217728 0 0 -( 168 -56 416 ) ( 168 -56 400 ) ( 152 -64 400 ) proto2/tin_floor06 -80 30 -180 0.500000 -0.500000 134217728 0 0 -( 96 16 360 ) ( 96 16 376 ) ( 88 0 376 ) proto2/tin_floor06 0 31 0 0.500000 0.500000 134217728 0 0 -( 144 -56 400 ) ( 88 0 400 ) ( 116 -28 416 ) proto2/tin_floor06 1 31 0 0.500000 0.500000 134217728 0 0 -} -// brush 3 -{ -( -16 16 416 ) ( -16 16 400 ) ( 96 16 400 ) proto2/concrete07_min -15 63 -180 0.500000 -0.500000 134217728 0 0 -( 88 0 360 ) ( 88 0 376 ) ( 96 16 376 ) proto2/concrete04stair2 -32 -18 0 0.500000 0.500000 134217728 0 0 -( -88 -240 360 ) ( 168 -240 360 ) ( 168 16 360 ) common/caulk 49 33 0 0.500000 0.500000 134217728 0 0 -( 168 16 416 ) ( 168 -240 416 ) ( -88 -240 416 ) proto2/concrete07_smth 16 0 0 0.500000 0.500000 134217728 0 0 -( 88 0 416 ) ( 88 0 400 ) ( -8 0 400 ) proto2/tin_floor06 48 31 0 0.500000 0.500000 134217728 0 0 -( -8 0 376 ) ( -8 0 360 ) ( -16 16 360 ) proto2/tin_floor06 -32 31 0 0.500000 0.500000 134217728 0 0 -} -// brush 4 -{ -( -88 -56 416 ) ( -88 -56 400 ) ( -16 16 400 ) proto2/concrete07_min 32 -63 -180 0.500000 -0.500000 134217728 0 0 -( -88 -240 360 ) ( 168 -240 360 ) ( 168 16 360 ) common/caulk 49 33 0 0.500000 0.500000 134217728 0 0 -( 168 16 416 ) ( 168 -240 416 ) ( -88 -240 416 ) proto2/concrete07_smth 16 0 0 0.500000 0.500000 134217728 0 0 -( -16 16 376 ) ( -16 16 360 ) ( -8 0 360 ) proto2/tin_floor06 -32 31 0 0.500000 0.500000 134217728 0 0 -( -88 -56 360 ) ( -88 -56 376 ) ( -72 -64 376 ) proto2/tin_floor06 48 31 0 0.500000 0.500000 134217728 0 0 -( -16 -8 360 ) ( -72 -64 360 ) ( -44 -36 376 ) proto2/tin_floor06 -96 31 0 0.500000 0.500000 134217728 0 0 -} -// brush 5 -{ -( -72 -64 360 ) ( -72 -64 376 ) ( -88 -56 376 ) proto2/concrete04stair2 -48 -17 -180 0.500000 -0.500000 134217728 0 0 -( -72 -160 376 ) ( -72 -160 360 ) ( -88 -168 360 ) proto2/concrete04stair2 -48 -17 -180 0.500000 -0.500000 134217728 0 0 -( -88 -56 400 ) ( -88 -56 416 ) ( -88 -168 416 ) proto2/concrete07_min 127 -63 -180 0.500000 -0.500000 134217728 0 0 -( 168 16 360 ) ( -88 16 360 ) ( -88 -240 360 ) common/caulk -48 -30 -180 0.500000 0.500000 134217728 0 0 -( -88 -240 416 ) ( -88 16 416 ) ( 168 16 416 ) proto2/concrete07_smth 16 0 0 0.500000 0.500000 134217728 0 0 -( -72 -64 376 ) ( -72 -64 360 ) ( -72 -160 360 ) proto2/tin_floor06 31 32 -180 0.500000 -0.500000 134217728 0 0 -} -// brush 6 -{ -( -16 -240 416 ) ( -16 -240 400 ) ( -88 -168 400 ) proto2/concrete07_min 95 -63 -180 0.500000 -0.500000 134217728 0 0 -( 168 -240 360 ) ( 168 16 360 ) ( -88 16 360 ) common/caulk 0 -17 -90 0.500000 0.500000 134217728 0 0 -( -88 16 416 ) ( 168 16 416 ) ( 168 -240 416 ) proto2/concrete07_smth 16 0 0 0.500000 0.500000 134217728 0 0 -( -88 -168 376 ) ( -88 -168 360 ) ( -72 -160 360 ) proto2/tin_floor06 16 31 0 0.500000 0.500000 134217728 0 0 -( -16 -240 360 ) ( -16 -240 376 ) ( -8 -224 376 ) proto2/tin_floor06 63 32 -180 0.500000 -0.500000 134217728 0 0 -( -64 -168 400 ) ( -8 -224 400 ) ( -36 -196 416 ) proto2/tin_floor06 0 32 -180 0.500000 -0.500000 134217728 0 0 -} -// brush 7 -{ -( 96 -240 376 ) ( 96 -240 360 ) ( -16 -240 360 ) proto2/concrete07_min -112 63 -180 0.500000 -0.500000 134217728 0 0 -( -8 -224 360 ) ( -8 -224 376 ) ( -16 -240 376 ) proto2/concrete04stair2 32 -15 -180 0.500000 -0.500000 134217728 0 0 -( 168 16 360 ) ( -88 16 360 ) ( -88 -240 360 ) common/caulk -48 -30 -180 0.500000 0.500000 134217728 0 0 -( -88 -240 416 ) ( -88 16 416 ) ( 168 16 416 ) proto2/concrete07_smth 16 0 0 0.500000 0.500000 134217728 0 0 -( -8 -224 416 ) ( -8 -224 400 ) ( 88 -224 400 ) proto2/tin_floor06 -48 30 -180 0.500000 -0.500000 134217728 0 0 -( 88 -224 376 ) ( 88 -224 360 ) ( 96 -240 360 ) proto2/tin_floor06 31 32 -180 0.500000 -0.500000 134217728 0 0 -} -// brush 8 -{ -( 168 -168 416 ) ( 168 -168 400 ) ( 96 -240 400 ) proto2/concrete07_min 159 -63 -180 0.500000 -0.500000 134217728 0 0 -( 168 16 360 ) ( -88 16 360 ) ( -88 -240 360 ) common/caulk -48 -30 -180 0.500000 0.500000 134217728 0 0 -( -88 -240 416 ) ( -88 16 416 ) ( 168 16 416 ) proto2/concrete07_smth 16 0 0 0.500000 0.500000 134217728 0 0 -( 96 -240 376 ) ( 96 -240 360 ) ( 88 -224 360 ) proto2/tin_floor06 31 32 -180 0.500000 -0.500000 134217728 0 0 -( 168 -168 400 ) ( 168 -168 416 ) ( 152 -160 416 ) proto2/tin_floor06 -48 30 -180 0.500000 -0.500000 134217728 0 0 -( 96 -216 400 ) ( 152 -160 400 ) ( 124 -188 416 ) proto2/tin_floor06 31 32 -180 0.500000 -0.500000 134217728 0 0 -} -// brush 9 -{ -( 152 -64 416 ) ( 152 -64 400 ) ( 168 -56 400 ) proto2/concrete04stair2 -48 -17 -180 0.500000 -0.500000 134217728 0 0 -( 168 -168 400 ) ( 168 -168 416 ) ( 168 -56 416 ) proto2/concrete07_min 159 -63 -180 0.500000 -0.500000 134217728 0 0 -( 168 16 360 ) ( -88 16 360 ) ( -88 -240 360 ) common/caulk -48 -30 -180 0.500000 0.500000 134217728 0 0 -( -88 -240 416 ) ( -88 16 416 ) ( 168 16 416 ) proto2/concrete07_smth 16 0 0 0.500000 0.500000 134217728 0 0 -( 152 -64 360 ) ( 152 -64 376 ) ( 152 -160 376 ) proto2/tin_floor06 31 32 -180 0.500000 -0.500000 134217728 0 0 -( 168 -168 416 ) ( 168 -168 400 ) ( 152 -160 400 ) proto2/tin_floor06 -48 30 -180 0.500000 -0.500000 134217728 0 0 -} -} -// entity 7 -{ -"classname" "misc_model" -"model" "models/mapobjects/tree2/tree6.md3" -"origin" "288 272 440" -} diff --git a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/entries b/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/entries deleted file mode 100644 index f0c618d..0000000 --- a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/entries +++ /dev/null @@ -1,300 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/Q3Pack/trunk/install/missionpack/maps/Team%20Arena%20Prefabs -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2006-02-09T00:07:34.157408Z -1 -spog - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -armorpad_blue.pfb -file - - - - -2012-04-01T16:51:39.256263Z -0fff87b5195a2b33459e2d3f941891bc -2006-02-09T00:07:34.157408Z -1 -spog -has-props - - - - - - - - - - - - - - - - - - - - -604 - -armorpad_neutral.pfb -file - - - - -2012-04-01T16:51:39.270264Z -ba9037d16e7e53ba7a559ac7ff6bf8e2 -2006-02-09T00:07:34.157408Z -1 -spog -has-props - - - - - - - - - - - - - - - - - - - - -632 - -armorpad_red.pfb -file - - - - -2012-04-01T16:51:39.341268Z -7813b785d5eb5184caf84c42e94eb7a9 -2006-02-09T00:07:34.157408Z -1 -spog -has-props - - - - - - - - - - - - - - - - - - - - -587 - -TA_banner_blue.pfb -file - - - - -2012-04-01T16:51:39.383271Z -622f20a660fff008d7e494e116c5c4d2 -2006-02-09T00:07:34.157408Z -1 -spog -has-props - - - - - - - - - - - - - - - - - - - - -1134 - -TA_banner_red.pfb -file - - - - -2012-04-01T16:51:39.391271Z -c330a5191afab16eb52141596bfa375a -2006-02-09T00:07:34.157408Z -1 -spog -has-props - - - - - - - - - - - - - - - - - - - - -1132 - -weaponpad_blue.pfb -file - - - - -2012-04-01T16:51:39.410272Z -df180ba275d3c7c3cf810db5a9ada61a -2006-02-09T00:07:34.157408Z -1 -spog -has-props - - - - - - - - - - - - - - - - - - - - -1513 - -weaponpad_neutral.pfb -file - - - - -2012-04-01T16:51:39.417273Z -96b6e84d3703485efe20ae328d094daf -2006-02-09T00:07:34.157408Z -1 -spog -has-props - - - - - - - - - - - - - - - - - - - - -1541 - -weaponpad_red.pfb -file - - - - -2012-04-01T16:51:39.422273Z -2cf3872b14f69e1bd11e197a524dfb59 -2006-02-09T00:07:34.157408Z -1 -spog -has-props - - - - - - - - - - - - - - - - - - - - -1491 - diff --git a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/prop-base/TA_banner_blue.pfb.svn-base b/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/prop-base/TA_banner_blue.pfb.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/prop-base/TA_banner_blue.pfb.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/prop-base/TA_banner_red.pfb.svn-base b/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/prop-base/TA_banner_red.pfb.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/prop-base/TA_banner_red.pfb.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/prop-base/armorpad_blue.pfb.svn-base b/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/prop-base/armorpad_blue.pfb.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/prop-base/armorpad_blue.pfb.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/prop-base/armorpad_neutral.pfb.svn-base b/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/prop-base/armorpad_neutral.pfb.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/prop-base/armorpad_neutral.pfb.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/prop-base/armorpad_red.pfb.svn-base b/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/prop-base/armorpad_red.pfb.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/prop-base/armorpad_red.pfb.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/prop-base/weaponpad_blue.pfb.svn-base b/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/prop-base/weaponpad_blue.pfb.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/prop-base/weaponpad_blue.pfb.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/prop-base/weaponpad_neutral.pfb.svn-base b/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/prop-base/weaponpad_neutral.pfb.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/prop-base/weaponpad_neutral.pfb.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/prop-base/weaponpad_red.pfb.svn-base b/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/prop-base/weaponpad_red.pfb.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/prop-base/weaponpad_red.pfb.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/text-base/TA_banner_blue.pfb.svn-base b/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/text-base/TA_banner_blue.pfb.svn-base deleted file mode 100644 index a6acf99..0000000 --- a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/text-base/TA_banner_blue.pfb.svn-base +++ /dev/null @@ -1,22 +0,0 @@ -// entity 1 -{ -"classname" "func_group" -// brush 0 -{ -( 4 124 24 ) ( 60 124 24 ) ( 60 132 24 ) common/nodraw 0 -30 90 0.500000 0.500000 0 0 0 -( 60 132 80 ) ( 60 124 80 ) ( 4 124 80 ) common/nodraw 0 -30 90 0.500000 0.500000 0 0 0 -( 4 132 -16 ) ( 4 132 112 ) ( 4 124 112 ) common/nodraw 0 -31 0 0.500000 0.500000 0 0 0 -( 60 4 -16 ) ( 60 4 112 ) ( 4 4 112 ) common/nodraw 1 0 -180 0.500000 -0.500000 0 0 0 -( 60 124 -16 ) ( 60 124 112 ) ( 60 132 112 ) common/nodraw 0 -31 0 0.500000 0.500000 0 0 0 -( 5 -1 -16 ) ( 5 -1 112 ) ( 61 -1 112 ) ctf2/blueteam01 -10 54 0 0.437500 0.437500 0 0 0 -} -// brush 1 -{ -( 64 128 0 ) ( -64 128 0 ) ( -64 -32 0 ) common/nodraw -1 -1 0 0.500000 0.500000 0 0 0 -( -64 -32 128 ) ( -64 128 128 ) ( 64 128 128 ) common/nodraw -1 -1 0 0.500000 0.500000 0 0 0 -( 0 0 0 ) ( 0 0 128 ) ( 64 0 128 ) ctf2/blue_banner02 0 0 0 -0.500000 0.500000 0 0 0 -( 64 -32 24 ) ( 64 128 24 ) ( 64 128 -40 ) common/nodraw 0 1 0 0.500000 0.500000 0 0 0 -( 68 4 16 ) ( -60 4 16 ) ( -60 4 -48 ) common/nodraw 0 1 0 0.500000 0.500000 0 0 0 -( 0 0 128 ) ( 0 0 0 ) ( 0 8 0 ) common/nodraw 0 1 0 0.500000 0.500000 0 0 0 -} -} diff --git a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/text-base/TA_banner_red.pfb.svn-base b/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/text-base/TA_banner_red.pfb.svn-base deleted file mode 100644 index 3139cdd..0000000 --- a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/text-base/TA_banner_red.pfb.svn-base +++ /dev/null @@ -1,22 +0,0 @@ -// entity 1 -{ -"classname" "func_group" -// brush 0 -{ -( 4 124 24 ) ( 60 124 24 ) ( 60 132 24 ) common/nodraw 0 -30 90 0.500000 0.500000 0 0 0 -( 60 132 80 ) ( 60 124 80 ) ( 4 124 80 ) common/nodraw 0 -30 90 0.500000 0.500000 0 0 0 -( 4 132 -16 ) ( 4 132 112 ) ( 4 124 112 ) common/nodraw 0 -31 0 0.500000 0.500000 0 0 0 -( 60 4 -16 ) ( 60 4 112 ) ( 4 4 112 ) common/nodraw 1 0 -180 0.500000 -0.500000 0 0 0 -( 60 124 -16 ) ( 60 124 112 ) ( 60 132 112 ) common/nodraw 0 -31 0 0.500000 0.500000 0 0 0 -( 5 -1 -16 ) ( 5 -1 112 ) ( 61 -1 112 ) ctf2/redteam01 -10 54 0 0.437500 0.437500 0 0 0 -} -// brush 1 -{ -( 64 128 0 ) ( -64 128 0 ) ( -64 -32 0 ) common/nodraw -1 -1 0 0.500000 0.500000 0 0 0 -( -64 -32 128 ) ( -64 128 128 ) ( 64 128 128 ) common/nodraw -1 -1 0 0.500000 0.500000 0 0 0 -( 0 0 0 ) ( 0 0 128 ) ( 64 0 128 ) ctf2/red_banner02 0 0 0 -0.500000 0.500000 0 0 0 -( 64 -32 24 ) ( 64 128 24 ) ( 64 128 -40 ) common/nodraw 0 1 0 0.500000 0.500000 0 0 0 -( 68 4 16 ) ( -60 4 16 ) ( -60 4 -48 ) common/nodraw 0 1 0 0.500000 0.500000 0 0 0 -( 0 0 128 ) ( 0 0 0 ) ( 0 8 0 ) common/nodraw 0 1 0 0.500000 0.500000 0 0 0 -} -} diff --git a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/text-base/armorpad_blue.pfb.svn-base b/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/text-base/armorpad_blue.pfb.svn-base deleted file mode 100644 index c51a000..0000000 --- a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/text-base/armorpad_blue.pfb.svn-base +++ /dev/null @@ -1,12 +0,0 @@ -{ -"classname" "worldspawn" -// brush 0 -{ -( 48 -16 -1 ) ( 80 -16 -1 ) ( 80 16 -1 ) common/nodraw 31 0 -180 0.500000 0.500000 0 0 0 -( 80 16 1 ) ( 80 -16 1 ) ( 48 -16 1 ) base_wall2/techfloor_kc_blue 64 -64 0 0.500000 -0.500000 0 0 0 -( 80 32 31 ) ( 48 32 31 ) ( 48 32 -1 ) common/nodraw 0 -2 -180 0.500000 -0.500000 0 0 0 -( 32 16 31 ) ( 32 -16 31 ) ( 32 -16 -1 ) common/nodraw 0 -1 -180 0.500000 -0.500000 0 0 0 -( 48 -32 31 ) ( 80 -32 31 ) ( 80 -32 -1 ) common/nodraw 0 -2 -180 0.500000 -0.500000 0 0 0 -( 96 -16 31 ) ( 96 16 31 ) ( 96 16 -1 ) common/nodraw 0 -1 -180 0.500000 -0.500000 0 0 0 -} -} diff --git a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/text-base/armorpad_neutral.pfb.svn-base b/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/text-base/armorpad_neutral.pfb.svn-base deleted file mode 100644 index 46cc78d..0000000 --- a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/text-base/armorpad_neutral.pfb.svn-base +++ /dev/null @@ -1,12 +0,0 @@ -{ -"classname" "worldspawn" -// brush 0 -{ -( 40 32 0 ) ( -24 32 0 ) ( -24 -32 0 ) common/nodraw 16 0 0 0.500000 0.500000 134217728 0 0 -( -24 -32 1 ) ( -24 32 1 ) ( 40 32 1 ) base_wall2/ntrl_techfloor_kc -48 64 0 -0.500000 0.500000 134217728 0 0 -( -24 -32 48 ) ( 40 -32 48 ) ( 40 -32 0 ) common/nodraw 16 0 0 0.500000 0.500000 134217728 0 0 -( 40 -32 48 ) ( 40 32 48 ) ( 40 32 0 ) common/nodraw 0 0 0 0.500000 0.500000 134217728 0 0 -( 40 32 48 ) ( -24 32 48 ) ( -24 32 0 ) common/nodraw 16 0 0 0.500000 0.500000 134217728 0 0 -( -24 32 48 ) ( -24 -32 48 ) ( -24 -32 0 ) common/nodraw 0 0 0 0.500000 0.500000 134217728 0 0 -} -} diff --git a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/text-base/armorpad_red.pfb.svn-base b/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/text-base/armorpad_red.pfb.svn-base deleted file mode 100644 index e6f01ba..0000000 --- a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/text-base/armorpad_red.pfb.svn-base +++ /dev/null @@ -1,12 +0,0 @@ -{ -"classname" "worldspawn" -// brush 0 -{ -( 16 16 -1 ) ( -16 16 -1 ) ( -16 -16 -1 ) common/nodraw 0 0 0 0.500000 0.500000 0 0 0 -( -16 -16 1 ) ( -16 16 1 ) ( 16 16 1 ) base_wall2/techfloor_kc -64 64 0 -0.500000 0.500000 0 0 0 -( -16 -32 31 ) ( 16 -32 31 ) ( 16 -32 -1 ) common/nodraw 0 -2 0 0.500000 0.500000 0 0 0 -( 32 -16 31 ) ( 32 16 31 ) ( 32 16 -1 ) common/nodraw 0 -2 0 0.500000 0.500000 0 0 0 -( 16 32 31 ) ( -16 32 31 ) ( -16 32 -1 ) common/nodraw 0 -2 0 0.500000 0.500000 0 0 0 -( -32 16 31 ) ( -32 -16 31 ) ( -32 -16 -1 ) common/nodraw 0 -2 0 0.500000 0.500000 0 0 0 -} -} diff --git a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/text-base/weaponpad_blue.pfb.svn-base b/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/text-base/weaponpad_blue.pfb.svn-base deleted file mode 100644 index 59e22f8..0000000 --- a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/text-base/weaponpad_blue.pfb.svn-base +++ /dev/null @@ -1,32 +0,0 @@ -// entity 1 -{ -"classname" "func_group" -// brush 0 - { - patchDef2 - { - base_wall2/respawn_effect1_blue - ( 9 3 0 0 0 ) -( -( ( 24 0 41 0 0.349386 ) ( 34 0 21 0 0.174693 ) ( 44 0 1 0 0 ) ) -( ( 24 40 41 0.312500 0.349386 ) ( 34 30 21 0.312500 0.174693 ) ( 44 20 1 0.312500 0 ) ) -( ( 64 40 41 0.624996 0.349386 ) ( 64 30 21 0.624996 0.174693 ) ( 64 20 1 0.624996 0 ) ) -( ( 104 40 41 0.937492 0.349386 ) ( 94 30 21 0.937492 0.174693 ) ( 84 20 1 0.937492 0 ) ) -( ( 104 0 41 1.249992 0.349386 ) ( 94 0 21 1.249992 0.174693 ) ( 84 0 1 1.249992 0 ) ) -( ( 104 -40 41 1.562492 0.349386 ) ( 94 -30 21 1.562492 0.174693 ) ( 84 -20 1 1.562492 0 ) ) -( ( 64 -40 41 1.874989 0.349386 ) ( 64 -30 21 1.874989 0.174693 ) ( 64 -20 1 1.874989 0 ) ) -( ( 24 -40 41 2.187485 0.349386 ) ( 34 -30 21 2.187485 0.174693 ) ( 44 -20 1 2.187485 0 ) ) -( ( 24 0 41 2.499985 0.349386 ) ( 34 0 21 2.499985 0.174693 ) ( 44 0 1 2.499985 0 ) ) -) - } - } -// brush 1 -{ -( 48 -16 -1 ) ( 80 -16 -1 ) ( 80 16 -1 ) common/nodraw 31 0 -180 0.500000 0.500000 0 0 0 -( 80 16 1 ) ( 80 -16 1 ) ( 48 -16 1 ) base_wall2/techfloor_kc_blue 64 -64 0 0.500000 -0.500000 0 0 0 -( 80 32 31 ) ( 48 32 31 ) ( 48 32 -1 ) common/nodraw 0 -2 -180 0.500000 -0.500000 0 0 0 -( 32 16 31 ) ( 32 -16 31 ) ( 32 -16 -1 ) common/nodraw 0 -1 -180 0.500000 -0.500000 0 0 0 -( 48 -32 31 ) ( 80 -32 31 ) ( 80 -32 -1 ) common/nodraw 0 -2 -180 0.500000 -0.500000 0 0 0 -( 96 -16 31 ) ( 96 16 31 ) ( 96 16 -1 ) common/nodraw 0 -1 -180 0.500000 -0.500000 0 0 0 -} -} diff --git a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/text-base/weaponpad_neutral.pfb.svn-base b/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/text-base/weaponpad_neutral.pfb.svn-base deleted file mode 100644 index 25a25d6..0000000 --- a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/text-base/weaponpad_neutral.pfb.svn-base +++ /dev/null @@ -1,32 +0,0 @@ -// entity 1 -{ -"classname" "func_group" -// brush 0 - { - patchDef2 - { - base_wall2/respawn_effect1_ntrl - ( 9 3 0 0 0 ) -( -( ( 48 0 40 0 0.349386 ) ( 38 0 20 0 0.174693 ) ( 28 0 0 0 0 ) ) -( ( 48 -40 40 0.312500 0.349386 ) ( 38 -30 20 0.312500 0.174693 ) ( 28 -20 0 0.312500 0 ) ) -( ( 8 -40 40 0.624996 0.349386 ) ( 8 -30 20 0.624996 0.174693 ) ( 8 -20 0 0.624996 0 ) ) -( ( -32 -40 40 0.937492 0.349386 ) ( -22 -30 20 0.937492 0.174693 ) ( -12 -20 0 0.937492 0 ) ) -( ( -32 0 40 1.249992 0.349386 ) ( -22 0 20 1.249992 0.174693 ) ( -12 0 0 1.249992 0 ) ) -( ( -32 40 40 1.562492 0.349386 ) ( -22 30 20 1.562492 0.174693 ) ( -12 20 0 1.562492 0 ) ) -( ( 8 40 40 1.874989 0.349386 ) ( 8 30 20 1.874989 0.174693 ) ( 8 20 0 1.874989 0 ) ) -( ( 48 40 40 2.187485 0.349386 ) ( 38 30 20 2.187485 0.174693 ) ( 28 20 0 2.187485 0 ) ) -( ( 48 0 40 2.499985 0.349386 ) ( 38 0 20 2.499985 0.174693 ) ( 28 0 0 2.499985 0 ) ) -) - } - } -// brush 1 -{ -( 40 32 0 ) ( -24 32 0 ) ( -24 -32 0 ) common/nodraw 16 0 0 0.500000 0.500000 134217728 0 0 -( -24 -32 1 ) ( -24 32 1 ) ( 40 32 1 ) base_wall2/ntrl_techfloor_kc -48 64 0 -0.500000 0.500000 134217728 0 0 -( -24 -32 48 ) ( 40 -32 48 ) ( 40 -32 0 ) common/nodraw 16 0 0 0.500000 0.500000 134217728 0 0 -( 40 -32 48 ) ( 40 32 48 ) ( 40 32 0 ) common/nodraw 0 0 0 0.500000 0.500000 134217728 0 0 -( 40 32 48 ) ( -24 32 48 ) ( -24 32 0 ) common/nodraw 16 0 0 0.500000 0.500000 134217728 0 0 -( -24 32 48 ) ( -24 -32 48 ) ( -24 -32 0 ) common/nodraw 0 0 0 0.500000 0.500000 134217728 0 0 -} -} diff --git a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/text-base/weaponpad_red.pfb.svn-base b/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/text-base/weaponpad_red.pfb.svn-base deleted file mode 100644 index 56728e9..0000000 --- a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/.svn/text-base/weaponpad_red.pfb.svn-base +++ /dev/null @@ -1,32 +0,0 @@ -// entity 1 -{ -"classname" "func_group" -// brush 0 - { - patchDef2 - { - base_wall2/respawn_effect1 - ( 9 3 0 0 0 ) -( -( ( 40 0 40 0 0.349386 ) ( 30 0 20 0 0.174693 ) ( 20 0 0 0 0 ) ) -( ( 40 -40 40 0.312500 0.349386 ) ( 30 -30 20 0.312500 0.174693 ) ( 20 -20 0 0.312500 0 ) ) -( ( 0 -40 40 0.624996 0.349386 ) ( 0 -30 20 0.624996 0.174693 ) ( 0 -20 0 0.624996 0 ) ) -( ( -40 -40 40 0.937492 0.349386 ) ( -30 -30 20 0.937492 0.174693 ) ( -20 -20 0 0.937492 0 ) ) -( ( -40 0 40 1.249992 0.349386 ) ( -30 0 20 1.249992 0.174693 ) ( -20 0 0 1.249992 0 ) ) -( ( -40 40 40 1.562492 0.349386 ) ( -30 30 20 1.562492 0.174693 ) ( -20 20 0 1.562492 0 ) ) -( ( 0 40 40 1.874989 0.349386 ) ( 0 30 20 1.874989 0.174693 ) ( 0 20 0 1.874989 0 ) ) -( ( 40 40 40 2.187485 0.349386 ) ( 30 30 20 2.187485 0.174693 ) ( 20 20 0 2.187485 0 ) ) -( ( 40 0 40 2.499985 0.349386 ) ( 30 0 20 2.499985 0.174693 ) ( 20 0 0 2.499985 0 ) ) -) - } - } -// brush 1 -{ -( 16 16 -1 ) ( -16 16 -1 ) ( -16 -16 -1 ) common/nodraw 0 0 0 0.500000 0.500000 0 0 0 -( -16 -16 1 ) ( -16 16 1 ) ( 16 16 1 ) base_wall2/techfloor_kc -64 64 0 -0.500000 0.500000 0 0 0 -( -16 -32 31 ) ( 16 -32 31 ) ( 16 -32 -1 ) common/nodraw 0 -2 0 0.500000 0.500000 0 0 0 -( 32 -16 31 ) ( 32 16 31 ) ( 32 16 -1 ) common/nodraw 0 -2 0 0.500000 0.500000 0 0 0 -( 16 32 31 ) ( -16 32 31 ) ( -16 32 -1 ) common/nodraw 0 -2 0 0.500000 0.500000 0 0 0 -( -32 16 31 ) ( -32 -16 31 ) ( -32 -16 -1 ) common/nodraw 0 -2 0 0.500000 0.500000 0 0 0 -} -} diff --git a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/TA_banner_blue.pfb b/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/TA_banner_blue.pfb deleted file mode 100644 index a6acf99..0000000 --- a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/TA_banner_blue.pfb +++ /dev/null @@ -1,22 +0,0 @@ -// entity 1 -{ -"classname" "func_group" -// brush 0 -{ -( 4 124 24 ) ( 60 124 24 ) ( 60 132 24 ) common/nodraw 0 -30 90 0.500000 0.500000 0 0 0 -( 60 132 80 ) ( 60 124 80 ) ( 4 124 80 ) common/nodraw 0 -30 90 0.500000 0.500000 0 0 0 -( 4 132 -16 ) ( 4 132 112 ) ( 4 124 112 ) common/nodraw 0 -31 0 0.500000 0.500000 0 0 0 -( 60 4 -16 ) ( 60 4 112 ) ( 4 4 112 ) common/nodraw 1 0 -180 0.500000 -0.500000 0 0 0 -( 60 124 -16 ) ( 60 124 112 ) ( 60 132 112 ) common/nodraw 0 -31 0 0.500000 0.500000 0 0 0 -( 5 -1 -16 ) ( 5 -1 112 ) ( 61 -1 112 ) ctf2/blueteam01 -10 54 0 0.437500 0.437500 0 0 0 -} -// brush 1 -{ -( 64 128 0 ) ( -64 128 0 ) ( -64 -32 0 ) common/nodraw -1 -1 0 0.500000 0.500000 0 0 0 -( -64 -32 128 ) ( -64 128 128 ) ( 64 128 128 ) common/nodraw -1 -1 0 0.500000 0.500000 0 0 0 -( 0 0 0 ) ( 0 0 128 ) ( 64 0 128 ) ctf2/blue_banner02 0 0 0 -0.500000 0.500000 0 0 0 -( 64 -32 24 ) ( 64 128 24 ) ( 64 128 -40 ) common/nodraw 0 1 0 0.500000 0.500000 0 0 0 -( 68 4 16 ) ( -60 4 16 ) ( -60 4 -48 ) common/nodraw 0 1 0 0.500000 0.500000 0 0 0 -( 0 0 128 ) ( 0 0 0 ) ( 0 8 0 ) common/nodraw 0 1 0 0.500000 0.500000 0 0 0 -} -} diff --git a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/TA_banner_red.pfb b/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/TA_banner_red.pfb deleted file mode 100644 index 3139cdd..0000000 --- a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/TA_banner_red.pfb +++ /dev/null @@ -1,22 +0,0 @@ -// entity 1 -{ -"classname" "func_group" -// brush 0 -{ -( 4 124 24 ) ( 60 124 24 ) ( 60 132 24 ) common/nodraw 0 -30 90 0.500000 0.500000 0 0 0 -( 60 132 80 ) ( 60 124 80 ) ( 4 124 80 ) common/nodraw 0 -30 90 0.500000 0.500000 0 0 0 -( 4 132 -16 ) ( 4 132 112 ) ( 4 124 112 ) common/nodraw 0 -31 0 0.500000 0.500000 0 0 0 -( 60 4 -16 ) ( 60 4 112 ) ( 4 4 112 ) common/nodraw 1 0 -180 0.500000 -0.500000 0 0 0 -( 60 124 -16 ) ( 60 124 112 ) ( 60 132 112 ) common/nodraw 0 -31 0 0.500000 0.500000 0 0 0 -( 5 -1 -16 ) ( 5 -1 112 ) ( 61 -1 112 ) ctf2/redteam01 -10 54 0 0.437500 0.437500 0 0 0 -} -// brush 1 -{ -( 64 128 0 ) ( -64 128 0 ) ( -64 -32 0 ) common/nodraw -1 -1 0 0.500000 0.500000 0 0 0 -( -64 -32 128 ) ( -64 128 128 ) ( 64 128 128 ) common/nodraw -1 -1 0 0.500000 0.500000 0 0 0 -( 0 0 0 ) ( 0 0 128 ) ( 64 0 128 ) ctf2/red_banner02 0 0 0 -0.500000 0.500000 0 0 0 -( 64 -32 24 ) ( 64 128 24 ) ( 64 128 -40 ) common/nodraw 0 1 0 0.500000 0.500000 0 0 0 -( 68 4 16 ) ( -60 4 16 ) ( -60 4 -48 ) common/nodraw 0 1 0 0.500000 0.500000 0 0 0 -( 0 0 128 ) ( 0 0 0 ) ( 0 8 0 ) common/nodraw 0 1 0 0.500000 0.500000 0 0 0 -} -} diff --git a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/armorpad_blue.pfb b/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/armorpad_blue.pfb deleted file mode 100644 index c51a000..0000000 --- a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/armorpad_blue.pfb +++ /dev/null @@ -1,12 +0,0 @@ -{ -"classname" "worldspawn" -// brush 0 -{ -( 48 -16 -1 ) ( 80 -16 -1 ) ( 80 16 -1 ) common/nodraw 31 0 -180 0.500000 0.500000 0 0 0 -( 80 16 1 ) ( 80 -16 1 ) ( 48 -16 1 ) base_wall2/techfloor_kc_blue 64 -64 0 0.500000 -0.500000 0 0 0 -( 80 32 31 ) ( 48 32 31 ) ( 48 32 -1 ) common/nodraw 0 -2 -180 0.500000 -0.500000 0 0 0 -( 32 16 31 ) ( 32 -16 31 ) ( 32 -16 -1 ) common/nodraw 0 -1 -180 0.500000 -0.500000 0 0 0 -( 48 -32 31 ) ( 80 -32 31 ) ( 80 -32 -1 ) common/nodraw 0 -2 -180 0.500000 -0.500000 0 0 0 -( 96 -16 31 ) ( 96 16 31 ) ( 96 16 -1 ) common/nodraw 0 -1 -180 0.500000 -0.500000 0 0 0 -} -} diff --git a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/armorpad_neutral.pfb b/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/armorpad_neutral.pfb deleted file mode 100644 index 46cc78d..0000000 --- a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/armorpad_neutral.pfb +++ /dev/null @@ -1,12 +0,0 @@ -{ -"classname" "worldspawn" -// brush 0 -{ -( 40 32 0 ) ( -24 32 0 ) ( -24 -32 0 ) common/nodraw 16 0 0 0.500000 0.500000 134217728 0 0 -( -24 -32 1 ) ( -24 32 1 ) ( 40 32 1 ) base_wall2/ntrl_techfloor_kc -48 64 0 -0.500000 0.500000 134217728 0 0 -( -24 -32 48 ) ( 40 -32 48 ) ( 40 -32 0 ) common/nodraw 16 0 0 0.500000 0.500000 134217728 0 0 -( 40 -32 48 ) ( 40 32 48 ) ( 40 32 0 ) common/nodraw 0 0 0 0.500000 0.500000 134217728 0 0 -( 40 32 48 ) ( -24 32 48 ) ( -24 32 0 ) common/nodraw 16 0 0 0.500000 0.500000 134217728 0 0 -( -24 32 48 ) ( -24 -32 48 ) ( -24 -32 0 ) common/nodraw 0 0 0 0.500000 0.500000 134217728 0 0 -} -} diff --git a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/armorpad_red.pfb b/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/armorpad_red.pfb deleted file mode 100644 index e6f01ba..0000000 --- a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/armorpad_red.pfb +++ /dev/null @@ -1,12 +0,0 @@ -{ -"classname" "worldspawn" -// brush 0 -{ -( 16 16 -1 ) ( -16 16 -1 ) ( -16 -16 -1 ) common/nodraw 0 0 0 0.500000 0.500000 0 0 0 -( -16 -16 1 ) ( -16 16 1 ) ( 16 16 1 ) base_wall2/techfloor_kc -64 64 0 -0.500000 0.500000 0 0 0 -( -16 -32 31 ) ( 16 -32 31 ) ( 16 -32 -1 ) common/nodraw 0 -2 0 0.500000 0.500000 0 0 0 -( 32 -16 31 ) ( 32 16 31 ) ( 32 16 -1 ) common/nodraw 0 -2 0 0.500000 0.500000 0 0 0 -( 16 32 31 ) ( -16 32 31 ) ( -16 32 -1 ) common/nodraw 0 -2 0 0.500000 0.500000 0 0 0 -( -32 16 31 ) ( -32 -16 31 ) ( -32 -16 -1 ) common/nodraw 0 -2 0 0.500000 0.500000 0 0 0 -} -} diff --git a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/weaponpad_blue.pfb b/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/weaponpad_blue.pfb deleted file mode 100644 index 59e22f8..0000000 --- a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/weaponpad_blue.pfb +++ /dev/null @@ -1,32 +0,0 @@ -// entity 1 -{ -"classname" "func_group" -// brush 0 - { - patchDef2 - { - base_wall2/respawn_effect1_blue - ( 9 3 0 0 0 ) -( -( ( 24 0 41 0 0.349386 ) ( 34 0 21 0 0.174693 ) ( 44 0 1 0 0 ) ) -( ( 24 40 41 0.312500 0.349386 ) ( 34 30 21 0.312500 0.174693 ) ( 44 20 1 0.312500 0 ) ) -( ( 64 40 41 0.624996 0.349386 ) ( 64 30 21 0.624996 0.174693 ) ( 64 20 1 0.624996 0 ) ) -( ( 104 40 41 0.937492 0.349386 ) ( 94 30 21 0.937492 0.174693 ) ( 84 20 1 0.937492 0 ) ) -( ( 104 0 41 1.249992 0.349386 ) ( 94 0 21 1.249992 0.174693 ) ( 84 0 1 1.249992 0 ) ) -( ( 104 -40 41 1.562492 0.349386 ) ( 94 -30 21 1.562492 0.174693 ) ( 84 -20 1 1.562492 0 ) ) -( ( 64 -40 41 1.874989 0.349386 ) ( 64 -30 21 1.874989 0.174693 ) ( 64 -20 1 1.874989 0 ) ) -( ( 24 -40 41 2.187485 0.349386 ) ( 34 -30 21 2.187485 0.174693 ) ( 44 -20 1 2.187485 0 ) ) -( ( 24 0 41 2.499985 0.349386 ) ( 34 0 21 2.499985 0.174693 ) ( 44 0 1 2.499985 0 ) ) -) - } - } -// brush 1 -{ -( 48 -16 -1 ) ( 80 -16 -1 ) ( 80 16 -1 ) common/nodraw 31 0 -180 0.500000 0.500000 0 0 0 -( 80 16 1 ) ( 80 -16 1 ) ( 48 -16 1 ) base_wall2/techfloor_kc_blue 64 -64 0 0.500000 -0.500000 0 0 0 -( 80 32 31 ) ( 48 32 31 ) ( 48 32 -1 ) common/nodraw 0 -2 -180 0.500000 -0.500000 0 0 0 -( 32 16 31 ) ( 32 -16 31 ) ( 32 -16 -1 ) common/nodraw 0 -1 -180 0.500000 -0.500000 0 0 0 -( 48 -32 31 ) ( 80 -32 31 ) ( 80 -32 -1 ) common/nodraw 0 -2 -180 0.500000 -0.500000 0 0 0 -( 96 -16 31 ) ( 96 16 31 ) ( 96 16 -1 ) common/nodraw 0 -1 -180 0.500000 -0.500000 0 0 0 -} -} diff --git a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/weaponpad_neutral.pfb b/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/weaponpad_neutral.pfb deleted file mode 100644 index 25a25d6..0000000 --- a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/weaponpad_neutral.pfb +++ /dev/null @@ -1,32 +0,0 @@ -// entity 1 -{ -"classname" "func_group" -// brush 0 - { - patchDef2 - { - base_wall2/respawn_effect1_ntrl - ( 9 3 0 0 0 ) -( -( ( 48 0 40 0 0.349386 ) ( 38 0 20 0 0.174693 ) ( 28 0 0 0 0 ) ) -( ( 48 -40 40 0.312500 0.349386 ) ( 38 -30 20 0.312500 0.174693 ) ( 28 -20 0 0.312500 0 ) ) -( ( 8 -40 40 0.624996 0.349386 ) ( 8 -30 20 0.624996 0.174693 ) ( 8 -20 0 0.624996 0 ) ) -( ( -32 -40 40 0.937492 0.349386 ) ( -22 -30 20 0.937492 0.174693 ) ( -12 -20 0 0.937492 0 ) ) -( ( -32 0 40 1.249992 0.349386 ) ( -22 0 20 1.249992 0.174693 ) ( -12 0 0 1.249992 0 ) ) -( ( -32 40 40 1.562492 0.349386 ) ( -22 30 20 1.562492 0.174693 ) ( -12 20 0 1.562492 0 ) ) -( ( 8 40 40 1.874989 0.349386 ) ( 8 30 20 1.874989 0.174693 ) ( 8 20 0 1.874989 0 ) ) -( ( 48 40 40 2.187485 0.349386 ) ( 38 30 20 2.187485 0.174693 ) ( 28 20 0 2.187485 0 ) ) -( ( 48 0 40 2.499985 0.349386 ) ( 38 0 20 2.499985 0.174693 ) ( 28 0 0 2.499985 0 ) ) -) - } - } -// brush 1 -{ -( 40 32 0 ) ( -24 32 0 ) ( -24 -32 0 ) common/nodraw 16 0 0 0.500000 0.500000 134217728 0 0 -( -24 -32 1 ) ( -24 32 1 ) ( 40 32 1 ) base_wall2/ntrl_techfloor_kc -48 64 0 -0.500000 0.500000 134217728 0 0 -( -24 -32 48 ) ( 40 -32 48 ) ( 40 -32 0 ) common/nodraw 16 0 0 0.500000 0.500000 134217728 0 0 -( 40 -32 48 ) ( 40 32 48 ) ( 40 32 0 ) common/nodraw 0 0 0 0.500000 0.500000 134217728 0 0 -( 40 32 48 ) ( -24 32 48 ) ( -24 32 0 ) common/nodraw 16 0 0 0.500000 0.500000 134217728 0 0 -( -24 32 48 ) ( -24 -32 48 ) ( -24 -32 0 ) common/nodraw 0 0 0 0.500000 0.500000 134217728 0 0 -} -} diff --git a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/weaponpad_red.pfb b/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/weaponpad_red.pfb deleted file mode 100644 index 56728e9..0000000 --- a/install/installs/Q3Pack/install/missionpack/maps/Team Arena Prefabs/weaponpad_red.pfb +++ /dev/null @@ -1,32 +0,0 @@ -// entity 1 -{ -"classname" "func_group" -// brush 0 - { - patchDef2 - { - base_wall2/respawn_effect1 - ( 9 3 0 0 0 ) -( -( ( 40 0 40 0 0.349386 ) ( 30 0 20 0 0.174693 ) ( 20 0 0 0 0 ) ) -( ( 40 -40 40 0.312500 0.349386 ) ( 30 -30 20 0.312500 0.174693 ) ( 20 -20 0 0.312500 0 ) ) -( ( 0 -40 40 0.624996 0.349386 ) ( 0 -30 20 0.624996 0.174693 ) ( 0 -20 0 0.624996 0 ) ) -( ( -40 -40 40 0.937492 0.349386 ) ( -30 -30 20 0.937492 0.174693 ) ( -20 -20 0 0.937492 0 ) ) -( ( -40 0 40 1.249992 0.349386 ) ( -30 0 20 1.249992 0.174693 ) ( -20 0 0 1.249992 0 ) ) -( ( -40 40 40 1.562492 0.349386 ) ( -30 30 20 1.562492 0.174693 ) ( -20 20 0 1.562492 0 ) ) -( ( 0 40 40 1.874989 0.349386 ) ( 0 30 20 1.874989 0.174693 ) ( 0 20 0 1.874989 0 ) ) -( ( 40 40 40 2.187485 0.349386 ) ( 30 30 20 2.187485 0.174693 ) ( 20 20 0 2.187485 0 ) ) -( ( 40 0 40 2.499985 0.349386 ) ( 30 0 20 2.499985 0.174693 ) ( 20 0 0 2.499985 0 ) ) -) - } - } -// brush 1 -{ -( 16 16 -1 ) ( -16 16 -1 ) ( -16 -16 -1 ) common/nodraw 0 0 0 0.500000 0.500000 0 0 0 -( -16 -16 1 ) ( -16 16 1 ) ( 16 16 1 ) base_wall2/techfloor_kc -64 64 0 -0.500000 0.500000 0 0 0 -( -16 -32 31 ) ( 16 -32 31 ) ( 16 -32 -1 ) common/nodraw 0 -2 0 0.500000 0.500000 0 0 0 -( 32 -16 31 ) ( 32 16 31 ) ( 32 16 -1 ) common/nodraw 0 -2 0 0.500000 0.500000 0 0 0 -( 16 32 31 ) ( -16 32 31 ) ( -16 32 -1 ) common/nodraw 0 -2 0 0.500000 0.500000 0 0 0 -( -32 16 31 ) ( -32 -16 31 ) ( -32 -16 -1 ) common/nodraw 0 -2 0 0.500000 0.500000 0 0 0 -} -} diff --git a/install/installs/Q3Pack/install/missionpack/maps/terrademo.map b/install/installs/Q3Pack/install/missionpack/maps/terrademo.map deleted file mode 100644 index fca03ef..0000000 --- a/install/installs/Q3Pack/install/missionpack/maps/terrademo.map +++ /dev/null @@ -1,553 +0,0 @@ -{ -"gridsize" "256 256 256" -"vertexremapshader6" "textures/terrain/mpterra2_2;textures/terrain/vxmpterra2" -"vertexremapshader5" "textures/terrain/mpterra2_1;textures/terrain/vxmpterra2" -"vertexremapshader4" "textures/terrain/mpterra2_0;textures/terrain/vxmpterra2" -"vertexremapshader3" "textures/terrain/mpterra2_1to2;textures/terrain/vxmpterra2" -"vertexremapshader2" "textures/terrain/mpterra2_0to2;textures/terrain/vxmpterra2" -"vertexremapshader1" "textures/terrain/mpterra2_0to1;textures/terrain/vxmpterra2" -"enableBreath" "1" -"_color" ".22 .37 .4" -"message" "Distant Screams" -"classname" "worldspawn" -"ambient" "22" -"music" "music/fla_mp03.wav" -// brush 0 -{ -( -448 -640 -352 ) ( -448 440 -352 ) ( -512 440 -352 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0 -( -512 440 -304 ) ( -448 440 -304 ) ( -448 -640 -304 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0 -( -512 440 -304 ) ( -512 -640 -304 ) ( -512 -640 -1952 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0 -( -512 -512 -304 ) ( -448 -512 -304 ) ( -448 -512 -1952 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0 -( 576 -640 -304 ) ( 576 440 -304 ) ( 576 440 -1952 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0 -( -448 512 -304 ) ( -512 512 -304 ) ( -512 512 -1952 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0 -} -// brush 1 -{ -( -448 -640 1376 ) ( -448 440 1376 ) ( -512 440 1376 ) skies/pj_ctf2_sky 128 127 90 0.500000 0.500000 0 0 0 -( -512 440 1424 ) ( -448 440 1424 ) ( -448 -640 1424 ) skies/pj_ctf2_sky 128 127 90 0.500000 0.500000 0 0 0 -( -512 440 1424 ) ( -512 -640 1424 ) ( -512 -640 -224 ) skies/pj_ctf2_sky 128 0 0 0.500000 0.500000 0 0 0 -( -512 -512 1424 ) ( -448 -512 1424 ) ( -448 -512 -224 ) skies/pj_ctf2_sky 127 0 -180 0.500000 -0.500000 0 0 0 -( 576 -640 1424 ) ( 576 440 1424 ) ( 576 440 -224 ) skies/pj_ctf2_sky 128 0 0 0.500000 0.500000 0 0 0 -( -448 512 1424 ) ( -512 512 1424 ) ( -512 512 -224 ) skies/pj_ctf2_sky 127 0 -180 0.500000 -0.500000 0 0 0 -} -// brush 2 -{ -( -512 -576 -352 ) ( -512 504 -352 ) ( -576 504 -352 ) skies/pj_ctf2_sky 0 255 90 0.500000 0.500000 0 0 0 -( -576 504 1424 ) ( -512 504 1424 ) ( -512 -576 1424 ) skies/pj_ctf2_sky 0 255 90 0.500000 0.500000 0 0 0 -( -576 504 1296 ) ( -576 -576 1296 ) ( -576 -576 -352 ) skies/pj_ctf2_sky 0 0 0 0.500000 0.500000 0 0 0 -( -576 -576 1296 ) ( -512 -576 1296 ) ( -512 -576 -352 ) skies/pj_ctf2_sky 0 0 -180 0.500000 -0.500000 0 0 0 -( -512 -576 1296 ) ( -512 504 1296 ) ( -512 504 -352 ) skies/pj_ctf2_sky 0 0 0 0.500000 0.500000 0 0 0 -( -512 576 1296 ) ( -576 576 1296 ) ( -576 576 -352 ) skies/pj_ctf2_sky 0 0 -180 0.500000 -0.500000 0 0 0 -} -// brush 3 -{ -( 576 -576 -352 ) ( 576 504 -352 ) ( 512 504 -352 ) skies/pj_ctf2_sky 128 0 0 0.500000 0.500000 0 0 0 -( 512 504 1424 ) ( 576 504 1424 ) ( 576 -576 1424 ) skies/pj_ctf2_sky 128 0 0 0.500000 0.500000 0 0 0 -( 512 504 1296 ) ( 512 -576 1296 ) ( 512 -576 -352 ) skies/pj_ctf2_sky 0 0 0 0.500000 0.500000 0 0 0 -( 512 -576 1296 ) ( 576 -576 1296 ) ( 576 -576 -352 ) skies/pj_ctf2_sky 128 0 0 0.500000 0.500000 0 0 0 -( 576 -576 1296 ) ( 576 504 1296 ) ( 576 504 -352 ) skies/pj_ctf2_sky 0 0 0 0.500000 0.500000 0 0 0 -( 576 576 1296 ) ( 512 576 1296 ) ( 512 576 -352 ) skies/pj_ctf2_sky 128 0 0 0.500000 0.500000 0 0 0 -} -// brush 4 -{ -( 576 576 -352 ) ( -504 576 -352 ) ( -504 512 -352 ) skies/pj_ctf2_sky 0 -128 0 0.500000 0.500000 0 0 0 -( -504 512 1424 ) ( -504 576 1424 ) ( 576 576 1424 ) skies/pj_ctf2_sky 0 -128 0 0.500000 0.500000 0 0 0 -( -504 512 1296 ) ( 576 512 1296 ) ( 576 512 -352 ) skies/pj_ctf2_sky 0 0 0 0.500000 0.500000 0 0 0 -( 512 512 1296 ) ( 512 576 1296 ) ( 512 576 -352 ) skies/pj_ctf2_sky 128 0 0 0.500000 0.500000 0 0 0 -( 576 576 1296 ) ( -504 576 1296 ) ( -504 576 -352 ) skies/pj_ctf2_sky 0 0 0 0.500000 0.500000 0 0 0 -( -512 576 1296 ) ( -512 512 1296 ) ( -512 512 -352 ) skies/pj_ctf2_sky 128 0 0 0.500000 0.500000 0 0 0 -} -// brush 5 -{ -( 576 -512 -352 ) ( -504 -512 -352 ) ( -504 -576 -352 ) skies/pj_ctf2_sky 0 0 0 0.500000 0.500000 0 0 0 -( -504 -576 1424 ) ( -504 -512 1424 ) ( 576 -512 1424 ) skies/pj_ctf2_sky 0 0 0 0.500000 0.500000 0 0 0 -( -504 -576 1296 ) ( 576 -576 1296 ) ( 576 -576 -352 ) skies/pj_ctf2_sky 0 0 0 0.500000 0.500000 0 0 0 -( 512 -576 1296 ) ( 512 -512 1296 ) ( 512 -512 -352 ) skies/pj_ctf2_sky 0 0 0 0.500000 0.500000 0 0 0 -( 576 -512 1296 ) ( -504 -512 1296 ) ( -504 -512 -352 ) skies/pj_ctf2_sky 0 0 0 0.500000 0.500000 0 0 0 -( -512 -512 1296 ) ( -512 -576 1296 ) ( -512 -576 -352 ) skies/pj_ctf2_sky 0 0 0 0.500000 0.500000 0 0 0 -} -} -// entity 1 -{ -"origin" "248 136 416" -"model" "models/mapobjects/tree2/tree6.md3" -"classname" "misc_model" -} -// entity 2 -{ -"classname" "misc_model" -"model" "models/mapobjects/tree2/tree1.md3" -"origin" "176 256 392" -} -// entity 3 -{ -"origin" "40 -112 440" -"angle" "90" -"classname" "info_player_deathmatch" -} -// entity 4 -{ -"classname" "func_group" -"alphamap" "textures/proto2/pj_terralpha01.pcx" -"shader" "terrain/mpterra2" -"layers" "3" -"terrain" "1" -// brush 0 -{ -( -512 -512 1296 ) ( -256 -256 592 ) ( -256 -512 848 ) common/terrain 0 0 0 2 2 134217728 0 0 -( -512 -512 -352 ) ( -256 -512 -352 ) ( -256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 -512 848 ) ( -256 -512 -352 ) ( -512 -512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 -256 592 ) ( -256 -256 -352 ) ( -256 -512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -512 -512 1296 ) ( -512 -512 -352 ) ( -256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 1 -{ -( -512 -256 1152 ) ( -256 -256 592 ) ( -512 -512 1296 ) common/terrain 0 0 0 2 2 134217728 0 0 -( -512 -256 -352 ) ( -512 -512 -352 ) ( -256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -512 -512 1296 ) ( -512 -512 -352 ) ( -512 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 -256 592 ) ( -256 -256 -352 ) ( -512 -512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -512 -256 1152 ) ( -512 -256 -352 ) ( -256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 2 -{ -( -512 -256 1152 ) ( -512 0 800 ) ( -256 -256 592 ) common/terrain 0 0 0 2 2 134217728 0 0 -( -512 -256 -352 ) ( -256 -256 -352 ) ( -512 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 -256 592 ) ( -256 -256 -352 ) ( -512 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -512 0 800 ) ( -512 0 -352 ) ( -256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -512 -256 1152 ) ( -512 -256 -352 ) ( -512 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 3 -{ -( -512 0 800 ) ( -256 0 416 ) ( -256 -256 592 ) common/terrain 0 0 0 2 2 134217728 0 0 -( -512 0 -352 ) ( -256 -256 -352 ) ( -256 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 -256 592 ) ( -256 -256 -352 ) ( -512 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 0 416 ) ( -256 0 -352 ) ( -256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -512 0 800 ) ( -512 0 -352 ) ( -256 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 4 -{ -( -512 0 800 ) ( -256 256 344 ) ( -256 0 416 ) common/terrain 0 0 0 2 2 134217728 0 0 -( -512 0 -352 ) ( -256 0 -352 ) ( -256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 0 416 ) ( -256 0 -352 ) ( -512 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 256 344 ) ( -256 256 -352 ) ( -256 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -512 0 800 ) ( -512 0 -352 ) ( -256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 5 -{ -( -512 256 360 ) ( -256 256 344 ) ( -512 0 800 ) common/terrain 0 0 0 2 2 134217728 0 0 -( -512 256 -352 ) ( -512 0 -352 ) ( -256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -512 0 800 ) ( -512 0 -352 ) ( -512 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 256 344 ) ( -256 256 -352 ) ( -512 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -512 256 360 ) ( -512 256 -352 ) ( -256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 6 -{ -( -512 256 360 ) ( -512 512 200 ) ( -256 256 344 ) common/terrain 0 0 0 2 2 134217728 0 0 -( -512 256 -352 ) ( -256 256 -352 ) ( -512 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 256 344 ) ( -256 256 -352 ) ( -512 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -512 512 200 ) ( -512 512 -352 ) ( -256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -512 256 360 ) ( -512 256 -352 ) ( -512 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 7 -{ -( -512 512 200 ) ( -256 512 272 ) ( -256 256 344 ) common/terrain 0 0 0 2 2 134217728 0 0 -( -512 512 -352 ) ( -256 256 -352 ) ( -256 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 256 344 ) ( -256 256 -352 ) ( -512 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 512 272 ) ( -256 512 -352 ) ( -256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -512 512 200 ) ( -512 512 -352 ) ( -256 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 8 -{ -( -256 -512 848 ) ( -256 -256 592 ) ( 0 -512 408 ) common/terrain 0 0 0 2 2 134217728 0 0 -( -256 -512 -352 ) ( 0 -512 -352 ) ( -256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 -512 408 ) ( 0 -512 -352 ) ( -256 -512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 -256 592 ) ( -256 -256 -352 ) ( 0 -512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 -512 848 ) ( -256 -512 -352 ) ( -256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 9 -{ -( -256 -256 592 ) ( 0 -256 376 ) ( 0 -512 408 ) common/terrain 0 0 0 2 2 134217728 0 0 -( -256 -256 -352 ) ( 0 -512 -352 ) ( 0 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 -512 408 ) ( 0 -512 -352 ) ( -256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 -256 376 ) ( 0 -256 -352 ) ( 0 -512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 -256 592 ) ( -256 -256 -352 ) ( 0 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 10 -{ -( -256 -256 592 ) ( 0 0 360 ) ( 0 -256 376 ) common/terrain 0 0 0 2 2 134217728 0 0 -( -256 -256 -352 ) ( 0 -256 -352 ) ( 0 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 -256 376 ) ( 0 -256 -352 ) ( -256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 0 360 ) ( 0 0 -352 ) ( 0 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 -256 592 ) ( -256 -256 -352 ) ( 0 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 11 -{ -( -256 0 416 ) ( 0 0 360 ) ( -256 -256 592 ) common/terrain 0 0 0 2 2 134217728 0 0 -( -256 0 -352 ) ( -256 -256 -352 ) ( 0 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 -256 592 ) ( -256 -256 -352 ) ( -256 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 0 360 ) ( 0 0 -352 ) ( -256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 0 416 ) ( -256 0 -352 ) ( 0 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 12 -{ -( -256 0 416 ) ( -256 256 344 ) ( 0 0 360 ) common/terrain 0 0 0 2 2 134217728 0 0 -( -256 0 -352 ) ( 0 0 -352 ) ( -256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 0 360 ) ( 0 0 -352 ) ( -256 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 256 344 ) ( -256 256 -352 ) ( 0 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 0 416 ) ( -256 0 -352 ) ( -256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 13 -{ -( -256 256 344 ) ( 0 256 352 ) ( 0 0 360 ) common/terrain 0 0 0 2 2 134217728 0 0 -( -256 256 -352 ) ( 0 0 -352 ) ( 0 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 0 360 ) ( 0 0 -352 ) ( -256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 256 352 ) ( 0 256 -352 ) ( 0 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 256 344 ) ( -256 256 -352 ) ( 0 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 14 -{ -( -256 256 344 ) ( 0 512 360 ) ( 0 256 352 ) common/terrain 0 0 0 2 2 134217728 0 0 -( -256 256 -352 ) ( 0 256 -352 ) ( 0 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 256 352 ) ( 0 256 -352 ) ( -256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 512 360 ) ( 0 512 -352 ) ( 0 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 256 344 ) ( -256 256 -352 ) ( 0 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 15 -{ -( -256 512 272 ) ( 0 512 360 ) ( -256 256 344 ) common/terrain 0 0 0 2 2 134217728 0 0 -( -256 512 -352 ) ( -256 256 -352 ) ( 0 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 256 344 ) ( -256 256 -352 ) ( -256 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 512 360 ) ( 0 512 -352 ) ( -256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( -256 512 272 ) ( -256 512 -352 ) ( 0 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 16 -{ -( 0 -512 408 ) ( 256 -256 448 ) ( 256 -512 360 ) common/terrain 0 0 0 2 2 134217728 0 0 -( 0 -512 -352 ) ( 256 -512 -352 ) ( 256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 -512 360 ) ( 256 -512 -352 ) ( 0 -512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 -256 448 ) ( 256 -256 -352 ) ( 256 -512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 -512 408 ) ( 0 -512 -352 ) ( 256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 17 -{ -( 0 -256 376 ) ( 256 -256 448 ) ( 0 -512 408 ) common/terrain 0 0 0 2 2 134217728 0 0 -( 0 -256 -352 ) ( 0 -512 -352 ) ( 256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 -512 408 ) ( 0 -512 -352 ) ( 0 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 -256 448 ) ( 256 -256 -352 ) ( 0 -512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 -256 376 ) ( 0 -256 -352 ) ( 256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 18 -{ -( 0 -256 376 ) ( 0 0 360 ) ( 256 -256 448 ) common/terrain 0 0 0 2 2 134217728 0 0 -( 0 -256 -352 ) ( 256 -256 -352 ) ( 0 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 -256 448 ) ( 256 -256 -352 ) ( 0 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 0 360 ) ( 0 0 -352 ) ( 256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 -256 376 ) ( 0 -256 -352 ) ( 0 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 19 -{ -( 0 0 360 ) ( 256 0 456 ) ( 256 -256 448 ) common/terrain 0 0 0 2 2 134217728 0 0 -( 0 0 -352 ) ( 256 -256 -352 ) ( 256 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 -256 448 ) ( 256 -256 -352 ) ( 0 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 0 456 ) ( 256 0 -352 ) ( 256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 0 360 ) ( 0 0 -352 ) ( 256 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 20 -{ -( 256 0 456 ) ( 0 0 360 ) ( 256 256 400 ) common/terrain 0 0 0 2 2 134217728 0 0 -( 0 0 -352 ) ( 256 0 -352 ) ( 256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 0 456 ) ( 256 0 -352 ) ( 0 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 256 360 ) ( 256 256 -352 ) ( 256 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 0 360 ) ( 0 0 -352 ) ( 256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 21 -{ -( 0 0 360 ) ( 0 256 352 ) ( 256 256 400 ) common/terrain 0 0 0 2 2 134217728 0 0 -( 0 256 -352 ) ( 0 0 -352 ) ( 256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 0 360 ) ( 0 0 -352 ) ( 0 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 256 360 ) ( 256 256 -352 ) ( 0 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 256 352 ) ( 0 256 -352 ) ( 256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 22 -{ -( 256 256 400 ) ( 0 256 352 ) ( 0 512 360 ) common/terrain 0 0 0 2 2 134217728 0 0 -( 0 256 -352 ) ( 256 256 -352 ) ( 0 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 256 360 ) ( 256 256 -352 ) ( 0 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 512 360 ) ( 0 512 -352 ) ( 256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 256 352 ) ( 0 256 -352 ) ( 0 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 23 -{ -( 256 256 400 ) ( 0 512 360 ) ( 256 512 456 ) common/terrain 0 0 0 2 2 134217728 0 0 -( 0 512 -352 ) ( 256 256 -352 ) ( 256 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 256 360 ) ( 256 256 -352 ) ( 0 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 512 456 ) ( 256 512 -352 ) ( 256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 0 512 360 ) ( 0 512 -352 ) ( 256 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 24 -{ -( 256 -512 360 ) ( 256 -256 448 ) ( 512 -512 360 ) common/terrain 0 0 0 2 2 134217728 0 0 -( 256 -512 -352 ) ( 512 -512 -352 ) ( 256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 512 -512 360 ) ( 512 -512 -352 ) ( 256 -512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 -256 448 ) ( 256 -256 -352 ) ( 512 -512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 -512 360 ) ( 256 -512 -352 ) ( 256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 25 -{ -( 256 -256 448 ) ( 512 -256 496 ) ( 512 -512 360 ) common/terrain 0 0 0 2 2 134217728 0 0 -( 256 -256 -352 ) ( 512 -512 -352 ) ( 512 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 512 -512 360 ) ( 512 -512 -352 ) ( 256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 512 -256 496 ) ( 512 -256 -352 ) ( 512 -512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 -256 448 ) ( 256 -256 -352 ) ( 512 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 26 -{ -( 256 -256 448 ) ( 512 0 408 ) ( 512 -256 496 ) common/terrain 0 0 0 2 2 134217728 0 0 -( 256 -256 -352 ) ( 512 -256 -352 ) ( 512 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 512 -256 496 ) ( 512 -256 -352 ) ( 256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 512 0 408 ) ( 512 0 -352 ) ( 512 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 -256 448 ) ( 256 -256 -352 ) ( 512 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 27 -{ -( 256 0 456 ) ( 512 0 408 ) ( 256 -256 448 ) common/terrain 0 0 0 2 2 134217728 0 0 -( 256 0 -352 ) ( 256 -256 -352 ) ( 512 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 -256 448 ) ( 256 -256 -352 ) ( 256 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 512 0 408 ) ( 512 0 -352 ) ( 256 -256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 0 456 ) ( 256 0 -352 ) ( 512 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 28 -{ -( 256 256 400 ) ( 512 0 408 ) ( 256 0 456 ) common/terrain 0 0 0 2 2 134217728 0 0 -( 256 0 -352 ) ( 512 0 -352 ) ( 256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 512 0 408 ) ( 512 0 -352 ) ( 256 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 256 360 ) ( 256 256 -352 ) ( 512 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 0 456 ) ( 256 0 -352 ) ( 256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 29 -{ -( 512 0 408 ) ( 256 256 400 ) ( 512 256 536 ) common/terrain 0 0 0 2 2 134217728 0 0 -( 256 256 -352 ) ( 512 0 -352 ) ( 512 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 512 0 408 ) ( 512 0 -352 ) ( 256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 512 256 536 ) ( 512 256 -352 ) ( 512 0 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 256 360 ) ( 256 256 -352 ) ( 512 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 30 -{ -( 512 512 960 ) ( 512 256 536 ) ( 256 256 400 ) common/terrain 0 0 0 2 2 134217728 0 0 -( 256 256 -352 ) ( 512 256 -352 ) ( 512 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 512 256 536 ) ( 512 256 -352 ) ( 256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 512 512 960 ) ( 512 512 -352 ) ( 512 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 256 360 ) ( 256 256 -352 ) ( 512 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -// brush 31 -{ -( 512 512 960 ) ( 256 256 400 ) ( 256 512 456 ) common/terrain 0 0 0 2 2 134217728 0 0 -( 256 512 -352 ) ( 256 256 -352 ) ( 512 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 256 360 ) ( 256 256 -352 ) ( 256 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 512 512 960 ) ( 512 512 -352 ) ( 256 256 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -( 256 512 456 ) ( 256 512 -352 ) ( 512 512 -352 ) common/caulk 0 0 0 2 2 134217728 0 0 -} -} -// entity 5 -{ -"classname" "func_group" -// brush 0 -{ -( 3072 -6528 120 ) ( 3072 -6528 136 ) ( 3000 -6600 136 ) proto2/concrete04stair2 32 -16 -180 0.500000 -0.500000 134217728 0 0 -( 3248 -6608 160 ) ( 3248 -6608 176 ) ( 3176 -6536 176 ) proto2/concrete04stair2 160 -16 -180 0.500000 -0.500000 134217728 0 0 -( 3072 -6752 176 ) ( 3072 -6752 160 ) ( 3000 -6680 160 ) proto2/concrete04stair2 160 -16 -180 0.500000 -0.500000 134217728 0 0 -( 3248 -6512 120 ) ( 2992 -6512 120 ) ( 2992 -6768 120 ) common/caulk 32 -31 -180 0.500000 0.500000 134217728 0 0 -( 2992 -6768 176 ) ( 2992 -6512 176 ) ( 3248 -6512 176 ) proto2/tin_floor06 0 0 0 0.500000 0.500000 134217728 0 0 -( 3160 -6752 160 ) ( 3144 -6752 160 ) ( 3152 -6752 176 ) proto2/tin_floor06 96 63 -180 0.500000 -0.500000 134217728 0 0 -( 3144 -6528 160 ) ( 3168 -6528 160 ) ( 3156 -6528 176 ) proto2/tin_floor06 96 63 -180 0.500000 -0.500000 134217728 0 0 -( 3232 -6664 120 ) ( 3232 -6688 120 ) ( 3232 -6676 136 ) proto2/tin_floor06 32 64 -180 0.500000 -0.500000 134217728 0 0 -( 3008 -6696 120 ) ( 3008 -6672 120 ) ( 3008 -6684 136 ) proto2/tin_floor06 32 64 -180 0.500000 -0.500000 134217728 0 0 -( 3232 -6688 160 ) ( 3176 -6744 160 ) ( 3204 -6716 176 ) proto2/tin_floor06 32 64 -180 0.500000 -0.500000 134217728 0 0 -} -// brush 1 -{ -( 3112 -6560 176 ) ( 3112 -6560 178 ) ( 3000 -6560 178 ) common/nodraw 0 0 -180 0.500000 -0.500000 134217728 0 0 -( 3200 -6640 176 ) ( 3200 -6640 178 ) ( 3200 -6528 178 ) common/nodraw 0 0 -180 0.500000 -0.500000 134217728 0 0 -( 3120 -6720 176 ) ( 3120 -6720 178 ) ( 3232 -6720 178 ) common/nodraw 0 0 -180 0.500000 -0.500000 134217728 0 0 -( 3040 -6640 176 ) ( 3040 -6640 178 ) ( 3040 -6752 178 ) common/nodraw 0 0 -180 0.500000 -0.500000 134217728 0 0 -( 3232 -6528 176 ) ( 3008 -6528 176 ) ( 3008 -6752 176 ) common/nodraw 0 -31 -180 0.500000 0.500000 134217728 0 0 -( 3008 -6752 178 ) ( 3008 -6528 178 ) ( 3232 -6528 178 ) ctf2/blueteam01 -127 0 0 1.250000 1.250000 134217728 0 0 -} -// brush 2 -{ -( 3176 -6512 176 ) ( 3176 -6512 160 ) ( 3248 -6584 160 ) proto2/concrete07_min 160 -32 -180 0.500000 -0.500000 134217728 0 0 -( 2992 -6512 120 ) ( 2992 -6768 120 ) ( 3248 -6768 120 ) common/caulk -62 -1 90 0.500000 0.500000 134217728 0 0 -( 3248 -6768 176 ) ( 2992 -6768 176 ) ( 2992 -6512 176 ) proto2/concrete07_smth 0 0 0 0.500000 0.500000 134217728 0 0 -( 3248 -6584 176 ) ( 3248 -6584 160 ) ( 3232 -6592 160 ) proto2/tin_floor06 64 63 -180 0.500000 -0.500000 134217728 0 0 -( 3176 -6512 120 ) ( 3176 -6512 136 ) ( 3168 -6528 136 ) proto2/tin_floor06 0 63 0 0.500000 0.500000 134217728 0 0 -( 3224 -6584 160 ) ( 3168 -6528 160 ) ( 3196 -6556 176 ) proto2/tin_floor06 -127 63 0 0.500000 0.500000 134217728 0 0 -} -// brush 3 -{ -( 3064 -6512 176 ) ( 3064 -6512 160 ) ( 3176 -6512 160 ) proto2/concrete07_min 0 -32 -180 0.500000 -0.500000 134217728 0 0 -( 3168 -6528 120 ) ( 3168 -6528 136 ) ( 3176 -6512 136 ) proto2/concrete04stair2 -32 -18 0 0.500000 0.500000 134217728 0 0 -( 2992 -6768 120 ) ( 3248 -6768 120 ) ( 3248 -6512 120 ) common/caulk -31 33 0 0.500000 0.500000 134217728 0 0 -( 3248 -6512 176 ) ( 3248 -6768 176 ) ( 2992 -6768 176 ) proto2/concrete07_smth 0 0 0 0.500000 0.500000 134217728 0 0 -( 3168 -6528 176 ) ( 3168 -6528 160 ) ( 3072 -6528 160 ) proto2/tin_floor06 -96 63 0 0.500000 0.500000 134217728 0 0 -( 3072 -6528 136 ) ( 3072 -6528 120 ) ( 3064 -6512 120 ) proto2/tin_floor06 -32 63 0 0.500000 0.500000 134217728 0 0 -} -// brush 4 -{ -( 2992 -6584 176 ) ( 2992 -6584 160 ) ( 3064 -6512 160 ) proto2/concrete07_min 32 -32 -180 0.500000 -0.500000 134217728 0 0 -( 2992 -6768 120 ) ( 3248 -6768 120 ) ( 3248 -6512 120 ) common/caulk -31 33 0 0.500000 0.500000 134217728 0 0 -( 3248 -6512 176 ) ( 3248 -6768 176 ) ( 2992 -6768 176 ) proto2/concrete07_smth 0 0 0 0.500000 0.500000 134217728 0 0 -( 3064 -6512 136 ) ( 3064 -6512 120 ) ( 3072 -6528 120 ) proto2/tin_floor06 -32 63 0 0.500000 0.500000 134217728 0 0 -( 2992 -6584 120 ) ( 2992 -6584 136 ) ( 3008 -6592 136 ) proto2/tin_floor06 -96 63 0 0.500000 0.500000 134217728 0 0 -( 3064 -6536 120 ) ( 3008 -6592 120 ) ( 3036 -6564 136 ) proto2/tin_floor06 -96 63 0 0.500000 0.500000 134217728 0 0 -} -// brush 5 -{ -( 3008 -6592 120 ) ( 3008 -6592 136 ) ( 2992 -6584 136 ) proto2/concrete04stair2 224 -17 -180 0.500000 -0.500000 134217728 0 0 -( 3008 -6688 136 ) ( 3008 -6688 120 ) ( 2992 -6696 120 ) proto2/concrete04stair2 224 -17 -180 0.500000 -0.500000 134217728 0 0 -( 2992 -6584 160 ) ( 2992 -6584 176 ) ( 2992 -6696 176 ) proto2/concrete07_min 128 -32 -180 0.500000 -0.500000 134217728 0 0 -( 3248 -6512 120 ) ( 2992 -6512 120 ) ( 2992 -6768 120 ) common/caulk 32 -31 -180 0.500000 0.500000 134217728 0 0 -( 2992 -6768 176 ) ( 2992 -6512 176 ) ( 3248 -6512 176 ) proto2/concrete07_smth 0 0 0 0.500000 0.500000 134217728 0 0 -( 3008 -6592 136 ) ( 3008 -6592 120 ) ( 3008 -6688 120 ) proto2/tin_floor06 32 64 -180 0.500000 -0.500000 134217728 0 0 -} -// brush 6 -{ -( 3064 -6768 176 ) ( 3064 -6768 160 ) ( 2992 -6696 160 ) proto2/concrete07_min 96 -32 -180 0.500000 -0.500000 134217728 0 0 -( 3248 -6768 120 ) ( 3248 -6512 120 ) ( 2992 -6512 120 ) common/caulk 0 63 -90 0.500000 0.500000 134217728 0 0 -( 2992 -6512 176 ) ( 3248 -6512 176 ) ( 3248 -6768 176 ) proto2/concrete07_smth 0 0 0 0.500000 0.500000 134217728 0 0 -( 2992 -6696 136 ) ( 2992 -6696 120 ) ( 3008 -6688 120 ) proto2/tin_floor06 0 63 0 0.500000 0.500000 134217728 0 0 -( 3064 -6768 120 ) ( 3064 -6768 136 ) ( 3072 -6752 136 ) proto2/tin_floor06 64 64 -180 0.500000 -0.500000 134217728 0 0 -( 3016 -6696 160 ) ( 3072 -6752 160 ) ( 3044 -6724 176 ) proto2/tin_floor06 1 64 -180 0.500000 -0.500000 134217728 0 0 -} -// brush 7 -{ -( 3176 -6768 136 ) ( 3176 -6768 120 ) ( 3064 -6768 120 ) proto2/concrete07_min 160 -32 -180 0.500000 -0.500000 134217728 0 0 -( 3072 -6752 120 ) ( 3072 -6752 136 ) ( 3064 -6768 136 ) proto2/concrete04stair2 32 -16 -180 0.500000 -0.500000 134217728 0 0 -( 3248 -6512 120 ) ( 2992 -6512 120 ) ( 2992 -6768 120 ) common/caulk 32 -31 -180 0.500000 0.500000 134217728 0 0 -( 2992 -6768 176 ) ( 2992 -6512 176 ) ( 3248 -6512 176 ) proto2/concrete07_smth 0 0 0 0.500000 0.500000 134217728 0 0 -( 3072 -6752 176 ) ( 3072 -6752 160 ) ( 3168 -6752 160 ) proto2/tin_floor06 96 63 -180 0.500000 -0.500000 134217728 0 0 -( 3168 -6752 136 ) ( 3168 -6752 120 ) ( 3176 -6768 120 ) proto2/tin_floor06 32 64 -180 0.500000 -0.500000 134217728 0 0 -} -// brush 8 -{ -( 3248 -6696 176 ) ( 3248 -6696 160 ) ( 3176 -6768 160 ) proto2/concrete07_min 160 -32 -180 0.500000 -0.500000 134217728 0 0 -( 3248 -6512 120 ) ( 2992 -6512 120 ) ( 2992 -6768 120 ) common/caulk 32 -31 -180 0.500000 0.500000 134217728 0 0 -( 2992 -6768 176 ) ( 2992 -6512 176 ) ( 3248 -6512 176 ) proto2/concrete07_smth 0 0 0 0.500000 0.500000 134217728 0 0 -( 3176 -6768 136 ) ( 3176 -6768 120 ) ( 3168 -6752 120 ) proto2/tin_floor06 32 64 -180 0.500000 -0.500000 134217728 0 0 -( 3248 -6696 160 ) ( 3248 -6696 176 ) ( 3232 -6688 176 ) proto2/tin_floor06 96 63 -180 0.500000 -0.500000 134217728 0 0 -( 3176 -6744 160 ) ( 3232 -6688 160 ) ( 3204 -6716 176 ) proto2/tin_floor06 32 64 -180 0.500000 -0.500000 134217728 0 0 -} -// brush 9 -{ -( 3232 -6592 176 ) ( 3232 -6592 160 ) ( 3248 -6584 160 ) proto2/concrete04stair2 224 -17 -180 0.500000 -0.500000 134217728 0 0 -( 3248 -6696 160 ) ( 3248 -6696 176 ) ( 3248 -6584 176 ) proto2/concrete07_min 160 -32 -180 0.500000 -0.500000 134217728 0 0 -( 3248 -6512 120 ) ( 2992 -6512 120 ) ( 2992 -6768 120 ) common/caulk 32 -31 -180 0.500000 0.500000 134217728 0 0 -( 2992 -6768 176 ) ( 2992 -6512 176 ) ( 3248 -6512 176 ) proto2/concrete07_smth 0 0 0 0.500000 0.500000 134217728 0 0 -( 3232 -6592 120 ) ( 3232 -6592 136 ) ( 3232 -6688 136 ) proto2/tin_floor06 32 64 -180 0.500000 -0.500000 134217728 0 0 -( 3248 -6696 176 ) ( 3248 -6696 160 ) ( 3232 -6688 160 ) proto2/tin_floor06 96 63 -180 0.500000 -0.500000 134217728 0 0 -} -} -// entity 6 -{ -"classname" "func_group" -// brush 0 -{ -( -8 0 360 ) ( -8 0 376 ) ( -80 -72 376 ) proto2/concrete04stair2 32 -15 -180 0.500000 -0.500000 134217728 0 0 -( 168 -80 400 ) ( 168 -80 416 ) ( 96 -8 416 ) proto2/concrete04stair2 159 -15 -180 0.500000 -0.500000 134217728 0 0 -( -8 -224 416 ) ( -8 -224 400 ) ( -80 -152 400 ) proto2/concrete04stair2 159 -15 -180 0.500000 -0.500000 134217728 0 0 -( 168 16 360 ) ( -88 16 360 ) ( -88 -240 360 ) common/caulk -48 -30 -180 0.500000 0.500000 134217728 0 0 -( -88 -240 416 ) ( -88 16 416 ) ( 168 16 416 ) proto2/tin_floor06 16 0 0 0.500000 0.500000 134217728 0 0 -( 80 -224 400 ) ( 64 -224 400 ) ( 72 -224 416 ) proto2/tin_floor06 -48 30 -180 0.500000 -0.500000 134217728 0 0 -( 64 0 400 ) ( 88 0 400 ) ( 76 0 416 ) proto2/tin_floor06 -48 30 -180 0.500000 -0.500000 134217728 0 0 -( 152 -136 360 ) ( 152 -160 360 ) ( 152 -148 376 ) proto2/tin_floor06 31 32 -180 0.500000 -0.500000 134217728 0 0 -( -72 -168 360 ) ( -72 -144 360 ) ( -72 -156 376 ) proto2/tin_floor06 31 32 -180 0.500000 -0.500000 134217728 0 0 -( 152 -160 400 ) ( 96 -216 400 ) ( 124 -188 416 ) proto2/tin_floor06 31 32 -180 0.500000 -0.500000 134217728 0 0 -} -// brush 1 -{ -( 32 -32 416 ) ( 32 -32 418 ) ( -80 -32 418 ) common/nodraw -16 -32 -180 0.500000 -0.500000 134217728 0 0 -( 120 -112 416 ) ( 120 -112 418 ) ( 120 0 418 ) common/nodraw 0 -31 -180 0.500000 -0.500000 134217728 0 0 -( 40 -192 416 ) ( 40 -192 418 ) ( 152 -192 418 ) common/nodraw -16 -32 -180 0.500000 -0.500000 134217728 0 0 -( -40 -112 416 ) ( -40 -112 418 ) ( -40 -224 418 ) common/nodraw 0 -31 -180 0.500000 -0.500000 134217728 0 0 -( 152 0 416 ) ( -72 0 416 ) ( -72 -224 416 ) common/nodraw -16 -30 -180 0.500000 0.500000 134217728 0 0 -( -72 -224 418 ) ( -72 0 418 ) ( 152 0 418 ) ctf2/blueteam01 33 102 0 1.250000 1.250000 134217728 0 0 -} -// brush 2 -{ -( 96 16 416 ) ( 96 16 400 ) ( 168 -56 400 ) proto2/concrete07_min 159 -63 -180 0.500000 -0.500000 134217728 0 0 -( -88 16 360 ) ( -88 -240 360 ) ( 168 -240 360 ) common/caulk 1 14 90 0.500000 0.500000 134217728 0 0 -( 168 -240 416 ) ( -88 -240 416 ) ( -88 16 416 ) proto2/concrete07_smth 16 0 0 0.500000 0.500000 134217728 0 0 -( 168 -56 416 ) ( 168 -56 400 ) ( 152 -64 400 ) proto2/tin_floor06 -80 30 -180 0.500000 -0.500000 134217728 0 0 -( 96 16 360 ) ( 96 16 376 ) ( 88 0 376 ) proto2/tin_floor06 0 31 0 0.500000 0.500000 134217728 0 0 -( 144 -56 400 ) ( 88 0 400 ) ( 116 -28 416 ) proto2/tin_floor06 1 31 0 0.500000 0.500000 134217728 0 0 -} -// brush 3 -{ -( -16 16 416 ) ( -16 16 400 ) ( 96 16 400 ) proto2/concrete07_min -15 63 -180 0.500000 -0.500000 134217728 0 0 -( 88 0 360 ) ( 88 0 376 ) ( 96 16 376 ) proto2/concrete04stair2 -32 -18 0 0.500000 0.500000 134217728 0 0 -( -88 -240 360 ) ( 168 -240 360 ) ( 168 16 360 ) common/caulk 49 33 0 0.500000 0.500000 134217728 0 0 -( 168 16 416 ) ( 168 -240 416 ) ( -88 -240 416 ) proto2/concrete07_smth 16 0 0 0.500000 0.500000 134217728 0 0 -( 88 0 416 ) ( 88 0 400 ) ( -8 0 400 ) proto2/tin_floor06 48 31 0 0.500000 0.500000 134217728 0 0 -( -8 0 376 ) ( -8 0 360 ) ( -16 16 360 ) proto2/tin_floor06 -32 31 0 0.500000 0.500000 134217728 0 0 -} -// brush 4 -{ -( -88 -56 416 ) ( -88 -56 400 ) ( -16 16 400 ) proto2/concrete07_min 32 -63 -180 0.500000 -0.500000 134217728 0 0 -( -88 -240 360 ) ( 168 -240 360 ) ( 168 16 360 ) common/caulk 49 33 0 0.500000 0.500000 134217728 0 0 -( 168 16 416 ) ( 168 -240 416 ) ( -88 -240 416 ) proto2/concrete07_smth 16 0 0 0.500000 0.500000 134217728 0 0 -( -16 16 376 ) ( -16 16 360 ) ( -8 0 360 ) proto2/tin_floor06 -32 31 0 0.500000 0.500000 134217728 0 0 -( -88 -56 360 ) ( -88 -56 376 ) ( -72 -64 376 ) proto2/tin_floor06 48 31 0 0.500000 0.500000 134217728 0 0 -( -16 -8 360 ) ( -72 -64 360 ) ( -44 -36 376 ) proto2/tin_floor06 -96 31 0 0.500000 0.500000 134217728 0 0 -} -// brush 5 -{ -( -72 -64 360 ) ( -72 -64 376 ) ( -88 -56 376 ) proto2/concrete04stair2 -48 -17 -180 0.500000 -0.500000 134217728 0 0 -( -72 -160 376 ) ( -72 -160 360 ) ( -88 -168 360 ) proto2/concrete04stair2 -48 -17 -180 0.500000 -0.500000 134217728 0 0 -( -88 -56 400 ) ( -88 -56 416 ) ( -88 -168 416 ) proto2/concrete07_min 127 -63 -180 0.500000 -0.500000 134217728 0 0 -( 168 16 360 ) ( -88 16 360 ) ( -88 -240 360 ) common/caulk -48 -30 -180 0.500000 0.500000 134217728 0 0 -( -88 -240 416 ) ( -88 16 416 ) ( 168 16 416 ) proto2/concrete07_smth 16 0 0 0.500000 0.500000 134217728 0 0 -( -72 -64 376 ) ( -72 -64 360 ) ( -72 -160 360 ) proto2/tin_floor06 31 32 -180 0.500000 -0.500000 134217728 0 0 -} -// brush 6 -{ -( -16 -240 416 ) ( -16 -240 400 ) ( -88 -168 400 ) proto2/concrete07_min 95 -63 -180 0.500000 -0.500000 134217728 0 0 -( 168 -240 360 ) ( 168 16 360 ) ( -88 16 360 ) common/caulk 0 -17 -90 0.500000 0.500000 134217728 0 0 -( -88 16 416 ) ( 168 16 416 ) ( 168 -240 416 ) proto2/concrete07_smth 16 0 0 0.500000 0.500000 134217728 0 0 -( -88 -168 376 ) ( -88 -168 360 ) ( -72 -160 360 ) proto2/tin_floor06 16 31 0 0.500000 0.500000 134217728 0 0 -( -16 -240 360 ) ( -16 -240 376 ) ( -8 -224 376 ) proto2/tin_floor06 63 32 -180 0.500000 -0.500000 134217728 0 0 -( -64 -168 400 ) ( -8 -224 400 ) ( -36 -196 416 ) proto2/tin_floor06 0 32 -180 0.500000 -0.500000 134217728 0 0 -} -// brush 7 -{ -( 96 -240 376 ) ( 96 -240 360 ) ( -16 -240 360 ) proto2/concrete07_min -112 63 -180 0.500000 -0.500000 134217728 0 0 -( -8 -224 360 ) ( -8 -224 376 ) ( -16 -240 376 ) proto2/concrete04stair2 32 -15 -180 0.500000 -0.500000 134217728 0 0 -( 168 16 360 ) ( -88 16 360 ) ( -88 -240 360 ) common/caulk -48 -30 -180 0.500000 0.500000 134217728 0 0 -( -88 -240 416 ) ( -88 16 416 ) ( 168 16 416 ) proto2/concrete07_smth 16 0 0 0.500000 0.500000 134217728 0 0 -( -8 -224 416 ) ( -8 -224 400 ) ( 88 -224 400 ) proto2/tin_floor06 -48 30 -180 0.500000 -0.500000 134217728 0 0 -( 88 -224 376 ) ( 88 -224 360 ) ( 96 -240 360 ) proto2/tin_floor06 31 32 -180 0.500000 -0.500000 134217728 0 0 -} -// brush 8 -{ -( 168 -168 416 ) ( 168 -168 400 ) ( 96 -240 400 ) proto2/concrete07_min 159 -63 -180 0.500000 -0.500000 134217728 0 0 -( 168 16 360 ) ( -88 16 360 ) ( -88 -240 360 ) common/caulk -48 -30 -180 0.500000 0.500000 134217728 0 0 -( -88 -240 416 ) ( -88 16 416 ) ( 168 16 416 ) proto2/concrete07_smth 16 0 0 0.500000 0.500000 134217728 0 0 -( 96 -240 376 ) ( 96 -240 360 ) ( 88 -224 360 ) proto2/tin_floor06 31 32 -180 0.500000 -0.500000 134217728 0 0 -( 168 -168 400 ) ( 168 -168 416 ) ( 152 -160 416 ) proto2/tin_floor06 -48 30 -180 0.500000 -0.500000 134217728 0 0 -( 96 -216 400 ) ( 152 -160 400 ) ( 124 -188 416 ) proto2/tin_floor06 31 32 -180 0.500000 -0.500000 134217728 0 0 -} -// brush 9 -{ -( 152 -64 416 ) ( 152 -64 400 ) ( 168 -56 400 ) proto2/concrete04stair2 -48 -17 -180 0.500000 -0.500000 134217728 0 0 -( 168 -168 400 ) ( 168 -168 416 ) ( 168 -56 416 ) proto2/concrete07_min 159 -63 -180 0.500000 -0.500000 134217728 0 0 -( 168 16 360 ) ( -88 16 360 ) ( -88 -240 360 ) common/caulk -48 -30 -180 0.500000 0.500000 134217728 0 0 -( -88 -240 416 ) ( -88 16 416 ) ( 168 16 416 ) proto2/concrete07_smth 16 0 0 0.500000 0.500000 134217728 0 0 -( 152 -64 360 ) ( 152 -64 376 ) ( 152 -160 376 ) proto2/tin_floor06 31 32 -180 0.500000 -0.500000 134217728 0 0 -( 168 -168 416 ) ( 168 -168 400 ) ( 152 -160 400 ) proto2/tin_floor06 -48 30 -180 0.500000 -0.500000 134217728 0 0 -} -} -// entity 7 -{ -"classname" "misc_model" -"model" "models/mapobjects/tree2/tree6.md3" -"origin" "288 272 440" -} diff --git a/install/installs/Q3Pack/install/missionpack/models/.svn/entries b/install/installs/Q3Pack/install/missionpack/models/.svn/entries deleted file mode 100644 index e9a6a25..0000000 --- a/install/installs/Q3Pack/install/missionpack/models/.svn/entries +++ /dev/null @@ -1,31 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/Q3Pack/trunk/install/missionpack/models -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2006-02-09T00:07:34.157408Z -1 -spog - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -mapobjects -dir - diff --git a/install/installs/Q3Pack/install/missionpack/models/mapobjects/.svn/entries b/install/installs/Q3Pack/install/missionpack/models/mapobjects/.svn/entries deleted file mode 100644 index c441225..0000000 --- a/install/installs/Q3Pack/install/missionpack/models/mapobjects/.svn/entries +++ /dev/null @@ -1,31 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/Q3Pack/trunk/install/missionpack/models/mapobjects -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2006-02-09T00:07:34.157408Z -1 -spog - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -spawn -dir - diff --git a/install/installs/Q3Pack/install/missionpack/models/mapobjects/spawn/.svn/entries b/install/installs/Q3Pack/install/missionpack/models/mapobjects/spawn/.svn/entries deleted file mode 100644 index a30ca1d..0000000 --- a/install/installs/Q3Pack/install/missionpack/models/mapobjects/spawn/.svn/entries +++ /dev/null @@ -1,96 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/Q3Pack/trunk/install/missionpack/models/mapobjects/spawn 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a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/base_floor.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/base_floor.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/base_floor.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/base_floor2.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/base_floor2.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/base_floor2.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/base_light.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/base_light.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/base_light.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/base_wall.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/base_wall.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/base_wall.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/base_wall2.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/base_wall2.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/base_wall2.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/common.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/common.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/common.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/ctf.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/ctf.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/ctf.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/ctf2.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/ctf2.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/ctf2.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/gothic_trim.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/gothic_trim.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/gothic_trim.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/gothic_wall.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/gothic_wall.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/gothic_wall.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/liquids.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/liquids.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/liquids.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/liquids2.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/liquids2.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/liquids2.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/museum.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/museum.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/museum.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/proto2.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/proto2.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/proto2.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/sfx.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/sfx.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/sfx.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/sfx2.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/sfx2.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/sfx2.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/skies.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/skies.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/skies.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/skies2.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/skies2.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/skies2.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/stone2.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/stone2.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/stone2.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/team.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/team.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/team.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/terrain.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/terrain.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/terrain.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/tim.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/tim.shader.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/prop-base/tim.shader.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/base_floor.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/base_floor.shader.svn-base deleted file mode 100644 index b6c754a..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/base_floor.shader.svn-base +++ /dev/null @@ -1,900 +0,0 @@ -textures/base_floor/clang_floor3blava -{ - surfaceparm nolightmap - { - map textures/liquids/protolava2.tga - tcmod scale .2 .2 - tcmod scroll .04 .03 - tcMod turb 0 .1 0 .01 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_floor/clang_floor3blava.tga - blendfunc blend - - } - -} - -textures/base_floor/clangdark -{ - surfaceparm metalsteps - - // metal that makes metalsteps sound - { - map $lightmap - rgbGen identity - } - { - map textures/base_floor/clangdark.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - -} - -textures/base_floor/clangdark_ow -{ - surfaceparm metalsteps - - // metal that makes metalsteps sound - { - map $lightmap - rgbGen identity - } - { - map textures/base_floor/clangdark_ow.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - -} - -textures/base_floor/clangdark_ow3 -{ - surfaceparm metalsteps - - { - map textures/sfx/proto_zzztblu2.tga - tcMod turb 0 .5 0 9.6 - tcmod scale 2 2 - tcmod scroll 9 5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_floor/clangdark_ow3.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_floor/clangdarkspot -{ - surfaceparm metalsteps - //{ - // map textures/base_floor/clangdarkspot.tga - // rgbGen identity - //} - - { - map textures/liquids/proto_grueldark.tga - //tcGen environment - blendFunc GL_ONE GL_ZERO - tcmod scale 2 2 - tcMod scroll .01 .03 - - tcMod turb 0 0.05 0 .05 - //rgbGen identity - } - - { - map textures/effects/tinfx3.tga - //tcGen environment - blendFunc GL_ONE GL_ONE - tcGen environment - //tcMod turb 0 0.01 0 9 - //rgbGen identity - } - - { - map textures/base_floor/clangdarkspot.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_floor/clangfloor_noisy -{ - qer_editorimage textures/base_floor/clang_floor.tga - surfaceparm metalsteps - { - map $lightmap - rgbGen identity - } - - { - map textures/base_floor/clang_floor.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbgen identity - - } - -} - -textures/base_floor/clangspot2 -{ - surfaceparm metalsteps - - { - map textures/liquids/proto_grueldark.tga - //tcGen environment - blendFunc GL_ONE GL_ZERO - tcmod scale 2 2 - tcMod scroll .01 .03 - - tcMod turb 0 0.05 0 .05 - //rgbGen identity - } - - { - map textures/effects/tinfx3.tga - //tcGen environment - blendFunc GL_ONE GL_ONE - tcGen environment - //tcMod turb 0 0.01 0 9 - //rgbGen identity - } - - { - map textures/base_floor/clangspot2.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_floor/concretefloor1 -{ - - { - map textures/base_wall/chrome_env.tga - tcgen environment - rgbgen wave sin .25 0 0 0 - } - - - { - map textures/base_floor/concretefloor1.tga - blendFunc GL_ZERO GL_SRC_ALPHA - tcmod scale .1 .1 - rgbgen identity - } - - { - map textures/base_floor/concretefloor1.tga - blendFunc GL_ONE GL_SRC_ALPHA - rgbgen identity - } - - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbgen identity - } - - - - -} - -textures/base_floor/cybergrate2 -{ - cull disable - surfaceparm alphashadow - surfaceparm metalsteps - surfaceparm nomarks - { - map textures/base_floor/cybergrate2.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - { - map $lightmap - rgbGen identity - blendFunc filter - depthFunc equal - } - - -} - -textures/base_floor/cybergrate3 -{ - cull disable - surfaceparm alphashadow - surfaceparm metalsteps - surfaceparm nomarks - { - map textures/sfx/hologirl.tga - blendFunc add - tcmod scale 1.2 .5 - tcmod scroll 3.1 1.1 - - } - { - map textures/base_floor/cybergrate3.tga - alphaFunc GE128 - depthWrite - } - { - map $lightmap - rgbGen identity - blendFunc filter - depthFunc equal - } - - -} - -textures/base_floor/diamond2c_ow -{ - surfaceparm metalsteps - - { - map textures/sfx/proto_zzztblu2.tga - tcMod turb 0 .5 0 9.6 - tcmod scale 2 2 - tcmod scroll 9 5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_floor/diamond2c_ow.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_floor/diamond2cspot -{ - surfaceparm metalsteps - - { - map textures/liquids/proto_grueldark2.tga - blendFunc GL_ONE GL_ZERO - tcmod scale 2 2 - tcMod scroll .01 .03 - tcMod turb 0 0.05 0 .05 - } - - { - map textures/effects/tinfx3.tga - blendFunc GL_ONE GL_ONE - tcGen environment - } - - { - map textures/base_floor/diamond2cspot.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_floor/diamond_noisy -{ - qer_editorimage textures/base_floor/diamond2.tga - surfaceparm metalsteps - - // metal that makes metalsteps sound - { - map $lightmap - rgbGen identity - } - { - map textures/base_floor/diamond2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/base_floor/floor3_3dark_ow -{ - - { - map textures/effects/envmapblue.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 5.6 - tcmod scale 1.5 1.5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - - { - map textures/base_floor/floor3_3dark_ow.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc filter - rgbGen identity - } -} - -textures/base_floor/hfloor3 -{ - //deformVertexes wave 100 sin 3 2 .1 3 - { - rgbGen identity - map $lightmap - } - { - map textures/base_floor/hfloor3.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - { - map textures/effects/tinfx.tga - tcgen environment - blendFunc GL_ONE GL_ONE - rgbGen identity - } - - { - map textures/base_floor/hfloor3.tga - //blendFunc GL_ONE GL_ONE - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - -} - -textures/base_floor/metalbridge04dbroke -{ - surfaceparm metalsteps - - { - map textures/sfx/proto_zzztblu2.tga - tcMod turb 0 .5 0 9.6 - tcmod scale 2 2 - tcmod scroll 9 5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_floor/metalbridge04dbroke.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_floor/nomarkstone_1 -{ - qer_editorimage textures/base_floor/smallstone.tga - q3map_lightimage textures/base_floor/smallstone.tga - q3map_globaltexture - surfaceparm nomarks - surfaceparm noimpact - - // A stone that isn't marked by weapons. Used below red fog in pj_dm10 - { - map $lightmap - rgbGen identity - } - { - map textures/base_floor/smallstone.tga - tcMod scale 2 2 - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/base_floor/pjgrate1 -{ - surfaceparm metalsteps - cull none - - // A GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES - { - map textures/base_floor/pjgrate1.tga - tcMod scale 2 2 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_floor/pjgrate2 -{ - surfaceparm metalsteps - cull none - - // A RUSTED GRATE THAT CAN BE SEEN FROM BOTH SIDES - { - map textures/base_floor/pjgrate2.tga - tcMod scale 2.0 2.0 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - rgbGen identity - } -} - -textures/base_floor/pool_floor2 -{ - - - { - map textures/liquids/pool3d_5e.tga - tcmod scale -.25 -.25 - tcmod scroll .025 .025 - rgbgen wave sin .75 0 0 0 - - } - - { - map textures/liquids/pool3d_6e.tga - blendFunc GL_one GL_ONE - tcmod scale .25 .25 - tcmod scroll .025 .025 - rgbgen wave sin .75 0 0 0 - } - - { - map textures/base_floor/pool_floor2.tga - blendFunc GL_one GL_src_color - rgbgen identity - } - - - { - rgbGen identity - map $lightmap - blendfunc gl_dst_color gl_zero - } - - -} - -textures/base_floor/pool_floor3 -{ - qer_editorimage textures/base_wall/patch10rusty5.tga - - { - map textures/liquids/pool3d_5e.tga - tcmod scale -.25 -.25 - tcmod scroll .025 .025 - rgbgen wave sin .75 0 0 0 - - } - - { - map textures/liquids/pool3d_6e.tga - blendFunc GL_one GL_ONE - tcmod scale .25 .25 - tcmod scroll .025 .025 - rgbgen wave sin .75 0 0 0 - } - - { - map textures/base_wall/patch10rusty5.tga - blendFunc GL_one GL_src_color - rgbgen identity - } - - - { - rgbGen identity - map $lightmap - blendfunc gl_dst_color gl_zero - } - - -} - -textures/base_floor/pool_side2 -{ - - - { - map textures/liquids/pool3d_5e.tga - tcmod scale -.5 -.25 - tcmod scroll .025 .025 - rgbgen wave sin .75 0 0 0 - } - - { - map textures/liquids/pool3d_6e.tga - blendFunc GL_one GL_ONE - tcmod scale .5 .25 - tcmod scroll .025 .025 - rgbgen wave sin .75 0 0 0 - } - - { - map textures/base_floor/pool_side2.tga - blendFunc GL_one GL_src_color - tcmod scale .5 .5 - rgbgen identity - } - - - { - rgbGen identity - map $lightmap - blendfunc gl_dst_color gl_zero - } - - -} - -textures/base_floor/pool_side3 -{ - qer_editorimage textures/base_wall/patch10rusty5.tga - - { - map textures/liquids/pool3d_5e.tga - tcmod scale -.5 -.25 - tcmod scroll .025 .025 - rgbgen wave sin .75 0 0 0 - } - - { - map textures/liquids/pool3d_6e.tga - blendFunc GL_one GL_ONE - tcmod scale .5 .25 - tcmod scroll .025 .025 - rgbgen wave sin .75 0 0 0 - } - - { - map textures/base_wall/patch10rusty5.tga - blendFunc GL_one GL_src_color - tcmod scale .5 .5 - rgbgen identity - } - - - { - rgbGen identity - map $lightmap - blendfunc gl_dst_color gl_zero - } - - -} - -textures/base_floor/proto_grate -{ - surfaceparm metalsteps - surfaceparm trans - cull none - nopicmip - - // A GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES - { - map textures/base_floor/proto_grate.tga - //tcMod scale 2 2 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_floor/proto_grate3 -{ - surfaceparm metalsteps - surfaceparm trans - cull none - nopicmip - // A GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES - { - map textures/base_floor/proto_grate3.tga - //tcMod scale 2 2 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_floor/proto_grate4 -{ - surfaceparm metalsteps - surfaceparm trans - surfaceparm nonsolid //Tim's fuckage - cull none - nopicmip - - // A GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES - { - map textures/base_floor/proto_grate4.tga - //tcMod scale 2 2 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_floor/proto_rustygrate -{ - surfaceparm metalsteps - surfaceparm trans - surfaceparm alphashadow - cull none - nopicmip - // A RUSTY GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES - { - map textures/base_floor/proto_rustygrate.tga - // tcMod scale 2 2 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_floor/proto_rustygrate2 -{ - surfaceparm metalsteps - surfaceparm trans - surfaceparm alphashadow - cull none - nopicmip - // A RUSTY GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES - { - map textures/base_floor/proto_rustygrate2.tga - // tcMod scale 2 2 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_floor/rusty_pentagrate -{ - surfaceparm metalsteps - surfaceparm trans - surfaceparm alphashadow - - cull none - nopicmip - // A RUSTY and Eeevil grate THAT CAN BE SEEN FROM BOTH SIDES - { - map textures/base_floor/rusty_pentagrate.tga - // tcMod scale 2 2 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_floor/skylight1 -{ - q3map_lightimage textures/base_floor/skylight1_lm.tga - q3map_surfacelight 100 - - { - map $lightmap - rgbGen identity - } - { - map textures/base_floor/skylight1.tga - blendfunc gl_dst_color gl_zero - rgbGen identity - } - { - map textures/base_floor/skylight1_lm.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle .2 2 0 7.7 - } - { - map textures/base_floor/skylight1_lm.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle .2 5 1 5.1 - } - -} - -textures/base_floor/skylight_spec -{ - { - rgbGen identity - map $lightmap - } - { - map textures/base_floor/skylight_spec.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/base_floor/techfloor -{ - surfaceparm metalsteps - - { - map textures/sfx/proto_zzztpink.tga - tcMod turb 0 .5 0 9.6 - tcmod scale 2 2 - tcmod scroll 9 5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - //clampmap textures/gothic_block/blocks18cgeomtrn2.tga - clampmap textures/base_floor/techfloor2.tga - blendFunc blend - tcmod rotate 170 - tcMod stretch sin .8 0.2 0 .4 - rgbGen identity - } - { - map textures/base_floor/techfloor.tga - blendFunc blend - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_floor/techfloor2 -{ - cull disable - //surfaceparm trans - surfaceparm nomarks - //nomipmaps - - { - clampmap textures/base_floor/techfloor2.tga - alphaFunc GE128 - tcmod rotate 70 - tcMod stretch sin .8 0.2 0 .3 - rgbGen identity - } - { - clampmap textures/base_floor/techfloor2.tga - alphaFunc GE128 - tcmod rotate -50 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - clampmap textures/base_floor/techfloor2.tga - alphaFunc GE128 - tcmod rotate 30 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } - -} - -textures/base_floor/tilefloor7_ow -{ - q3map_lightimage textures/base_floor/tilefloor7_owfx.tga - q3map_surfacelight 100 - - { - map $lightmap - rgbGen identity - } - { - map textures/base_floor/tilefloor7_ow.tga - blendfunc gl_dst_color gl_zero - rgbGen identity - } - { - map textures/base_floor/tilefloor7_owfx.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle 1 2 0 7 - } - { - map textures/base_floor/tilefloor7_owfx.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle 1 5 1 3 - } - -} - diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/base_floor2.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/base_floor2.shader.svn-base deleted file mode 100644 index a810846..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/base_floor2.shader.svn-base +++ /dev/null @@ -1,29 +0,0 @@ -textures/base_floor/concfloor_rain - - { - - tessSize 32 - deformVertexes normal 1 15 - - { - map textures/base_floor/concfloor_rain.tga - rgbGen identity - } - { - map textures/liquids/pj_e3_reflection2b.tga - Blendfunc add - tcgen environment - rgbgen wave sin .3 0 0 0 - tcmod scale 2 2 - tcMod scroll .5 .5 - } - { - map $lightmap - blendFunc filter - rgbGen identity - } - - - } - - diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/base_light.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/base_light.shader.svn-base deleted file mode 100644 index 07ade96..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/base_light.shader.svn-base +++ /dev/null @@ -1,1683 +0,0 @@ -textures/base_light/baslt4_1_2k -{ - qer_editorimage textures/base_light/baslt4_1.tga - surfaceparm nomarks - q3map_surfacelight 2000 - //light 1 - - // New Fluorescent light - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/baslt4_1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/baslt4_1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/baslt4_1_4k -{ - qer_editorimage textures/base_light/baslt4_1.tga - surfaceparm nomarks - q3map_surfacelight 4000 - //light 1 - - // New Fluorescent light - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/baslt4_1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/baslt4_1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/border11light -{ - q3map_surfacelight 500 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/border11light.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/border11light.blend.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/border11light_300 -{ - qer_editorimage textures/base_light/border11light.tga - q3map_lightimage textures/base_light/border11light.blend.tga - - q3map_surfacelight 235 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/border11light.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/border11light.blend.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/border7_ceil50 -{ - qer_editorimage textures/base_light/border7_ceil50.tga - q3map_surfacelight 100 - // Square dirty white llight - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/border7_ceil50.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/border7_ceil50glow.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_22a -{ - surfaceparm nomarks - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_22a.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_22a.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_22a_8k -{ - surfaceparm nomarks - qer_editorimage textures/base_light/ceil1_22a.tga - q3map_surfacelight 8000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_22a.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_22a.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_22a_trans -{ - qer_editorimage textures/base_light/ceil1_22a.tga - surfaceparm nomarks - surfaceparm nonsolid - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_22a.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_22a.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_30 -{ - surfaceparm nomarks - q3map_surfacelight 10000 -// light 1 - // Square rich blue light - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_30.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_30.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_30_8k -{ - surfaceparm nomarks - qer_editorimage textures/base_light/ceil1_30.tga - q3map_surfacelight 8000 -// light 1 - // Square rich blue light (8k light wattage - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_30.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_30.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_30_trans -{ - qer_editorimage textures/base_light/ceil1_30.tga - surfaceparm nomarks - surfaceparm nonsolid - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_30.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_30.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_34 -{ - surfaceparm nomarks - q3map_surfacelight 10000 -// light 1 - // Square tourquoise light - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_34.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_34.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_34_10k -{ - qer_editorimage textures/base_light/ceil1_34.tga - surfaceparm nomarks - q3map_surfacelight 10000 -// light 1 - // Square tourquoise light - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_34.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_34.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_34_1k -{ - qer_editorimage textures/base_light/ceil1_34.tga - q3map_lightimage textures/base_light/ceil1_34.blend.tga - surfaceparm nomarks - q3map_surfacelight 1000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_34.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_34.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_34_2k -{ - qer_editorimage textures/base_light/ceil1_34.tga - q3map_lightimage textures/base_light/ceil1_34.blend.tga - surfaceparm nomarks - q3map_surfacelight 2000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_34.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_34.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_34_5k -{ - qer_editorimage textures/base_light/ceil1_34.tga - surfaceparm nomarks - q3map_surfacelight 5000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_34.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_34.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_37 -{ - surfaceparm nomarks - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_37.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_37.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_38 -{ - surfaceparm nomarks - q3map_surfacelight 2500 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_38_10k -{ - qer_editorimage textures/base_light/ceil1_38.tga - surfaceparm nomarks - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_38_20k -{ - qer_editorimage textures/base_light/ceil1_38.tga - surfaceparm nomarks - q3map_surfacelight 20000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_38_30k -{ - qer_editorimage textures/base_light/ceil1_38.tga - surfaceparm nomarks - q3map_surfacelight 30000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_38_40k -{ - qer_editorimage textures/base_light/ceil1_38.tga - surfaceparm nomarks - q3map_surfacelight 40000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_38_50k -{ - qer_editorimage textures/base_light/ceil1_38.tga - surfaceparm nomarks - q3map_surfacelight 50000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_38_70k -{ - qer_editorimage textures/base_light/ceil1_38.tga - surfaceparm nomarks - q3map_surfacelight 70000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_38_90k -{ - qer_editorimage textures/base_light/ceil1_38.tga - surfaceparm nomarks - q3map_surfacelight 90000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_39 -{ - surfaceparm nomarks - q3map_surfacelight 7500 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_4 -{ - surfaceparm nomarks - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_4.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_4.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil_white5k -{ - qer_editorimage textures/base_light/ceil1_38.tga - surfaceparm nomarks - q3map_surfacelight 5000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/cornerlight -{ - q3map_lightimage textures/base_light/cornerlight.glow.tga - surfaceparm nomarks - q3map_surfacelight 2500 - { - map textures/base_light/cornerlight.tga - rgbGen identity - } - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - - - { - map textures/base_light/cornerlight.glow.tga - blendfunc GL_one gl_one - rgbgen wave sawtooth .6 .1 0 7 - } -} - -textures/base_light/geolight -{ - q3map_lightimage textures/base_light/geolight_glow.tga - surfaceparm nomarks - q3map_surfacelight 4000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/geolight.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - { - map textures/base_light/geolight_glow.tga - blendFunc add - rgbgen wave sin .575 .025 0 10 - } - -} - -textures/base_light/jaildr03_1 -{ - surfaceparm nomarks - q3map_surfacelight 1000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/jaildr03_1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/jaildr03_1.tga - rgbGen wave sin 0.5 0.5 1 1 - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/jaildr03_2 -{ - surfaceparm nomarks - q3map_surfacelight 1000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/jaildr03_2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/jaildr03_2.blend.tga - rgbGen wave sin 0.5 0.5 1 1 - blendfunc GL_ONE GL_ONE - } - -} - -textures/base_light/jaildr1_3 -{ - surfaceparm nomarks - q3map_surfacelight 1000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/jaildr1_3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/jaildr1_3.blend.tga - rgbGen wave sin 0.5 0.5 1 1 - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light1_1500 -{ - qer_editorimage textures/base_light/light1.tga - surfaceparm nomarks - q3map_surfacelight 1500 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1.blend.tga - //rgbGen wave sin 0.5 0.5 0 3 - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/light1_3000 -{ - qer_editorimage textures/base_light/light1.tga - surfaceparm nomarks - q3map_surfacelight 1500 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1.blend.tga - //rgbGen wave sin 0.5 0.5 0 3 - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/light1_5000 -{ - qer_editorimage textures/base_light/light1.tga - q3map_lightimage textures/base_light/light1.blend.tga - surfaceparm nomarks - q3map_surfacelight 5000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light1blue_1500 -{ - qer_editorimage textures/base_light/light1blue.tga - q3map_lightimage textures/base_light/light1blue.blend.tga - surfaceparm nomarks - q3map_surfacelight 1500 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1blue.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1blue.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light1blue_2000 -{ - qer_editorimage textures/base_light/light1blue.tga - q3map_lightimage textures/base_light/light1blue.blend.tga - surfaceparm nomarks - q3map_surfacelight 2000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1blue.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1blue.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light1blue_5000 -{ - qer_editorimage textures/base_light/light1blue.tga - q3map_lightimage textures/base_light/light1blue.blend.tga - surfaceparm nomarks - q3map_surfacelight 5000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1blue.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1blue.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light1blue_800 -{ - qer_editorimage textures/base_light/light1blue.tga - q3map_lightimage textures/base_light/light1blue.blend.tga - surfaceparm nomarks - q3map_surfacelight 800 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1blue.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1blue.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light1dark -{ - qer_editorimage textures/base_light/light1.tga - q3map_lightimage textures/base_light/light1.blend.tga - surfaceparm nomarks - q3map_surfacelight 6000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light1red_2000 -{ - qer_editorimage textures/base_light/light1red.tga - q3map_lightimage textures/base_light/light1red.blend.tga - surfaceparm nomarks - q3map_surfacelight 2000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1red.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1red.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light1red_5000 -{ - qer_editorimage textures/base_light/light1red.tga - q3map_lightimage textures/base_light/light1red.blend.tga - surfaceparm nomarks - q3map_surfacelight 5000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1red.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1red.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light5_10k -{ - qer_editorimage textures/base_light/light5.tga - q3map_lightimage textures/base_light/xlight5.blend.tga -// light 1 - surfaceparm nomarks - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/xlight5.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/xlight5.blend.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/light5_15k -{ - qer_editorimage textures/base_light/light5.tga - q3map_lightimage textures/base_light/light5.blend.tga - surfaceparm nomarks - q3map_surfacelight 15000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light5.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light5.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/light5_3000 -{ - qer_editorimage textures/base_light/light5.tga -// light 1 - surfaceparm nomarks - q3map_surfacelight 3000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/xlight5.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/xlight5.blend.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/light5_5k -{ - qer_editorimage textures/base_light/light5.tga - //light 1 - surfaceparm nomarks - surfaceparm nolightmap - q3map_surfacelight 5000 - { - map textures/base_light/light5.tga - rgbGen identity - } -} - -textures/base_light/lt2_2000 -{ - qer_editorimage textures/base_light/light2.tga -// light 1 - surfaceparm nomarks - q3map_surfacelight 2000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light2.blend.tga - rgbGen wave sin 0.6 0.1 .1 .1 - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/lt2_4000 -{ - qer_editorimage textures/base_light/light2.tga - //light 1 - surfaceparm nomarks - q3map_surfacelight 4000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light2.blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/lt2_8000 -{ - qer_editorimage textures/base_light/light2.tga - surfaceparm nomarks - q3map_surfacelight 8000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light2.blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/patch10_pj_lite -{ - q3map_surfacelight 2500 - surfaceparm nomarks -// light 1 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/patch10_pj_lite.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/patch10_pj_lite.blend.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/patch10_pj_lite2 -{ - q3map_surfacelight 2000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/patch10_pj_lite2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/patch10_pj_lite2.blend.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/patch10_pj_lite2_1000 -{ - qer_editorimage textures/base_light/patch10_pj_lite2.tga - q3map_surfacelight 1000 - surfaceparm nomarks - //light 1 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/patch10_pj_lite2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/patch10_pj_lite2.blend.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/pjceil1_39_1K -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 1000 -// light 1 - // Square dirty white - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/pjceil1_39_1p5k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 1500 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/proto_light -{ - q3map_lightimage textures/base_light/proto_lightmap.tga - surfaceparm nomarks - q3map_surfacelight 1000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/proto_light.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/proto_lightmap.tga - blendfunc GL_ONE GL_ONE - rgbGen wave sin .5 0.5 1 .1 - } - { - map textures/base_light/proto_light2.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle 1 5 1 3 - } - { - map textures/base_light/proto_light2.tga - blendfunc GL_ONE GL_ONE - tcmod scale -1 -1 - rgbgen wave triangle 1 2 0 7 - } -} - -textures/base_light/proto_light_2k -{ - qer_editorimage textures/base_light/proto_light.tga - q3map_lightimage textures/base_light/proto_lightmap.tga - surfaceparm nomarks - q3map_surfacelight 2000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/proto_light.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/proto_lightmap.tga - blendfunc GL_ONE GL_ONE - rgbGen wave sin .5 0.5 1 .1 - } - { - map textures/base_light/proto_light2.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle 1 5 1 3 - } - { - map textures/base_light/proto_light2.tga - blendfunc GL_ONE GL_ONE - tcmod scale -1 -1 - rgbgen wave triangle 1 2 0 7 - } -} - -textures/base_light/proto_lightred -{ - q3map_lightimage textures/base_light/proto_lightred.tga - surfaceparm nomarks - q3map_surfacelight 300 -// light 1 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/proto_lightred.tga - blendFunc filter - rgbGen identity - } - { - map textures/base_light/proto_lightred.tga - blendFunc add - } - -} - -textures/base_light/proto_lightred2 -{ - q3map_lightimage textures/base_light/proto_lightred.tga - qer_editorimage textures/base_light/proto_lightred.tga - surfaceparm nomarks - q3map_surfacelight 1000 -// light 1 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/proto_lightred.tga - blendFunc filter - rgbGen identity - } - { - map textures/base_light/proto_lightred.tga - blendFunc add - rgbGen wave square .5 .5 0 1 - } - -} - -textures/base_light/runway -{ - q3map_lightimage textures/base_light/runway_glow.tga - surfaceparm nomarks - q3map_surfacelight 400 - { - map textures/base_light/runway_glow.tga - tcmod scale 1 .25 - rgbgen wave square -1 2 .5 8 - tcmod scroll 0 .5 - } - - { - map textures/base_light/runway.tga - blendFunc blend - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc filter - } - - { - map textures/base_light/runwayb.tga - blendFunc add - rgbGen identity - } - - -} - -textures/base_light/s_proto_light -{ - q3map_lightimage textures/base_light/s_proto_lightmap.tga - qer_editorimage textures/base_light/proto_light.tga - surfaceparm nomarks - q3map_surfacelight 100 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/proto_light.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/proto_lightmap.tga - blendfunc GL_ONE GL_ONE - rgbGen wave sin .5 0.5 1 .1 - } - { - map textures/base_light/proto_light2.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle 1 5 1 3 - } - { - map textures/base_light/proto_light2.tga - blendfunc GL_ONE GL_ONE - tcmod scale -1 -1 - rgbgen wave triangle 1 2 0 7 - } -} - -textures/base_light/scrolllight -{ - q3map_lightimage textures/sfx/scrolllight2.tga - q3map_surfacelight 100 - - { - map $lightmap - rgbGen identity - } - { - Map textures/base_light/scrolllight.tga - blendfunc gl_dst_color gl_zero - rgbGen identity - } - { - Map textures/base_light/scrolllight2.tga - blendFunc GL_ONE GL_ONE - tcmod scroll -1 0 - } - { - Map textures/base_light/scrolllight2.tga - blendFunc GL_ONE GL_ONE - tcmod scroll -2 0 - } - - -} - -textures/base_light/trianglelight -{ - q3map_lightimage textures/base_light/trianglelight.blend.tga - surfaceparm nomarks - q3map_surfacelight 2500 - { - map textures/base_light/trianglelight.tga - rgbGen identity - } - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - - - { - map textures/base_light/trianglelight.blend.tga - blendfunc GL_one gl_one - rgbgen wave sawtooth .6 .1 0 7 - } - - -} - -textures/base_light/wsupprt1_12 -{ - surfaceparm nomarks - q3map_surfacelight 1000 - //light1 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/wsupprt1_12.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/wsupprt1_12.blend.tga - rgbGen wave sin 0.5 0.5 1 1 - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39 -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 20000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_1 -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_10k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_110k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 110000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_15k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 15000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_20k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 20000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_2k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 2000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_30k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 30000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_500k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 500000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_50k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 50000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_5k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 5000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_70k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 70000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_90k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 90000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_a -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 30000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_b -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 40000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/base_wall.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/base_wall.shader.svn-base deleted file mode 100644 index 82730f6..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/base_wall.shader.svn-base +++ /dev/null @@ -1,1406 +0,0 @@ - -textures/base_wall/atech1_alpha -{ - - { - map textures/sfx/hologirl.tga - tcmod scale 2 .4 - tcmod scroll 6 .6 - //tcMod turb 0 .1 0 .01 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_wall/atech1_alpha.tga - blendfunc blend - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc filter - } - -} - -textures/base_wall/atechengine_ax -{ - q3map_lightimage textures/base_wall/atechengine_ax2.tga - q3map_surfacelight 300 - { - map textures/sfx/proto_zzztpink.tga - tcmod rotate 60 - tcMod turb 0 .5 0 9.6 - tcmod scale 2 2 - tcmod scroll 9 5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_wall/atechengine_ax.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_wall/basewall01_ow -{ - q3map_lightimage textures/base_wall/basewall01_owfx.tga - - { - map $lightmap - rgbGen identity - } - { - map textures/base_wall/basewall01_ow.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_wall/basewall01_owfx.tga - blendfunc GL_ONE GL_ONE - rgbGen wave sin .5 0.5 0 .5 - } - -} - -textures/base_wall/basewall01bit -{ - q3map_lightimage textures/base_wall/basewall01bitfx.tga - q3map_surfacelight 300 - { - map textures/base_wall/basewall01bit.tga - rgbGen identity - } - - { - map textures/base_wall/basewall01bitfx.tga - blendfunc GL_ONE GL_ONE - tcmod scroll 3.3 1 - rgbGen wave sin .5 0.5 0 5 - } - { - map textures/effects/envmap2.tga - tcGen environment - tcmod scale 4 4 - blendFunc GL_ONE GL_ONE - rgbGen identity - } - { - map textures/base_wall/basewall01bit.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - - -} - -textures/base_wall/bluemetal1b_chrome -{ - qer_editorimage textures/base_wall/bluemetal1b_shiny.tga - - { - map textures/base_wall/chrome_env2.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetal1b_shiny.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } -} - -textures/base_wall/bluemetal1b_shiny -{ - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/bluemetal1b_shiny.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/base_wall/bluemetal2_noisy -{ - qer_editorimage textures/base_wall/bluemetal2_shiny.tga - surfaceparm metalsteps - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/bluemetal2_shiny.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/base_wall/bluemetal2_shiny -{ - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/bluemetal2_shiny.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/base_wall/bluemetal2_shiny_trans -{ - qer_editorimage textures/base_wall/bluemetal2_shiny.tga - surfaceparm nonsolid - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/bluemetal2_shiny.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/base_wall/bluemetalsupport2 -{ - - - { - map textures/base_wall/chrome_env2.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } -} - -textures/base_wall/bluemetalsupport2b -{ - - q3map_surfacelight 100 - q3map_lightimage textures/base_wall/bluemetalsupport2bglow.tga - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2b.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - - - { - map textures/base_wall/bluemetalsupport2bglow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin 0.5 0.5 0 .2 - } -} - -textures/base_wall/bluemetalsupport2c -{ - - - { - map textures/base_wall/chrome_env2.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2c.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } -} - -textures/base_wall/bluemetalsupport2c_1 -{ - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2c_1.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } -} - -textures/base_wall/bluemetalsupport2c_1vent -{ - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2c_1vent.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } -} - -textures/base_wall/bluemetalsupport2clight -{ - surfaceparm nomarks - q3map_surfacelight 500 - - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2clight.tga - blendFunc blend - rgbGen identity - } - - { - map $lightmap - blendfunc filter - rgbGen identity - } - - - { - map textures/base_wall/bluemetalsupport2clight.glow.tga - blendFunc add - rgbgen wave sawtooth .6 .1 0 4 - } -} - -textures/base_wall/bluemetalsupport2d_1 -{ - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2d_1.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } -} - -textures/base_wall/bluemetalsupport2e -{ - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2e.tga - blendFunc blend - rgbGen identity - } - - { - map $lightmap - blendfunc filter - rgbGen identity - } -} - -textures/base_wall/bluemetalsupport2e2 -{ - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2e2.tga - blendFunc blend - rgbGen identity - } - - { - map $lightmap - blendfunc filter - rgbGen identity - } -} - -textures/base_wall/bluemetalsupport2eye -{ - - surfaceparm nomarks - q3map_surfacelight 300 - q3map_lightimage textures/base_wall/bluemetalsupport2eyel.tga - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2eye.tga - blendFunc blend - rgbGen identity - } - - { - map $lightmap - blendfunc filter - rgbGen identity - } - { - map textures/base_wall/bluemetalsupport2eyel.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle .5 .5 0 .5 - } -} - -textures/base_wall/bluemetalsupport2f -{ - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2f.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } -} - -textures/base_wall/bluemetalsupport2fline -{ - q3map_surfacelight 100 - q3map_lightimage textures/base_wall/bluemetalsupport2fline_glow.tga - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2fline.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } - - { - map textures/base_wall/bluemetalsupport2fline_glow.tga - blendFunc add - rgbGen wave sin .5 .5 0 1 - } - - -} - -textures/base_wall/bluemetalsupport2ftv -{ - q3map_surfacelight 100 - q3map_lightimage textures/base_wall/bluemetalsupport2ftv_glow.tga - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2ftv.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } - - { - map textures/base_wall/bluemetalsupport2ftv_glow.tga - blendFunc add - rgbGen wave sawtooth .4 .05 0 10 - } - - -} - -textures/base_wall/blumtlspt2b -{ - - q3map_surfacelight 100 - q3map_lightimage textures/base_wall/blumtlspt2bglow.tga - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/blumtlspt2b.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - - - { - map textures/base_wall/bluemetalsupport2bglow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin 0.5 0.5 0 .2 - } -} - -textures/base_wall/c_met5_2_trans -{ - qer_editorimage textures/base_wall/c_met5_2.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/base_wall/c_met5_2.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/base_wall/chrome_metal -{ - { - map textures/base_wall/chrome_env.tga - tcGen environment - tcmod scale .25 .25 - - } - - { - map textures/base_wall/chrome_metal.tga - blendFunc GL_ONE GL_ONE - detail - tcMod scale 0.0693 0.0712 - rgbGen identity - } - - - { - map $lightmap - rgbgen identity - blendFunc GL_DST_COLOR GL_ZERO - - } - - - -} - -textures/base_wall/comp3 -{ - q3map_lightimage textures/base_wall/comp3env.tga - qer_editorimage textures/base_wall/comp3_qer.tga - q3map_surfacelight 1000 - { - map textures/base_wall/comp3text.tga - rgbGen identity - tcmod scroll 3 1 - } - - { - map textures/base_wall/comp3env.tga - tcGen environment - blendFunc GL_ONE GL_ONE - rgbGen wave sin .98 .02 0 5 - } - - { - map $lightmap - tcGen environment - blendFunc GL_DST_COLOR GL_ONE - } - - - { - map textures/base_wall/comp3.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - -} - -textures/base_wall/comp3b -{ - q3map_lightimage textures/base_wall/comp3textb.tga - qer_editorimage textures/base_wall/comp3b_qer.tga - q3map_surfacelight 1000 - { - map textures/base_wall/comp3textb.tga - rgbGen identity - tcmod scroll 3 3 - } - - { - map textures/base_wall/comp3env.tga - tcGen environment - blendFunc GL_ONE GL_ONE - rgbGen wave sin .98 .02 0 5 - } - - { - map $lightmap - tcGen environment - blendFunc GL_DST_COLOR GL_ONE - } - - - { - map textures/base_wall/comp3b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - -} - -textures/base_wall/comp3b_dark -{ - q3map_lightimage textures/base_wall/comp3textb.tga - qer_editorimage textures/base_wall/comp3b_qer.tga - q3map_surfacelight 1 - { - map textures/base_wall/comp3textb.tga - rgbGen identity - tcmod scroll 3 3 - } - - { - map textures/base_wall/comp3env.tga - tcGen environment - blendFunc GL_ONE GL_ONE - rgbGen wave sin .98 .02 0 5 - } - - { - map $lightmap - tcGen environment - blendFunc GL_DST_COLOR GL_ONE - } - - - { - map textures/base_wall/comp3b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - -} - -textures/base_wall/comp3c -{ - qer_editorimage textures/base_wall/comp3c_qer.tga - - { - map textures/base_wall/comp3env.tga - rgbGen identity - tcGen environment - } - - { - map $lightmap - tcGen environment - blendFunc GL_ONE GL_ONE - } - - { - map textures/base_wall/comp3c.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - -} - -textures/base_wall/concrete_ow -{ - - { - map textures/sfx/proto_zzztblu2.tga - tcMod turb 0 .5 0 9.6 - tcmod scale 2 2 - tcmod scroll 9 5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_wall/concrete_ow.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_wall/dooreye -{ - surfaceparm nomarks - q3map_surfacelight 300 - q3map_lightimage textures/base_wall/dooreyelight.tga - - - { - map $lightmap - rgbGen identity - } - - { - map textures/base_wall/dooreye.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - { - map textures/base_wall/dooreyelight.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle .5 .5 0 .5 - } - - -} - -textures/base_wall/dooreye2 -{ - surfaceparm nomarks - q3map_surfacelight 300 - q3map_lightimage textures/base_wall/dooreyelight.tga - - - { - map $lightmap - rgbGen identity - } - - { - map textures/base_wall/dooreye2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - { - map textures/base_wall/dooreyelight.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle .5 .5 0 .5 - } - - -} - -textures/base_wall/dooreye3 -{ - surfaceparm nomarks - q3map_surfacelight 300 - q3map_lightimage textures/base_wall/dooreyelight.tga - - - { - map $lightmap - rgbGen identity - } - - { - map textures/base_wall/dooreye3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - { - map textures/base_wall/dooreyelight.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle .5 .5 0 .5 - } - - -} - -textures/base_wall/girders1i_yellofin -{ - qer_editorimage textures/base_wall/girders1i_yellodark_fin.tga - surfaceparm metalsteps - surfaceparm trans - surfaceparm alphashadow - surfaceparm playerclip - surfaceparm nonsolid - surfaceparm nomarks - cull none - nopicmip - { - map textures/base_wall/girders1i_yellodark_fin.tga - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_wall/glass01 -{ - qer_editorimage textures/base_wall/shiny3.tga - surfaceparm trans - cull none - qer_trans 0.5 - - { - map textures/effects/tinfx.tga - tcgen environment - blendFunc GL_ONE GL_ONE - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc filter - } - -} - -textures/base_wall/glass_frame -{ - cull none - surfaceparm alphashadow - - { - map textures/effects/tinfx2.tga - blendFunc GL_ONE GL_ONE - tcgen environment - rgbGen identity - } - { - map textures/base_wall/glass_frame.tga - alphaFunc GE128 - depthWrite - //rgbGen vertex - //blendfunc blend - } - { - map $lightmap - rgbGen identity - blendFunc filter - } - -} - -textures/base_wall/grill -{ - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/grill.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } -} - -textures/base_wall/main_q3abanner -{ - q3map_lightimage textures/base_wall/main_q3abanner.tga - q3map_surfacelight 100 - - - { - map textures/base_wall/main_q3abanner.tga - rgbGen wave square 0 1 0 .5 - } - - { - map textures/base_wall/comp3text.tga - blendfunc add - rgbGen identity - tcmod scroll 3 3 - } - - { - map textures/base_wall/comp3textb.tga - blendfunc add - rgbGen identity - tcmod scroll 3 3 - } - - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map $lightmap - tcgen environment - tcmod scale .5 .5 - rgbGen wave sin .25 0 0 0 - blendfunc add - } -} - -textures/base_wall/medal_impressive -{ - qer_editorimage textures/base_wall/medal_impressive.tga - q3map_surfacelight 100 - - - { - animMap .25 textures/base_wall/medal_impressive.tga textures/base_wall/medal_gauntlet.tga textures/base_wall/medal_excellent.tga textures/base_wall/medal_accuracy.tga textures/base_wall/medal_victory.tga textures/base_wall/medal_frags.tga - rgbGen wave sawtooth 0 1 0 .25 - - } - - { - map textures/base_wall/comp3textd.tga - blendfunc add - tcmod scroll 5 .25 - rgbGen wave inversesawtooth 0 1 0 .25 - } - - { - map textures/base_wall/chrome_env.tga - tcgen environment - tcmod scale .5 .5 - blendfunc add - rgbgen wave triangle .5 .05 0 10 - } - - { - map textures/base_wall/comp3frame.tga - blendfunc blend - rgbgen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - -} - -textures/base_wall/metalfloor_wall_14_specular -{ - qer_editorimage textures/base_wall/metalfloor_wall_14_specular.tga - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/metalfloor_wall_14_specular.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/base_wall/metalfloor_wall_15ow -{ - { - map textures/base_wall/metalfloor_wall_15ow.tga - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - - { - map textures/sfx/hologirl.tga - tcmod scale 2 .4 - tcmod scroll 6 .6 - //tcMod turb 0 .1 0 .01 - blendFunc GL_ONE GL_ONE - rgbGen identity - - } - { - map textures/base_wall/metalfloor_wall_15ow.tga - blendfunc blend - rgbGen identity - } - { - map $lightmap - blendFunc filter - //blendfunc dst_color gl_zero - } - -} - -textures/base_wall/metaltechgeomtrn -{ - - - { - map textures/sfx/fire_ctfblue.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 2 2 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_wall/metaltechgeomtrn.tga - blendFunc blend - tcmod rotate 30 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - map textures/base_wall/metaltechgeomtrn2.tga - blendFunc blend - tcmod rotate 20 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - map textures/base_wall/metaltechgeomtrn.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_wall/patch10shiny -{ - qer_editorimage textures/base_wall/patch10_beatup4_alpha.tga - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/patch10_beatup4_alpha.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/base_wall/patch10shiny_trans -{ - qer_editorimage textures/base_wall/patch10_beatup4_alpha.tga - surfaceparm nonsolid - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/patch10_beatup4_alpha.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/base_wall/protobanner -{ - cull disable - surfaceparm alphashadow - surfaceparm trans - surfaceparm nomarks - tessSize 64 - deformVertexes wave 30 sin 0 3 0 .2 - deformVertexes wave 100 sin 0 3 0 .7 - - { - map textures/base_wall/protobanner.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - { - map $lightmap - rgbGen identity - blendFunc filter - depthFunc equal - } - - -} - -textures/base_wall/protobanner_ow -{ - cull disable - surfaceparm alphashadow - surfaceparm trans - surfaceparm nomarks - deformVertexes wave 100 sin 0 1 0 .1 - deformVertexes wave 100 sin 0 1 0 .2 - - { - map textures/base_wall/protobanner_ow.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - { - map $lightmap - rgbGen identity - blendFunc filter - depthFunc equal - } - - -} - -textures/base_wall/protobanner_still -{ - qer_editorimage textures/base_wall/protobanner.tga - cull disable - surfaceparm alphashadow - surfaceparm trans - surfaceparm nomarks - tessSize 64 - //deformVertexes wave 30 sin 0 3 0 .2 - //deformVertexes wave 100 sin 0 3 0 .7 - - { - map textures/base_wall/protobanner.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - { - map $lightmap - rgbGen identity - blendFunc filter - depthFunc equal - } - - -} - -textures/base_wall/q3tourneyscreen -{ - qer_editorimage textures/base_wall/q3tourney1.tga - q3map_surfacelight 100 - - - - { - animMap .25 textures/base_wall/q3tourney1.tga textures/base_wall/q3tourney2.tga textures/base_wall/q3tourney3.tga textures/base_wall/q3tourney4.tga textures/base_wall/q3tourney5.tga - rgbGen wave sawtooth 0 1 0 .25 - - } - - { - map textures/base_wall/comp3textd.tga - blendfunc add - rgbGen wave inversesawtooth 0 1 0 .25 - tcmod scroll 5 .25 - } - - { - map textures/base_wall/chrome_env.tga - tcgen environment - tcmod scale .5 .5 - blendfunc add - rgbgen wave triangle .5 .05 0 10 - } - - { - map textures/base_wall/comp3frame.tga - blendfunc blend - rgbgen identity - } - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbgen identity - } - -} - -textures/base_wall/shinybluemetal1 -{ - - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/shinybluemetal1.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/base_wall/shinygrate1_4 -{ - - { - map $lightmap - tcgen environment - tcmod scale .25 .25 - rgbgen identity - } - - - { - map textures/base_wall/shinygrate1_4.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - - - { - map $lightmap - rgbgen identity - blendFunc GL_DST_COLOR GL_ZERO - } - - -} - -textures/base_wall/steed1gf -{ - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/steed1gf.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/base_wall/symbol_bluelt1 -{ - q3map_lightimage textures/base_wall/symbol_bluelt1_mask.tga - q3map_surfacelight 100 -// light 1 - - { - map $lightmap - rgbGen identity - } - - - { - map textures/base_wall/symbol_bluelt1.tga - blendfunc filter - rgbgen identity - } - - { - map textures/base_wall/symbol_bluelt1_mask.tga - blendfunc add - rgbgen wave sawtooth .2 .05 0 7 - } -} - -textures/base_wall/train1 -{ - - { - map textures/base_wall/chrome_env.tga - tcGen environment - tcmod scale .25 .1 - rgbGen identity - } - - - { - map textures/base_wall/train1.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - - { - map $lightmap - rgbgen identity - blendFunc GL_DST_COLOR GL_ZERO - } - -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/base_wall2.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/base_wall2.shader.svn-base deleted file mode 100644 index 9330892..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/base_wall2.shader.svn-base +++ /dev/null @@ -1,860 +0,0 @@ -textures/base_wall2/blue_warning_light -{ - - qer_editorimage textures/proto2/bluelight_off.tga - - { - map textures/proto2/bluelight_off.tga - rgbgen identity - } - - { - map $lightmap - blendfunc filter - rgbGen identity - } - -} - - - -textures/base_wall2/ntrl_techfloor_kc -{ - surfaceparm metalsteps - surfaceparm alphashadow - surfaceparm nomarks - qer_editorimage textures/base_wall2/techfloor_kc.tga - - { - clampmap textures/base_wall2/zzztntrl_kc.tga - alphaFunc GE128 - tcmod rotate 360 - rgbgen wave sin .8 .2 0 2 - depthWrite - } - { - clampmap textures/base_wall2/techfloor2_kc.tga - blendFunc blend - tcmod rotate 180 - depthFunc equal - tcMod stretch sin .8 0.1 0 .4 - rgbGen identity - } - - { - map textures/base_wall2/techfloor_kc.tga - blendFunc blend - depthFunc equal - rgbGen identity - } - - { - map $lightmap - blendfunc filter - depthFunc equal - rgbgen identity - } - { - map textures/base_wall2/techfloor_kc_shadow.tga - blendfunc filter - rgbGen identity - } - - -} -textures/base_wall2/respawn_effect1_ntrl -{ - cull disable - surfaceparm trans - surfaceparm nonsolid - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm nomarks - qer_editorimage textures/base_wall2/ntrl_1_kc.tga - { - map textures/base_wall2/ntrl_1_kc.tga - blendFunc add - tcmod scale 1 -1 - rgbgen wave sin .25 .25 0 .25 - tcmod scroll .5 0 - } - { - map textures/base_wall2/ntrl_2_kc.tga - blendFunc add - rgbgen wave sin .25 .25 .25 .25 - tcmod scale 1 -1 - tcmod scroll -.5 0 - } - - - { - map textures/base_wall2/ntrl_3_kc.tga - blendFunc add - tcmod scale 1 -1 - rgbGen wave inversesawtooth -.3 1.3 0 .25 - } - - -} - -textures/base_wall2/blue_metal -{ - - { - map textures/base_wall/chrome_env2.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall2/blue_metal.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } -} -textures/base_wall2/scuffs1 -{ - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - - { - map textures/base_wall2/scuffs1.tga - blendfunc filter - rgbGen identity - } -} - -textures/base_wall2/space_panel -{ - - qer_editorimage textures/base_wall2/space_panel_alt2.tga - { - map textures/base_wall2/space_panel_alt.tga - rgbgen identity - tcmod scale .5 .5 - } - - { - map textures/base_wall2/space_panel_alt.tga - blendFunc filter - rgbgen wave sin .5 0 0 0 - } - - - { - map textures/base_wall2/lensflare.tga - blendFunc add - tcgen environment - } - - - { - map $lightmap - rgbGen identity - blendfunc filter - } -} - - - - -textures/base_wall2/space_concrete -{ - qer_editorimage textures/base_wall2/space_panel_alt.tga - - { - map textures/base_wall/concrete1.tga - rgbgen identity - } - - { - map textures/base_wall2/space_panel_alt.tga - blendFunc filter - tcmod scale .25 .25 - } - - - { - map textures/base_wall2/space_panel_alt2.tga - blendFunc filter - tcmod scale .25 .1 - } - { - map textures/base_wall2/lensflare.tga - blendFunc add - rgbgen wave sin .5 0 0 0 - tcgen environment - } - - { - map $lightmap - rgbGen identity - blendfunc filter - } -} - - -textures/base_wall2/jumppad_red_kc -{ - surfaceparm trans - surfaceparm nomarks - { - map textures/base_wall2/jumppad_red_kc.tga - alphafunc GE128 - depthwrite - rgbGen identity - } - - { - map textures/sfx2/jumpadr.tga - blendFunc GL_ONE GL_ZERO - depthfunc equal - tcmod rotate 130 - rgbGen identity - } - { - map textures/sfx2/fan01.tga - blendFunc blend - depthfunc equal - tcmod rotate -311 - rgbGen identity - } - { - clampmap textures/sfx2/jumpadr2.tga - blendfunc Add - depthfunc equal - tcmod rotate 130 - tcMod stretch sin 1.2 .8 0 1.4 - rgbGen wave square .5 .5 .25 1.4 - } - { - map textures/sfx2/jumpad01.tga - blendFunc blend - depthfunc equal - rgbGen identity - } - { - map $lightmap - blendFunc filter - depthfunc equal - rgbGen identity - } - - { - map textures/base_wall2/jumppad_shadow.tga - blendfunc filter - rgbGen identity - } - -} - -textures/base_wall2/jumppad_blue_kc -{ - surfaceparm trans - surfaceparm nomarks - { - map textures/base_wall2/jumppad_blue_kc.tga - alphafunc GE128 - depthwrite - rgbGen identity - } - - { - map textures/sfx2/jumpadb.tga - blendFunc GL_ONE GL_ZERO - depthfunc equal - tcmod rotate 130 - rgbGen identity - } - { - map textures/sfx2/fan01.tga - blendFunc blend - depthfunc equal - tcmod rotate -311 - rgbGen identity - } - { - clampmap textures/sfx2/jumpadb2.tga - blendfunc Add - depthfunc equal - tcmod rotate 130 - tcMod stretch sin 1.2 .8 0 1.4 - rgbGen wave square .5 .5 .25 1.4 - } - { - map textures/sfx2/jumpad01.tga - blendFunc blend - depthfunc equal - rgbGen identity - } - { - map $lightmap - blendFunc filter - depthfunc equal - rgbGen identity - } - - { - map textures/base_wall2/jumppad_shadow.tga - blendfunc filter - rgbGen identity - } - -} - -textures/base_wall2/jumppad_ntrl_kc -{ - qer_editorimage textures/base_wall2/jumppad_blue_kc.tga - surfaceparm trans - surfaceparm nomarks - { - map textures/base_wall2/jumppad_blue_kc.tga - alphafunc GE128 - depthwrite - rgbGen identity - } - - { - map textures/sfx2/jumpadn.tga - blendFunc GL_ONE GL_ZERO - depthfunc equal - tcmod rotate 130 - rgbGen identity - } - { - map textures/sfx2/fan01.tga - blendFunc blend - depthfunc equal - tcmod rotate -311 - rgbGen identity - } - { - clampmap textures/sfx2/jumpadn2.tga - blendfunc Add - depthfunc equal - tcmod rotate 130 - tcMod stretch sin 1.2 .8 0 1.4 - rgbGen wave square .5 .5 .25 1.4 - } - { - map textures/sfx2/jumpad01.tga - blendFunc blend - depthfunc equal - rgbGen identity - } - { - map $lightmap - blendFunc filter - depthfunc equal - rgbGen identity - } - - { - map textures/base_wall2/jumppad_shadow.tga - blendfunc filter - rgbGen identity - } - -} - - -textures/base_wall2/respawn_effect1 -{ - cull disable - surfaceparm trans - surfaceparm nonsolid - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm nomarks - qer_editorimage textures/base_wall2/redjet_1_kc.tga - { - map textures/base_wall2/redjet_1_kc.tga - blendFunc add - tcmod scale 1 -1 - rgbgen wave sin .25 .25 0 .25 - tcmod scroll .5 0 - } - { - map textures/base_wall2/redjet_2_kc.tga - blendFunc add - rgbgen wave sin .25 .25 .25 .25 - tcmod scale 1 -1 - tcmod scroll -.5 0 - } - - - { - map textures/base_wall2/redjet_3_kc.tga - blendFunc add - tcmod scale 1 -1 - rgbGen wave inversesawtooth -.3 1.3 0 .25 - } - - - - - - -} - -textures/base_wall2/respawn_effect1_blue -{ - cull disable - surfaceparm trans - surfaceparm nonsolid - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm nomarks - qer_editorimage textures/base_wall2/bluejet_1_kc.tga - { - map textures/base_wall2/bluejet_1_kc.tga - blendFunc add - tcmod scale 1 -1 - rgbgen wave sin .25 .25 0 .25 - tcmod scroll .5 0 - } - { - map textures/base_wall2/bluejet_2_kc.tga - blendFunc add - rgbgen wave sin .25 .25 .25 .25 - tcmod scale 1 -1 - tcmod scroll -.5 0 - } - - - { - map textures/base_wall2/bluejet_3_kc.tga - blendFunc add - tcmod scale 1 -1 - rgbGen wave inversesawtooth -.3 1.3 0 .25 - } - - -} - -textures/base_wall2/red_metal -{ - - { - map textures/base_wall/chrome_env2.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall2/red_metal.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } -} - -textures/base_wall2/blue_line -{ - q3map_surfacelight 100 - q3map_lightimage textures/base_wall2/blue_line_glow.tga - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall2/blue_line.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } - - { - map textures/base_wall2/blue_line_glow.tga - blendFunc add - // rgbGen wave sin .5 .5 0 1 - } - - -} - -textures/base_wall2/red_line -{ - q3map_surfacelight 100 - q3map_lightimage textures/base_wall2/red_line_glow.tga - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall2/red_line.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } - - { - map textures/base_wall2/red_line_glow.tga - blendFunc add - // rgbGen wave sin .5 .5 0 1 - } -} - - -textures/base_wall2/double_line_blue -{ - - surfaceparm trans - surfaceparm nomipmap - surfaceparm nolightmap - - { - map textures/base_wall2/double_line_blue.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - rgbGen identity - - } - -} - -textures/base_wall2/double_line_red -{ - - surfaceparm trans - surfaceparm nomipmap - surfaceparm nolightmap - - { - map textures/base_wall2/double_line_red.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - rgbGen identity - - } - -} - -textures/base_wall2/techfloor_kc_blue -{ - qer_editorimage textures/base_wall2/zzztblue_kc.tga.tga - surfaceparm metalsteps - surfaceparm alphashadow - surfaceparm nomarks - - { - clampmap textures/base_wall2/zzztblue_kc.tga - alphaFunc GE128 - tcmod rotate 360 - rgbgen wave sin .8 .2 0 2 - depthWrite - } - { - clampmap textures/base_wall2/techfloor2_kc.tga - blendFunc blend - tcmod rotate 180 - depthFunc equal - tcMod stretch sin .8 0.1 0 .4 - rgbGen identity - } - - { - map textures/base_wall2/techfloor_kc.tga - blendFunc blend - depthFunc equal - rgbGen identity - } - - { - map $lightmap - blendfunc filter - depthFunc equal - rgbgen identity - } - { - map textures/base_wall2/techfloor_kc_shadow.tga - blendfunc filter - rgbGen identity - } - - -} - - -textures/base_wall2/techfloor_kc -{ - surfaceparm metalsteps - surfaceparm alphashadow - surfaceparm nomarks - - { - clampmap textures/base_wall2/zzztred_kc.tga - alphaFunc GE128 - tcmod rotate 360 - rgbgen wave sin .8 .2 0 2 - depthWrite - } - { - clampmap textures/base_wall2/techfloor2_kc.tga - blendFunc blend - tcmod rotate 180 - depthFunc equal - tcMod stretch sin .8 0.1 0 .4 - rgbGen identity - } - - { - map textures/base_wall2/techfloor_kc.tga - blendFunc blend - depthFunc equal - rgbGen identity - } - - { - map $lightmap - blendfunc filter - depthFunc equal - rgbgen identity - } - { - map textures/base_wall2/techfloor_kc_shadow.tga - blendfunc filter - rgbGen identity - } - - -} - -textures/base_wall2/blue_arrow_small -{ - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - - - { - map textures/base_wall2/blue_arrow_small.tga - blendfunc blend - rgbGen identity - - } - - -} -textures/base_wall2/red_arrow_small -{ - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - - - { - map textures/base_wall2/red_arrow_small.tga - blendfunc blend - rgbGen identity - - } - - -} - -textures/base_wall2/yellow_circle -{ - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - - - { - map textures/base_wall2/yellow_circle.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - rgbGen identity - - } - - -} - -textures/base_wall2/red_circle -{ - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - - - { - map textures/base_wall2/red_circle.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - rgbGen identity - - } - - -} - -textures/base_wall2/blue_circle -{ - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - - - { - map textures/base_wall2/blue_circle.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - rgbGen identity - - } - - -} - - -textures/base_wall2/name_vortex -{ - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - - { - map textures/base_wall2/name_vortex.tga - blendfunc blend - rgbGen identity - } - -} - - -textures/base_wall2/bluearrows -{ - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - - - { - map textures/base_wall2/bluearrows.tga - blendfunc add - rgbGen identity - - } - - -} - -textures/base_wall2/redarrows -{ - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - - - { - map textures/base_wall2/redarrows.tga - blendfunc add - rgbGen identity - - } - - -} - -textures/base_wall2/red_solid -{ - q3map_surfacelight 100 - q3map_lightimage textures/base_wall2/red_solid.tga - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall2/red_solid.tga - blendFunc filter - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } - - { - map textures/base_wall2/red_solid.tga - blendFunc add - rgbGen wave sin .25 .25 0 1 - } - - -} - -textures/base_wall2/blue_solid -{ - q3map_surfacelight 100 - q3map_lightimage textures/base_wall2/blue_solid.tga - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall2/blue_solid.tga - blendFunc filter - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } - - { - map textures/base_wall2/blue_solid.tga - blendFunc add - rgbGen wave sin .25 .25 0 1 - } - - -} - - - - - - diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/common.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/common.shader.svn-base deleted file mode 100644 index 3032088..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/common.shader.svn-base +++ /dev/null @@ -1,429 +0,0 @@ -textures/common/nolightmap -{ - surfaceparm nolightmap -} - -textures/common/nodrawnonsolid -{ - surfaceparm nonsolid - surfaceparm nodraw -} - -textures/common/invisible -{ - surfaceparm nolightmap - { - map textures/common/invisible.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } -} - -textures/common/teleporter -{ - surfaceparm nolightmap - surfaceparm noimpact - q3map_lightimage textures/sfx/powerupshit.tga - q3map_surfacelight 800 - { - map textures/sfx/powerupshit.tga - tcGen environment -// tcMod scale 5 5 - tcMod turb 0 0.015 0 0.3 - } -} - -textures/common/nodrop -{ - qer_nocarve - qer_trans 0.5 - surfaceparm trans - surfaceparm nonsolid - surfaceparm nomarks - surfaceparm nodrop - surfaceparm nolightmap - surfaceparm nodraw - cull disable -} - -textures/common/weapclip -{ - qer_trans 0.40 - surfaceparm trans - surfaceparm nomarks - surfaceparm nodraw -} - -textures/common/pwclip -{ - qer_trans 0.40 - surfaceparm trans - surfaceparm nomarks - surfaceparm nodraw - -} - -textures/common/clip -{ - qer_trans 0.40 - surfaceparm nolightmap - surfaceparm nomarks - surfaceparm nodraw - surfaceparm nonsolid - //surfaceparm nolightmap //proto_addition 11/08/99 - surfaceparm playerclip - surfaceparm noimpact -} - -textures/common/full_clip -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm playerclip -} - -textures/common/missileclip -{ - qer_trans 0.40 - surfaceparm nodamage - surfaceparm nomarks - surfaceparm nodraw - //surfaceparm nonsolid - surfaceparm playerclip -} - -textures/common/botclip -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm botclip -} - -//***************************************** -//** I've reduced the transparency on most editor-only brushes here. -//** If the transparent textures are still too pale for -//** things like clip, hint, trigger, etc., -//** Please make an editorimage to suit your needs. -//****************************************** - -textures/common/cushion -{ - qer_nocarve - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nomarks - surfaceparm nodamage - surfaceparm trans -} - -textures/common/hint -{ -qer_nocarve -qer_trans 0.30 -surfaceparm nodraw -surfaceparm nonsolid -surfaceparm structural -surfaceparm trans -surfaceparm noimpact -surfaceparm hint -} - -textures/common/skip -{ -qer_nocarve -qer_trans 0.40 -surfaceparm nodraw -surfaceparm nonsolid -surfaceparm structural -surfaceparm trans -} - -textures/common/slick -{ - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nomarks - surfaceparm trans - surfaceparm slick -} - -textures/common/origin -{ - qer_nocarve - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm origin -} - -textures/common/noimpact -{ - surfaceparm noimpact -} - -textures/common/areaportal -{ - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm structural - surfaceparm trans - surfaceparm nomarks - surfaceparm areaportal -} - -//bot specific cluster portal -textures/common/clusterportal -{ - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm detail - surfaceparm clusterportal -} - -//bot specific "do not enter" brush -textures/common/donotenter -{ - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm detail - surfaceparm donotenter -} - -textures/common/trigger -{ - qer_trans 0.50 - qer_nocarve - surfaceparm nodraw -} - -textures/common/caulk -{ - surfaceparm nodraw - surfaceparm nomarks - surfaceparm nolightmap -} - -textures/common/terrain -{ - q3map_terrain - surfaceparm nodraw - surfaceparm nomarks - surfaceparm nolightmap -} - -textures/common/terrain2 -{ - q3map_terrain - qer_editorimage textures/common/terrain.tga - surfaceparm dust - surfaceparm nodraw - surfaceparm nomarks - surfaceparm nolightmap -} - -textures/common/nodraw -{ - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks -} - -textures/common/mirror1 -{ - qer_editorimage textures/common/qer_mirror.tga - surfaceparm nolightmap - portal - - { - map textures/common/mirror1.tga - blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA - depthWrite - } - - - -} - -textures/common/mirror2 -{ - qer_editorimage textures/common/qer_mirror.tga - surfaceparm nolightmap - portal - { - map textures/common/mirror1.tga - blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA - depthWrite - } - { - map textures/sfx/mirror.tga - blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR - } - -} -textures/common/energypad -{ - qer_editorimage textures/common/bluegoal.tga - surfaceparm nolightmap - cull twosided - { - map textures/common/bluegoal.tga - blendFunc GL_ONE GL_SRC_ALPHA - tcGen environment - tcMod turb 0 0.25 0 0.05 - } -} - -textures/common/portal -{ - qer_editorimage textures/common/qer_portal.tga - surfaceparm nolightmap - portal - { - map textures/common/mirror1.tga -// map textures/common/portal.tga - tcMod turb 0 0.25 0 0.05 -// blendFunc GL_ONE GL_SRC_ALPHA - blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA - depthWrite - - } -} - -textures/common/timportal -{ - qer_editorimage textures/common/qer_portal.tga - portal - surfaceparm nolightmap - { - map textures/common/portal.tga - tcMod turb 0 0.25 0 0.05 - blendFunc GL_ONE GL_SRC_ALPHA - depthWrite - } -} - -textures/sfx/portal_sfx -{ - - // ************************************************* - // * Portal Inside Effect * - // * April 29 * - // * Please Comment Changes * - // ************************************************* - - portal - surfaceparm nolightmap - deformVertexes wave 100 sin 0 2 0 .5 - - - { - map textures/sfx/portal_sfx3.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - // This blend function is not working on RagePro drivers Mac only - // when it is used on top of portals - depthWrite - } - - - { - map textures/sfx/portal_sfx1.tga - blendfunc gl_dst_color gl_zero - tcMod rotate 360 - } - - { - map textures/sfx/portal_sfx.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 .5 .2 .5 - } - - { - map textures/sfx/portalfog.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - alphagen portal 256 - rgbGen identityLighting - tcmod turb sin 0 .5 0 1 - tcmod rotate .1 .1 - tcmod scroll .01 .03 - } -} -textures/sfx/portal2_sfx -{ - - // ************************************************* - // * Portal Inside Effect * - // * April 29 * - // * Please Comment Changes * - // ************************************************* - - portal - surfaceparm nolightmap - deformVertexes wave 100 sin 0 2 0 .5 - - - { - map textures/sfx/portal_sfx3.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - // This blend function is not working on RagePro drivers Mac only - // when it is used on top of portals - depthWrite - } - - - { - map textures/sfx/portal_sfx1.tga - blendfunc gl_dst_color gl_zero - tcMod rotate 360 - } - - { - map textures/sfx/portal_sfx.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 .5 .2 .5 - } - - { - map textures/sfx/portalfog.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - //alphagen portal 128 - rgbGen identityLighting - tcmod turb sin 0 .5 0 1 - tcmod rotate .1 .1 - tcmod scroll .01 .03 - } -} - -// -// ydnar q3map lightgrid bounds -// -// the min/max bounds of brushes with this shader in a map -// will define the bounds of the map's lightgrid (model lighting) -// note: make it as small as possible around player space -// to minimize bsp size and compile time -// - -textures/common/lightgrid -{ - qer_trans 0.5 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm detail - surfaceparm nomarks - surfaceparm trans - surfaceparm lightgrid -} - diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/ctf.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/ctf.shader.svn-base deleted file mode 100644 index 6a28038..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/ctf.shader.svn-base +++ /dev/null @@ -1,577 +0,0 @@ - -textures/ctf/blue_telep -{ - cull disable - surfaceparm nomarks - surfaceparm trans - sort additive - - { - - clampmap textures/ctf/blue_telep.tga - blendFunc add - //depthWrite - //tcMod stretch sin .9 0.1 0 .5 - tcmod rotate 327 - rgbGen identity - } - { - clampmap textures/ctf/blue_telep2.tga - blendFunc add - //depthWrite - //tcMod stretch sin .9 0.1 0 .1 - tcmod rotate -211 - rgbGen identity - } - { - clampmap textures/ctf/telep.tga - alphaFunc GE128 - depthWrite - tcmod rotate 20 - rgbGen identity - } - { - clampmap textures/ctf/telep.tga - alphaFunc GE128 - depthWrite - tcMod stretch sin .7 0 0 0 - tcmod rotate -20 - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } - - - -} - -textures/ctf/ctf_arch_b_shiny -{ - qer_editorimage textures/ctf/ctf_arch_b.tga - { - map textures/ctf/ctf_arch_b.tga - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/sfx/specular.tga - blendFunc GL_ONE GL_ONE - tcGen environment - tcmod scale 10 10 - rgbGen identity - } - { - map textures/ctf/ctf_arch_b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - -} - -textures/ctf/ctf_arch_r_shiny -{ - qer_editorimage textures/ctf/ctf_arch_r.tga - { - map textures/ctf/ctf_arch_r.tga - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/sfx/specular.tga - blendFunc GL_ONE GL_ONE - tcGen environment - tcmod scale 10 10 - rgbGen identity - } - { - map textures/ctf/ctf_arch_r.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - -} - -textures/ctf/ctf_blueflag -{ - tessSize 64 - deformVertexes wave 194 sin 0 3 0 .4 - deformVertexes normal .5 .1 - surfaceparm nomarks - cull none - - { - map textures/ctf/ctf_blueflag.tga - rgbGen identity - } - { - map textures/effects/redflagmap.tga - tcGen environment - tcmod scale 9 3 - tcmod scroll .1 .7 - - blendFunc GL_ONE GL_ONE - rgbGen identity - } - { - map textures/ctf/ctf_blueflag.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - { - map textures/sfx/shadow.tga - tcGen environment - //blendFunc GL_ONE GL_ONE - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/ctf/ctf_redflag -{ - tessSize 64 - deformVertexes wave 194 sin 0 3 0 .4 - deformVertexes normal .3 .2 - surfaceparm nomarks - cull none - - { - map textures/ctf/ctf_redflag.tga - rgbGen identity - } - { - map textures/effects/blueflagmap.tga - tcGen environment - tcmod scale 9 3 - tcmod scroll .1 .7 - - blendFunc GL_ONE GL_ONE - rgbGen identity - } - { - map textures/ctf/ctf_redflag.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - { - - map textures/sfx/shadow.tga - tcGen environment - //blendFunc GL_ONE GL_ONE - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/ctf/ctf_tower_bluefin_shiny -{ -qer_editorimage textures/ctf/ctf_tower_bluefin.tga - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/ctf_tower_bluefin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/ctf_tower_redfin_shiny -{ -qer_editorimage textures/ctf/ctf_tower_redfin.tga - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/ctf_tower_redfin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/killblockctf_b -{ - qer_editorimage textures/gothic_block/killblockgeomtrn.tga - - { - map textures/sfx/fire_ctfblue.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 2 2 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/gothic_block/blocks18cgeomtrn2.tga - //blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - blendFunc blend - tcmod rotate 30 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - map textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 20 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - map textures/gothic_block/killblockgeomtrn.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/ctf/killblockctf_r -{ - qer_editorimage textures/gothic_block/blocks15cgeomtrn.tga - - { - map textures/sfx/fire_ctfred.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 2 2 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/gothic_block/blocks18cgeomtrn2.tga - //blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - blendFunc blend - tcmod rotate 30 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - map textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 20 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - map textures/gothic_block/blocks15cgeomtrn.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/ctf/metalbase09_bluekillblock_shiny -{ -qer_editorimage textures/ctf/metalbase09_bluekillblock.tga - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/metalbase09_bluekillblock.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/red_scary4_cfin -{ - - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/red_scary4_cfin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/red_scary4_csansfacefin -{ - - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/red_scary4_csansfacefin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/red_scary4_d3fin -{ - - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/red_scary4_d3fin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/red_telep -{ - cull disable - surfaceparm nomarks - surfaceparm trans - - { - - clampmap textures/ctf/red_telep.tga - blendFunc add - //tcMod stretch sin .9 0.1 0 .5 - tcmod rotate 327 - rgbGen identity - } - { - clampmap textures/ctf/red_telep2.tga - blendFunc add - //tcMod stretch sin .9 0.1 0 .1 - tcmod rotate -211 - rgbGen identity - } - { - clampmap textures/ctf/telep.tga - alphaFunc GE128 - tcmod rotate 20 - rgbGen identity - } - { - clampmap textures/ctf/telep.tga - alphaFunc GE128 - tcMod stretch sin .7 0 0 0 - tcmod rotate -20 - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } - - - -} - -textures/ctf/tallblue_1L_fin_shiny -{ -qer_editorimage textures/ctf/tallblue_1L_fin.tga - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/tallblue_1L_fin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/tallblue_1R_fin_shiny -{ -qer_editorimage textures/ctf/tallblue_1R_fin.tga - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/tallblue_1R_fin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/tallblue_2_fin -{ - - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/tallblue_2_fin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/tallblue_2b_fin -{ - - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/tallblue_2b_fin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/tallblue_4bsmall_fin -{ - - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/tallblue_4bsmall_fin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/tallblue_4c_fin_shiny -{ -qer_editorimage textures/ctf/tallblue_4c_fin.tga - - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/tallblue_4c_fin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/tallblue_5esmallb_fin -{ - - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/tallblue_5esmallb_fin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/test2_r_trans -{ - qer_editorimage textures/ctf/test2_r.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/ctf/test2_r.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } -} - -textures/ctf/test2_trans -{ - qer_editorimage textures/ctf/test2.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - } - { - map textures/ctf/test2.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } - -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/ctf2.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/ctf2.shader.svn-base deleted file mode 100644 index d15e6d5..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/ctf2.shader.svn-base +++ /dev/null @@ -1,343 +0,0 @@ -textures/ctf2/test2_trans_vert -{ - qer_editorimage textures/ctf/test2.tga - surfaceparm nonsolid - surfaceparm pointlight - - { - map textures/ctf/test2.tga - rgbGen vertex - } -} - -textures/ctf2/test2_r_trans_vert -{ - qer_editorimage textures/ctf/test2_r.tga - surfaceparm nonsolid - surfaceparm pointlight - { - map textures/ctf/test2_r.tga - rgbGen vertex - } -} - -textures/ctf2/redteam02 -{ - qer_editorimage textures/ctf2/redteam01.tga - cull none - surfaceparm alphashadow - surfaceparm nomarks - { - map textures/ctf2/redteam01.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } - -} -textures/ctf2/blueteam02 -{ - qer_editorimage textures/ctf2/blueteam01.tga - cull none - surfaceparm alphashadow - surfaceparm nomarks - { - map textures/ctf2/blueteam01.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } - -} -textures/ctf2/redteam01 -{ - cull none - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - { - map textures/ctf2/redteam01.tga - blendFunc Add - //rgbgen wave triangle 0.2 0.5 0 0.2 - rgbGen wave sin 1 .5 0 .2 - - } - -} - -textures/ctf2/xredteam01x -// Non Flashy version -{ - qer_editorimage textures/ctf2/redteam01.tga - cull none - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - { - map textures/ctf2/redteam01.tga - blendFunc Add - rgbgen identity - - } - -} - - -textures/ctf2/xblueteam01 -// non flashy version -{ - qer_editorimage textures/ctf2/blueteam01.tga - cull none - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - { - map textures/ctf2/blueteam01.tga - blendFunc Add - rgbgen identity - } - -} - - -textures/ctf2/blueteam01 -{ - cull none - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - { - map textures/ctf2/blueteam01.tga - blendFunc Add - //rgbgen wave triangle 0.2 0.5 0 0.2 - rgbGen wave sin 1 .8 0 .2 - - } - -} - - -textures/ctf2/red_banner02 -{ - surfaceparm alphashadow - cull none - - { - map textures/ctf2/red_banner02.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } - -} - -textures/ctf2/blue_banner02 -{ - surfaceparm alphashadow - cull none - - { - map textures/ctf2/blue_banner02.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } - -} -textures/ctf2/tin_redpanel -{ - surfaceparm metalsteps - qer_editorimage textures/proto2/tin_panel.tga - - { - map textures/effects/envmapred.tga - tcGen environment - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/proto2/tin_panel.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} -textures/ctf2/tin_blupanel -{ - surfaceparm metalsteps - qer_editorimage textures/proto2/tin_panel.tga - - { - map textures/effects/envmapblue.tga - tcGen environment - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/proto2/tin_panel.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} -textures/ctf2/blue_banner01 -{ - surfaceparm alphashadow - cull none - - { - map textures/ctf2/blue_banner01.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } - - { - map textures/ctf2/b_dummy.tga - blendFunc Add - rgbGen wave sin 1 .5 0 .5 - - } - -} -textures/ctf2/blue_techsign01 -{ - surfaceparm alphashadow - cull none - - { - map textures/ctf2/blue_techsign01.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } - - { - map textures/ctf2/b_dummy.tga - blendFunc Add - rgbGen wave sin 1 .5 0 .5 - - } - -} - -textures/ctf2/pj_baseboardr -{ - //q3map_lightimage textures/ctf2/pj_baseboardr_l.tga - //q3map_surfacelight 300 - - { - map textures/ctf2/pj_baseboardr.tga - rgbGen identity - } - { - map $lightmap - blendFunc filter - rgbGen identity - } - { - map textures/ctf2/pj_baseboardr_l.tga - blendFunc add - rgbGen wave sin .9 .5 0 .1 - } - -} -textures/ctf2/pj_baseboardb -{ - //q3map_lightimage textures/ctf2/pj_baseboardb_l.tga - //q3map_surfacelight 300 - - { - map textures/ctf2/pj_baseboardb.tga - rgbGen identity - } - { - map $lightmap - blendFunc filter - rgbGen identity - } - { - map textures/ctf2/pj_baseboardb_l.tga - blendFunc add - rgbGen wave sin .9 .5 0 .1 - } - -} - -textures/ctf2/jaildr_bluescroll -{ - qer_editorimage textures/ctf2/jaildr_blue.tga - q3map_lightimage textures/ctf2/jaildr_blue.tga - surfaceparm nomarks - q3map_surfacelight 1000 - { - map $lightmap - rgbGen identity - } - { - map textures/ctf2/jaildr_blue.tga - blendFunc GL_DST_COLOR GL_ZERO - tcMod scroll 0 -.25 - rgbGen identity - } - { - map textures/ctf2/jaildr_blue.blend.tga - rgbGen wave sin 0.5 0.5 1 1 - tcMod scroll 0 -.25 - blendfunc GL_ONE GL_ONE - } -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/default_shaderlist.txt.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/default_shaderlist.txt.svn-base deleted file mode 100644 index eb4da10..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/default_shaderlist.txt.svn-base +++ /dev/null @@ -1,23 +0,0 @@ -base_floor -base_floor2 -base_light -base_wall -base_wall2 -common -ctf -ctf2 -gothic_trim -gothic_wall -liquids -liquids2 -museum -outdoors -proto2 -sfx -sfx2 -skies -skies2 -stone2 -terrain -tim -team diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/entities-ta.def.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/entities-ta.def.svn-base deleted file mode 100644 index a5eee7a..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/entities-ta.def.svn-base +++ /dev/null @@ -1,374 +0,0 @@ -//INSTRUCTIONS -//This document contains the editor descriptions for all the new entities in -//use in Quake III: Team Arena. -// -//===================================================================== -/*QUAKED ammo_nails (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Nailgun ammo. Gives the player 25 by default. --------- KEYS -------- -wait : value is the time in seconds before the item respawns after being picked up (default 40, -1 = never respawn). -random : a random time variance in seconds is added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when picked up (default 10). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot: (NEW KEY PROPERTY) when set to 1, a bot will never seek out this item. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : the valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/nailgunam.md3"*/ - -//===================================================================== - -/*QUAKED ammo_mines (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Prox Launcher ammo. Gives the player 5 by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when picked up (default 10). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). Any teamed item with the same value will be part of this team. -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot: (NEW KEY PROPERTY) when set to 1, a bot will never seek out this item. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : The valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/proxmineam.md3"*/ - -//=========================================================================== - -/*QUAKED ammo_belt (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Chaingun ammo. Gives the player 100 by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when picked up (default 10). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot: (NEW KEY PROPERTY) when set to 1, a bot will never seek out this item. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : The valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/chaingunam.md3"*/ - -//=========================================================================== - -HOLDABLE_* ENTITIES - -//=========================================================================== - -/*QUAKED holdable_kamikaze (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -One use kamikaze item that can be picked up and used later. Does an initial wave of shock damage, knockback, then 200 damage to everything in a 256 radius. It kills the using player when used. Player can only carry one holdable item at a time. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 60, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot: (NEW KEY PROPERTY) when set to 1, a bot will never seek out this item. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : The valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/kamikazi.md3"*/ - -/*QUAKED holdable_invulnerability (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Invulnerability. Creates an energy shield that protects the player against all weapons except proximity mines. Effect lasts XX seconds. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 60, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot: (NEW KEY PROPERTY) when set to 1, a bot will never seek out this item. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : The valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/holdable/invulnerability.md3"*/ - -//=========================================================================== - -PERSISTANT POWERUPS (instant use, last until death) - -//=========================================================================== - -/*QUAKED item_scout (0.3 0.3 1) (-16 -16 -16) (16 16 16) SUSPENDED REDTEAM BLUETEAM -Scout power-up. Player moves at 2/3 haste speed. Increases rate of fire. Lasts until death. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 0, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count : time in seconds power-up will last when picked up (default 30). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot: (NEW KEY PROPERTY) when set to 1, a bot will never seek out this item. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : The valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. -REDTEAM: only player on the red team may pick up this item -BLUETEAM: only player on the blue team may pick up this item --------- NOTES -------- -These team entities are intended to respawn instantly. The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/scout.md3"*/ - -//=========================================================================== - -/*QUAKED item_guard (0.3 0.3 1) (-16 -16 -16) (16 16 16) SUSPENDED REDTEAM BLUETEAM -Guard power-up. Gives player 200 regenerating health and 200 armor (without decay over time). Lasts until death. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 0, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count : time in seconds power-up will last when picked up (default 30). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot: (NEW KEY PROPERTY) when set to 1, a bot will never seek out this item. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : The valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. -REDTEAM: only player on the red team may pick up this item -BLUETEAM: only player on the blue team may pick up this item --------- NOTES -------- -These team entities are intended to respawn instantly. The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/guard.md3"*/ - -//=========================================================================== - -/*QUAKED item_doubler (0.3 0.3 1) (-16 -16 -16) (16 16 16) SUSPENDED REDTEAM BLUETEAM -Doubler power-up. Doubles the damage of player's weapons. Lasts until death. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 0, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count : time in seconds power-up will last when picked up (default 30). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot: (NEW KEY PROPERTY) when set to 1, a bot will never seek out this item. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : The valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. -REDTEAM: only player on the red team may pick up this item -BLUETEAM: only player on the blue team may pick up this item --------- NOTES -------- -These team entities are intended to respawn instantly. The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/doubler.md3"*/ - -//=========================================================================== - -/*QUAKED item_ammoregen (0.3 0.3 1) (-16 -16 -16) (16 16 16) SUSPENDED REDTEAM BLUETEAM -Ammo Regen power-up. Slowly regenerates ammo count for all weapons currently possessed by the player. --------- KEYS -------- -gametype : the values for this key determine which gametype the entity appears in. They are tournament, ffa, single, teamdm, oneflag, obelisk, harvester -wait : time in seconds before item respawns after being picked up (default 0, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot: (NEW KEY PROPERTY) when set to 1, a bot will never seek out this item. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : The valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. -REDTEAM: only player on the red team may pick up this item -BLUETEAM: only player on the blue team may pick up this item --------- NOTES -------- -These team entities are intended to respawn instantly. The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo.md3"*/ - -//=========================================================================== -TEAM ARENA TEAMPLAY ENTITIES [NEW] - -//============================================================================= - -/*QUAKED team_CTF_neutralflag (1 .2 1) (-16 -16 -24) (16 16 32) SUSPENDED -Neutral flag (One Flag CTF only). --------- KEYS -------- -angle : an angle facing needs to be set for this entity. This item has a specific facing. -gametype : The valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/flags/n_flag.md3"*/ - -//============================================================================= - -/*QUAKED team_redobelisk (1 .2 0) (-16 -16 0) (16 16 88) -Red team Obelisk. Used for Overload, CTF, Oneflag, and Harvester game types for various functions. Facing needs to be set. --------- KEYS -------- -angle : an angle facing needs to be set for this entity. This item has a specific facing. -gametype : The valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas. --------- NOTES -------- -Do not assign a gametype to this item unless the location of your CTF flags and your Overload obelisk will be different. It is used in all four team game types. The game will call for it as needed. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/overload_base.md3"*/ - -//============================================================================= - -/*QUAKED team_blueobelisk (0 .2 1) (-16 -16 0) (16 16 88) -Blue team Obelisk. Used for Overload and Harvester game types. Facing needs to be set. --------- KEYS -------- -angle : an angle facing needs to be set for this entity. This item has a specific facing. -gametype : The valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas. --------- NOTES -------- -Do not assign a gametype to this item. It is used in all four team game types. the The game will call for it as needed. --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/overload_base.md3"*/ - -//============================================================================= - -/*QUAKED team_neutralobelisk (1 .2 1) (-16 -16 0) (16 16 88) -Neutral Obelisk (Harvester only). --------- KEYS -------- -gametype : The valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas. --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/obelisk/obelisk.md3"*/ - - - -//=========================================================================== -TEAM ARENA WEAPONS - -//=========================================================================== - -/*QUAKED weapon_chaingun (0 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Chaingun. A rapid fire instant hit weapon. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when weapon is picked up (default 10). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot: (NEW KEY PROPERTY) when set to 1, a bot will never seek out this item. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : The valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons/vulcan/vulcan.md3"*/ - -//============================================================================= - -/*QUAKED weapon_nailgun (0 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Nailgun. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when weapon is picked up (default 10). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot: (NEW KEY PROPERTY) when set to 1, a bot will never seek out this item. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons/nailgun/nailgun.md3"*/ - -//=========================================================================== - -/*QUAKED weapon_prox_launcher (0 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Proximity Mine Launcher. Lobs a mine which checks for proximity of a player or a time out. In team play, the mines are differentiated by teams. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when weapon is picked up (default 10). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot: (NEW KEY PROPERTY) when set to 1, a bot will never seek out this item. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : The valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons/proxmine/proxmine.md3"*/ - - - diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/gothic_trim.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/gothic_trim.shader.svn-base deleted file mode 100644 index 100fa7c..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/gothic_trim.shader.svn-base +++ /dev/null @@ -1,296 +0,0 @@ - -textures/gothic_trim/baseboard09_p_shiny -{ - - - { - map $lightmap - rgbGen identity - } - - { - map textures/gothic_trim/baseboard09_p_shiny.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } -} - -textures/gothic_trim/border6_trans -{ - qer_editorimage textures/gothic_trim/border6.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/gothic_trim/border6.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - } -} - -textures/gothic_trim/column2c_trans -{ - qer_editorimage textures/gothic_trim/column2c_test.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/gothic_trim/column2c_test.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/gothic_trim/gothgrate2 -{ - surfaceparm metalsteps - cull none - - { - map textures/gothic_trim/gothgrate2.tga - blendFunc GL_ONE GL_ZERO - rgbGen identity - alphaFunc GT0 - depthWrite - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - depthFunc equal - } -} - -textures/gothic_trim/km_arena1tower4_shiny -{ - - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_trim/km_arena1tower4_shiny.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/gothic_trim/metalsupport4b_trans -{ - qer_editorimage textures/gothic_trim/metalsupport4b.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/gothic_trim/metalsupport4b.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/gothic_trim/metalsupport4h_shiny -{ - - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_trim/metalsupport4h_shiny.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/gothic_trim/metalsupport4h_trans -{ - qer_editorimage textures/gothic_trim/metalsupport4h_shiny.tga - surfaceparm nonsolid - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_trim/metalsupport4h_shiny.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/gothic_trim/metalsupport4j_trans -{ - qer_editorimage textures/gothic_trim/metalsupport4j.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_trim/metalsupport4j.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } -} - -textures/gothic_trim/metlsupport4i_shiney -{ - qer_editorimage textures/gothic_trim/xmetalsupport4i_alpha.tga - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_trim/xmetalsupport4i_alpha.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/gothic_trim/pitted_rust2_trans -{ - qer_editorimage textures/gothic_trim/pitted_rust2.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/gothic_trim/pitted_rust2.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/gothic_trim/pitted_rust3_trans -{ - qer_editorimage textures/gothic_trim/pitted_rust3.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/gothic_trim/pitted_rust3.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/gothic_trim/supportborderside_shiney -{ - qer_editorimage textures/gothic_trim/xsupportborderside_shiney.tga - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_trim/xsupportborderside_shiney.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/gothic_trim/tongue_bone -{ - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_trim/tongue_bone.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_trim/tongue_bone.blend.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin 0.5 0.5 0 0.2 - } -} - -textures/gothic_trim/x_noblight -{ - q3map_lightimage textures/gothic_trim/x_noblightfx.tga - q3map_surfacelight 100 - { - map textures/sfx/firegorre2.tga - tcmod scroll .1 1 - tcmod scale 1 1 - } - { - map textures/gothic_trim/x_noblight.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - { - map textures/gothic_trim/x_noblightfx.tga - blendFunc add - rgbGen wave sin .5 .5 0 .1 - } -} - -textures/gothic_trim/zinc_shiny -{ - - { - map textures/effects/tinfx.tga - tcGen environment - rgbGen identity - } - { - map textures/gothic_trim/zinc_shiny.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/gothic_wall.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/gothic_wall.shader.svn-base deleted file mode 100644 index 4203aec..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/gothic_wall.shader.svn-base +++ /dev/null @@ -1,120 +0,0 @@ - -textures/gothic_wall/iron01_m -{ - qer_editorimage textures/gothic_wall/iron01_m.tga - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_wall/iron01_m.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/gothic_wall/iron01_ndark -{ - qer_editorimage textures/gothic_wall/iron01_ndark.tga - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_wall/iron01_ndark.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/gothic_wall/streetbricks10_shiny -{ - qer_editorimage textures/gothic_wall/streetbricks11.tga - q3map_globaltexture - sort opaque - - { - map $lightmap - tcmod scale 2 2 - rgbgen identity - } - - { - map textures/gothic_wall/streetbricks11.tga - rgbGen identity - blendfunc gl_one gl_src_color - } - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbgen identity - } - - -} - -textures/gothic_wall/window_evil6a - -{ - q3map_lightimage textures/gothic_wall/window_evil6a_glow.tga - q3map_surfacelight 50 - - { - map $lightmap - rgbGen identity - } - - { - map textures/gothic_wall/window_evil6a.tga - blendfunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - { - map textures/gothic_wall/window_evil6a_glow.tga - blendfunc GL_ONE GL_ONE - rgbGen identity - } - -} - -textures/gothic_wall/xoct20c_shiney -{ - qer_editorimage textures/gothic_wall/xoct20c_shiney.tga - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_wall/xoct20c_shiney.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/gothic_wall/xpipecolumn_gray_shiny -{ - - { - map textures/effects/tinfx.tga - tcGen environment - rgbGen identity - } - { - map textures/gothic_wall/xpipecolumn_gray_shiny.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/liquids.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/liquids.shader.svn-base deleted file mode 100644 index fd2d50c..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/liquids.shader.svn-base +++ /dev/null @@ -1,1153 +0,0 @@ -textures/liquids/x_calm_pool_nolight - { - // ************************************************* - // * CALM GREEN WATER POOL oct.6.2000 - // * same as calm water but emits NO light -Xian * - // * IF YOU CHANGE THIS PLEASE COMMENT THE CHANGE * - // ************************************************* - - - qer_editorimage textures/liquids/pool3d_4b.tga - q3map_globaltexture - qer_trans .75 - - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - - cull disable - tesssize 256 - deformVertexes wave 100 sin 1 1 1 .1 - - - - { - map textures/liquids/pool3d_5c2.tga - blendFunc GL_dst_color GL_zero - rgbgen identity - tcmod scale .5 .5 - tcmod transform 1.5 0 1.5 1 1 2 - tcmod scroll -.05 .001 - } - - { - map textures/liquids/pool3d_6c2.tga - blendFunc GL_dst_color GL_zero - rgbgen identity - tcmod scale .5 .5 - tcmod transform 0 1.5 1 1.5 2 1 - tcmod scroll .025 -.001 - } - - { - map textures/liquids/pool3d_3c2.tga - blendFunc GL_dst_color GL_zero - rgbgen identity - tcmod scale .25 .5 - tcmod scroll .001 .025 - } - { - map textures/liquids/pool3d_4b2.tga - blendfunc add - tcmod scale .125 .125 - rgbgen identity - } - - - // END - } - - - -textures/liquids/calm_pool_nolight - { - // ************************************************* - // * CALM GREEN WATER POOL oct.6.2000 - // * same as calm water but emits NO light -Xian * - // * IF YOU CHANGE THIS PLEASE COMMENT THE CHANGE * - // ************************************************* - - - qer_editorimage textures/liquids/pool3d_4b.tga - q3map_globaltexture - qer_trans .75 - - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - - cull disable - tesssize 64 - deformVertexes wave 100 sin 1 1 1 .1 - - - - { - map textures/liquids/pool3d_5c2.tga - blendFunc GL_dst_color GL_zero - rgbgen identity - tcmod scale .5 .5 - tcmod transform 1.5 0 1.5 1 1 2 - tcmod scroll -.05 .001 - } - - { - map textures/liquids/pool3d_6c2.tga - blendFunc GL_dst_color GL_zero - rgbgen identity - tcmod scale .5 .5 - tcmod transform 0 1.5 1 1.5 2 1 - tcmod scroll .025 -.001 - } - - { - map textures/liquids/pool3d_3c2.tga - blendFunc GL_dst_color GL_zero - rgbgen identity - tcmod scale .25 .5 - tcmod scroll .001 .025 - } - { - map textures/liquids/pool3d_4b2.tga - blendfunc add - tcmod scale .125 .125 - rgbgen identity - } - - - // END - } - - - -textures/liquids/protolava -{ - - q3map_globaltexture - surfaceparm trans - //surfaceparm nonsolid - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 600 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/protolava2.tga - tcmod scale .2 .2 - tcmod scroll .04 .03 - tcMod turb 0 .1 0 .01 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/liquids/protolava.tga - blendfunc blend - tcMod turb 0 .2 0 .1 - } - -} - -textures/liquids/watertest - -// ************************************************************ -// * Water test with environmentmap. Created September 21* -// ************************************************************ - - { - qer_editorimage textures/liquids/pool3d_3b.tga - qer_trans .5 - q3map_globaltexture - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - - cull disable - tessSize 32 - deformVertexes normal .15 2 - deformVertexes bulge 128 5 2 - { - map $lightmap - blendfunc filter - } - - { - map textures/liquids/pool3d_4byell2.tga - blendfunc add - tcgen environment - // tcMod scroll .05 .05 - } - - - } - - - - -textures/liquids/flatripplewater_1500 -{ - // Added to g3map_global texture on May 11, 1999 - qer_editorimage textures/liquids/pool2.tga - q3map_globaltexture - q3map_lightsubdivide 32 - //surfaceparm trans - //surfaceparm nonsolid - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 500 - cull disable - -// tesssize 128 -// cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/pool2.tga - tcMod turb 0 .2 0 .1 - } -} - -textures/liquids/xctf_painwater - { - qer_editorimage textures/liquids/pool2.tga - q3map_globaltexture - qer_trans .5 - - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - q3map_surfacelight 450 - - cull disable - tesssize 64 - deformVertexes wave 100 sin 1 1 1 .1 - { - map textures/liquids/pool2.tga - blendfunc GL_ONE GL_SRC_COLOR - tcMod scale .03 .03 - tcMod scroll .001 .001 - } - { - map textures/liquids/pool3.tga - blendfunc GL_DST_COLOR GL_ONE - tcMod turb .1 .1 0 .01 - tcMod scale .5 .5 - tcMod scroll -.025 .02 - } - { - map textures/sfx/bolts.tga - blendfunc GL_ONE GL_ONE - tcMod scale .2 .2 - //tcGen environment - tcMod scroll .1 .1 - tcmod rotate 290 - //rgbgen wave sin .1 1 5 .1 - } - } -textures/liquids/clear_calm1 - -// ********************************************************* -// * Medium clear calm water. Created September 9 * -// ********************************************************* - - { - qer_editorimage textures/liquids/pool3d_3e.tga - qer_trans .5 - q3map_globaltexture - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - - cull disable - deformVertexes wave 64 sin .25 .25 0 .5 - { - map textures/liquids/pool3d_5e.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod scroll .025 .01 - } - - { - map textures/liquids/pool3d_3e.tga - blendFunc GL_dst_color GL_one - tcmod scale -.5 -.5 - tcmod scroll .025 .025 - } - - - { - map $lightmap - blendFunc GL_dst_color GL_zero - rgbgen identity - } - - - -// END - } - -textures/liquids/clear_ripple3 - -// ********************************************************* -// * Medium clear ripple water. Created September 9 * -// ********************************************************* - - { - qer_editorimage textures/liquids/pool3d_3c.tga - qer_trans .5 - q3map_globaltexture - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - - cull disable - deformVertexes wave 64 sin .5 .5 0 .5 - - { - map textures/liquids/pool3d_5c.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 1.5 0 1.5 1 1 2 - tcmod scroll -.05 .001 - } - - { - map textures/liquids/pool3d_6c.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 0 1.5 1 1.5 2 1 - tcmod scroll .025 -.001 - } - - { - map textures/liquids/pool3d_3c.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .25 .5 - tcmod scroll .001 .025 - } - - { - map $lightmap - blendFunc GL_dst_color GL_zero - rgbgen identity - } - - -// END - } - - -textures/liquids/clear_ripple2 - -// ********************************************************* -// * Small clear ripple water. Created September 9 * -// ********************************************************* - - { - qer_editorimage textures/liquids/pool3d_3b.tga - qer_trans .5 - q3map_globaltexture - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - - cull disable - deformVertexes wave 64 sin .5 .5 0 .5 - - { - map textures/liquids/pool3d_5b.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 1.5 0 1.5 1 1 2 - tcmod scroll -.05 .001 - } - - { - map textures/liquids/pool3d_6b.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 0 1.5 1 1.5 2 1 - tcmod scroll .025 -.001 - } - - { - map textures/liquids/pool3d_3b.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .25 .5 - tcmod scroll .001 .025 - } - - { - map $lightmap - blendFunc GL_dst_color GL_zero - rgbgen identity - } - - -// END - } - - -textures/liquids/clear_ripple1 - -// ********************************************************* -// * Large clear ripple water. Created September 9 * -// ********************************************************* - - { - qer_editorimage textures/liquids/pool3d_3.tga - qer_trans .5 - q3map_globaltexture - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - - cull disable - deformVertexes wave 64 sin .5 .5 0 .5 - - - { - map textures/liquids/pool3d_5.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 1.5 0 1.5 1 1 2 - tcmod scroll -.05 .001 - } - - { - map textures/liquids/pool3d_6.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 0 1.5 1 1.5 2 1 - tcmod scroll .025 -.001 - } - - { - map textures/liquids/pool3d_3.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .25 .5 - tcmod scroll .001 .025 - } - - { - map $lightmap - blendFunc GL_dst_color GL_zero - rgbgen identity - } -// END - } - -textures/liquids/clear_ripple1_q3dm1 - -// ********************************************************* -// * Large clear ripple water. Created September 9 * -// ********************************************************* - - { - qer_editorimage textures/liquids/pool3d_3.tga - qer_trans .5 - q3map_globaltexture - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - - cull disable - deformVertexes wave 64 sin .5 .5 0 .5 - - - { - map textures/liquids/pool3d_5.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 1.5 0 1.5 1 1 2 - tcmod scroll -.05 .001 - } - - { - map textures/liquids/pool3d_6.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 0 1.5 1 1.5 2 1 - tcmod scroll .025 -.001 - } - - { - map textures/liquids/pool3d_3.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .25 .5 - tcmod scroll .001 .025 - } - - { - map $lightmap - blendFunc GL_dst_color GL_zero - rgbgen identity - } -} - -textures/liquids/lavahell -{ - q3map_globaltexture - surfaceparm noimpact - surfaceparm trans - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 600 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } - - - -// END -} - -textures/liquids/lavahell_xdm1 -{ - qer_editorimage textures/liquids/lavahell.tga - // Added to g3map_global texture on May 11, 1999 - q3map_globaltexture - //surfaceparm trans - //surfaceparm nonsolid - surfaceparm nodlight - surfaceparm noimpact - //surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 600 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } - -// END -} - -textures/liquids/lavahell_1000 -{ - // Added to g3map_global texture on May 11, 1999 - qer_editorimage textures/liquids/lavahell.tga - q3map_globaltexture - surfaceparm trans - //surfaceparm nonsolid - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 1000 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } -} - -textures/liquids/lavahell_2000 -{ - // Added to g3map_global texture on May 11, 1999 - qer_editorimage textures/liquids/lavahell.tga - q3map_globaltexture - surfaceparm trans - //surfaceparm nonsolid - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 2000 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } -} -textures/liquids/lavahell_750 -{ - // Added to g3map_global texture on May 11, 1999 - qer_editorimage textures/liquids/lavahell.tga - q3map_globaltexture - q3map_lightsubdivide 32 - surfaceparm trans - //surfaceparm nonsolid - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 500 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } -} - -textures/liquids/flatlavahell_1500 -{ - // Added to g3map_global texture on May 11, 1999 - qer_editorimage textures/liquids/lavahell.tga - q3map_globaltexture - q3map_lightsubdivide 32 - //surfaceparm trans - //surfaceparm nonsolid - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 1500 - cull disable - -// tesssize 128 -// cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } - -} - - -textures/liquids/lavahell_2500 -{ - // Added to g3map_global texture on May 11, 1999 - qer_editorimage textures/liquids/lavahell.tga - q3map_globaltexture - surfaceparm trans - //surfaceparm nonsolid - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 2500 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } -} - -textures/liquids/lavahelldark -{ - // Added to g3map_global texture on May 11, 1999 - qer_editorimage textures/liquids/lavahell.tga - q3map_globaltexture - surfaceparm trans - //surfaceparm nonsolid - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 150 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } - -// END -} - -textures/liquids/lavahellflat_400 -{ - // Added to g3map_global texture on May 11, 1999 - qer_editorimage textures/liquids/lavahell.tga - q3map_globaltexture - surfaceparm trans - //surfaceparm nonsolid - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 400 - cull disable - - tesssize 128 - cull disable - //deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } - -} - -textures/liquids/calm_pool - { - // ************************************************* - // * CALM GREEN WATER POOL Feb 19, 1998 * - // * IF YOU CHANGE THIS PLEASE COMMENT THE CHANGE * - // ************************************************* - - // Added to g3map_global texture on May 11, 1999 - qer_editorimage textures/liquids/pool2.tga - qer_trans .5 - q3map_globaltexture - - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - - cull disable - tesssize 64 - deformVertexes wave 100 sin 1 1 1 .1 - - - - { - map textures/liquids/pool2.tga - blendfunc GL_ONE GL_SRC_COLOR - tcMod scale .03 .03 - tcMod scroll .001 .001 - } - - { - map textures/liquids/pool3.tga - blendfunc GL_DST_COLOR GL_ONE - tcMod turb .1 .1 0 .01 - tcMod scale .5 .5 - tcMod scroll -.025 .02 - } - - - // END -} - -textures/liquids/calm_poollight - { - // ************************************************* - // * CALM GREEN WATER POOL may 5 1999 - // * same as calm water but emits light * - // * IF YOU CHANGE THIS PLEASE COMMENT THE CHANGE * - // ************************************************* - - - qer_editorimage textures/liquids/pool3d_4b.tga - q3map_globaltexture - qer_trans .75 - - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - q3map_surfacelight 50 - - cull disable - tesssize 64 - deformVertexes wave 100 sin 1 1 1 .1 - - - - { - map textures/liquids/pool3d_5c2.tga - blendFunc GL_dst_color GL_zero - rgbgen identity - tcmod scale .5 .5 - tcmod transform 1.5 0 1.5 1 1 2 - tcmod scroll -.05 .001 - } - - { - map textures/liquids/pool3d_6c2.tga - blendFunc GL_dst_color GL_zero - rgbgen identity - tcmod scale .5 .5 - tcmod transform 0 1.5 1 1.5 2 1 - tcmod scroll .025 -.001 - } - - { - map textures/liquids/pool3d_3c2.tga - blendFunc GL_dst_color GL_zero - rgbgen identity - tcmod scale .25 .5 - tcmod scroll .001 .025 - } - { - map textures/liquids/pool3d_4b2.tga - blendfunc add - tcmod scale .125 .125 - rgbgen identity - } - -} - -textures/liquids/calm_poollight2 - { - // ************************************************* - // * CALM GREEN WATER POOL may 5 1999 - // * same as calm water but emits light * - // * IF YOU CHANGE THIS PLEASE COMMENT THE CHANGE * - // ************************************************* - - - qer_editorimage textures/liquids/pool3d_4b.tga - q3map_globaltexture - qer_trans .75 - - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - q3map_surfacelight 50 - - cull disable - tesssize 512 - deformVertexes wave 100 sin 1 1 1 .1 - - - - { - map textures/liquids/pool3d_5c2.tga - blendFunc GL_dst_color GL_zero - rgbgen identity - tcmod scale .5 .5 - tcmod transform 1.5 0 1.5 1 1 2 - tcmod scroll -.05 .001 - } - - { - map textures/liquids/pool3d_6c2.tga - blendFunc GL_dst_color GL_zero - rgbgen identity - tcmod scale .5 .5 - tcmod transform 0 1.5 1 1.5 2 1 - tcmod scroll .025 -.001 - } - - { - map textures/liquids/pool3d_3c2.tga - blendFunc GL_dst_color GL_zero - rgbgen identity - tcmod scale .25 .5 - tcmod scroll .001 .025 - } - { - map textures/liquids/pool3d_4b2.tga - blendfunc add - tcmod scale .125 .125 - rgbgen identity - } - - - // END -} - -textures/liquids/calm_pool_bgtess - { - // ************************************************* - // * CALM GREEN WATER POOL Feb 19, 1998 * - // * IF YOU CHANGE THIS PLEASE COMMENT THE CHANGE * - // * Large tesselations added on May 26, '99 - // ************************************************* - - // Added to g3map_global texture on May 11, 1999 - qer_editorimage textures/liquids/pool2.tga - qer_trans .5 - q3map_globaltexture - - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - - cull disable - tesssize 256 - deformVertexes wave 256 sin 1 1 1 .1 - - - - { - map textures/liquids/pool2.tga - blendfunc GL_ONE GL_SRC_COLOR - tcMod scale .03 .03 - tcMod scroll .001 .001 - } - - { - map textures/liquids/pool3.tga - blendfunc GL_DST_COLOR GL_ONE - tcMod turb .1 .1 0 .01 - tcMod scale .5 .5 - tcMod scroll -.025 .02 - } - - - // END -} - - textures/liquids/proto_poolpass - { - /////////////////////////////////////////// - //Electric Slime. FOUR passes of FURY ---// - /////////////////////////////////////////// - - q3map_globaltexture - //qer_editorimage textures/liquids/proto_pool3.tga - q3map_lightimage textures/liquids/proto_pool3.tga - q3map_globaltexture - q3map_surfacelight 240 - // tesssize 256 - //deformVertexes wave 100 sin 1 5 .1 .5 - surfaceparm slime - - { - map textures/liquids/proto_gruel2.tga - //tcMod scale 1 1 - tcMod scale .5 .6 - //tcMod scroll .4 .01 - tcMod turb .1 .25 0 -.1 - - } - //{ - // map textures/liquids/proto_poolpass2.tga - // blendfunc GL_ONE GL_ONE - // tcMod scale .5 .6 - // //tcMod scroll .6 .04 - // tcMod turb .1 .25 0 .01 - //} - { - map textures/liquids/proto_poolpass.tga - blendfunc GL_ONE GL_ONE - tcMod scale .2 .2 - //tcMod scroll .5 .05 - tcMod turb .1 .25 0 .07 - } - { - map $lightmap - rgbgen identity - blendfunc GL_DST_COLOR GL_ZERO - } - { - map textures/sfx/bolts.tga - blendfunc GL_ONE GL_ONE - tcMod scale .2 .2 - //tcGen environment - tcMod scroll .1 .1 - tcmod rotate 290 - //rgbgen wave sin .1 1 5 .1 - } - - -} - -ripplewater2_back - { - // Added to g3map_global texture on May 11, 1999 - q3map_globaltexture - // this is used when looking from inside the water to the outside - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - -// fogonly - { - map textures/liquids/ripplewater3.tga - blendfunc GL_DST_COLOR GL_SRC_COLOR - tcMod scale .05 .05 - tcGen environment - tcMod scroll .001 .001 - } - - // END -} - -textures/liquids/slime1 - { - // ************************************************* - // * SLIME Feb 11 1999 * - // * IF YOU CHANGE THIS PLEASE COMMENT THE CHANGE * - // ************************************************* - - // Added to g3map_global texture on May 11, 1999 - qer_editorimage textures/liquids/slime7.tga - q3map_lightimage textures/liquids/slime7.tga - q3map_globaltexture - qer_trans .5 - - surfaceparm noimpact - surfaceparm slime - surfaceparm nolightmap - surfaceparm trans - - q3map_surfacelight 100 - tessSize 32 - cull disable - - deformVertexes wave 100 sin 0 1 .5 .5 - - { - map textures/liquids/slime7c.tga - tcMod turb .3 .2 1 .05 - tcMod scroll .01 .01 - } - - { - map textures/liquids/slime7.tga - blendfunc GL_ONE GL_ONE - tcMod turb .2 .1 1 .05 - tcMod scale .5 .5 - tcMod scroll .01 .01 - } - - { - map textures/liquids/bubbles.tga - blendfunc GL_ZERO GL_SRC_COLOR - tcMod turb .2 .1 .1 .2 - tcMod scale .05 .05 - tcMod scroll .001 .001 - } - - // END - } - -textures/liquids/slime1_2000 - { - // ************************************************* - // * SLIME Feb 11 1999 * - // * IF YOU CHANGE THIS PLEASE COMMENT THE CHANGE * - // ************************************************* - - // Added to g3map_global texture on May 11, 1999 - qer_editorimage textures/liquids/slime7.tga - q3map_lightimage textures/liquids/slime7.tga - q3map_globaltexture - qer_trans .5 - - surfaceparm noimpact - surfaceparm slime - surfaceparm nolightmap - surfaceparm trans - - q3map_surfacelight 2000 - tessSize 32 - cull disable - - deformVertexes wave 100 sin 0 1 .5 .5 - - { - map textures/liquids/slime7c.tga - tcMod turb .3 .2 1 .05 - tcMod scroll .01 .01 - } - - { - map textures/liquids/slime7.tga - blendfunc GL_ONE GL_ONE - tcMod turb .2 .1 1 .05 - tcMod scale .5 .5 - tcMod scroll .01 .01 - } - - { - map textures/liquids/bubbles.tga - blendfunc GL_ZERO GL_SRC_COLOR - tcMod turb .2 .1 .1 .2 - tcMod scale .05 .05 - tcMod scroll .001 .001 - } - - // END -} - -textures/hell/lavasolid -{ - // Added to g3map_global texture on May 11, 1999 - q3map_globaltexture - surfaceparm noimpact - surfaceparm nolightmap - q3map_surfacelight 450 - - tesssize 64 - deformVertexes wave 100 sin 2 2 0 0.1 - - { - map textures/hell/lava2d.tga - tcGen environment - tcMod turb 0 0.25 0 0.05 - } - - { - map textures/hell/lava2d.tga - blendfunc GL_ONE GL_ONE - tcMod turb 0 0.25 0 0.05 - } -} - -textures/liquids/lavahell_2500_subd -{ - // Added to g3map_global texture on May 11, 1999 - qer_editorimage textures/liquids/lavahell.tga - q3map_lightsubdivide 32 - q3map_globaltexture - surfaceparm trans - //surfaceparm nonsolid - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 2500 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } -} - diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/liquids2.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/liquids2.shader.svn-base deleted file mode 100644 index 244dab4..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/liquids2.shader.svn-base +++ /dev/null @@ -1,243 +0,0 @@ -textures/liquids2/calm_poollight2nt - { - - - - qer_editorimage textures/liquids/pool3d_4b.tga - q3map_globaltexture - qer_trans .75 - - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - q3map_surfacelight 50 - - cull disable - - - - { - map textures/liquids/pool3d_5c2.tga - blendFunc GL_dst_color GL_zero - rgbgen identity - tcmod scale .5 .5 - tcmod transform 1.5 0 1.5 1 1 2 - tcmod scroll -.05 .001 - } - - { - map textures/liquids/pool3d_6c2.tga - blendFunc GL_dst_color GL_zero - rgbgen identity - tcmod scale .5 .5 - tcmod transform 0 1.5 1 1.5 2 1 - tcmod scroll .025 -.001 - } - - { - map textures/liquids/pool3d_3c2.tga - blendFunc GL_dst_color GL_zero - rgbgen identity - tcmod scale .25 .5 - tcmod scroll .001 .025 - } - { - map textures/liquids/pool3d_4b2.tga - blendfunc add - tcmod scale .125 .125 - rgbgen identity - } - - - // END - } - -textures/liquids2/water_volume - - { - qer_editorimage textures/liquids/pool3d_3.tga - qer_trans .5 - surfaceparm nodraw - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - - cull disable - -// END - } - - -textures/liquids2/clear_ripple1v - - { - qer_editorimage textures/liquids/pool3d_3.tga - qer_trans .5 - q3map_globaltexture - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - - cull disable - deformVertexes wave 64 sin .5 .5 0 .5 - - - { - map textures/liquids/pool3d_5.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 1.5 0 1.5 1 1 2 - tcmod scroll -.05 .001 - } - - { - map textures/liquids/pool3d_6.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 0 1.5 1 1.5 2 1 - tcmod scroll .025 -.001 - } - - { - map textures/liquids/pool3d_3.tga - blendFunc GL_dst_color GL_one - rgbgen vertex - tcmod scale .25 .5 - tcmod scroll .001 .025 - } - -// END - } - -textures/liquids2/clear_ripple1_q3dm1v - - { - qer_editorimage textures/liquids/pool3d_3.tga - qer_trans .5 - q3map_globaltexture - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - - cull disable - deformVertexes wave 64 sin .5 .5 0 .5 - - - { - map textures/liquids/pool3d_5.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 1.5 0 1.5 1 1 2 - tcmod scroll -.05 .001 - } - - { - map textures/liquids/pool3d_6.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 0 1.5 1 1.5 2 1 - tcmod scroll .025 -.001 - } - - { - map textures/liquids/pool3d_3.tga - blendFunc GL_dst_color GL_one - rgbgen vertex - tcmod scale .25 .5 - tcmod scroll .001 .025 - } - -// END - } -textures/liquids2/clear_calm1v - - { - qer_editorimage textures/liquids/pool3d_3e.tga - qer_trans .5 - q3map_globaltexture - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - - cull disable - deformVertexes wave 64 sin .25 .25 0 .5 - { - map textures/liquids/pool3d_5e.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod scroll .025 .01 - - } - - { - map textures/liquids/pool3d_3e.tga - blendFunc GL_dst_color GL_one - tcmod scale -.5 -.5 - tcmod scroll .025 .025 - rgbGen vertex - } - - - - - -// END - } -textures/liquids2/pjslime - { - // ************************************************* - // * ORIGINAL SLIME Feb 11 1999 * - // * IF YOU CHANGE THIS PLEASE COMMENT THE CHANGE * - // * - // ************************************************* - //Changed light value to 400 on May 17, 2000 - // Added to g3map_global texture on May 11, 1999 - q3map_lightimage textures/proto2/concrete_blue.tga - q3map_globaltexture - qer_trans .5 - - surfaceparm noimpact - surfaceparm lava - surfaceparm trans - - q3map_surfacelight 500 - tessSize 64 - //cull disable - deformVertexes wave 100 sin 1 2 0 .5 - - - { - map $lightmap - rgbgen identity - } - - - { - map textures/liquids2/pjslime.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - tcMod turb 0 .2 .5 .05 - tcmod scroll .01 .01 - } - - - - { - map textures/liquids2/pjslime2.tga - blendfunc add - rgbgen wave inversesawtooth 0 1 0 4 - tcMod turb 0 .2 .5 .05 - tcmod scroll .01 .01 - } - -} - - - \ No newline at end of file diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/museum.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/museum.shader.svn-base deleted file mode 100644 index c33ec1e..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/museum.shader.svn-base +++ /dev/null @@ -1,28 +0,0 @@ - -////////////////////////////// -// Rainy Concrete floor // -////////////////////////////// - -textures/base_floor/concfloor_rain -{ - tessSize 32 - deformVertexes normal 1 15 - { - map textures/base_floor/concfloor_rain.tga - rgbGen identity - } - { - map textures/liquids/pj_e3_reflection2b.tga - Blendfunc add - tcgen environment - rgbgen wave sin .3 0 0 0 - tcmod scale 2 2 - tcMod scroll .5 .5 - } - { - map $lightmap - blendFunc filter - rgbGen identity - } -} - diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/proto2.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/proto2.shader.svn-base deleted file mode 100644 index 9682be1..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/proto2.shader.svn-base +++ /dev/null @@ -1,1833 +0,0 @@ -textures/proto2/winframe -{ - - { - map models/weapons/nailgun/nailgun_env.tga - //tcMod scale 2 2 - tcGen environment - rgbGen identity - } - { - map textures/proto2/winframe.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/proto2/mpintro -{ - - qer_editorimage textures/proto2/ed_movie.tga - surfaceparm trans - surfaceparm nolightmap - cull disable - - { - map textures/proto2/shiny_black.tga - tcGen environment - rgbGen identity - } - - { - videoMap mpteam6.roq - blendFunc add - rgbGen identity - } - - -} -textures/proto2/mpteam1 -{ - - qer_editorimage textures/proto2/ed_movie.tga - surfaceparm trans - surfaceparm nolightmap - cull disable - - { - map textures/proto2/shiny_black.tga - tcGen environment - rgbGen identity - } - - { - videoMap mpteam1.roq - blendFunc add - rgbGen identity - } - - -} - -textures/proto2/mpteam3_movie -{ - - qer_editorimage textures/proto2/ed_movie.tga - surfaceparm trans - surfaceparm nolightmap - cull disable - - { - map textures/proto2/shiny_black.tga - tcGen environment - rgbGen identity - } - - { - videoMap mpteam3.roq - blendFunc add - rgbGen identity - } - - -} - - -textures/proto2/mpteam5_mv -{ - - qer_editorimage textures/proto2/ed_movie.tga - surfaceparm trans - surfaceparm nolightmap - cull disable - - { - map textures/proto2/shiny_black.tga - tcGen environment - rgbGen identity - } - - { - videoMap mpteam5.roq - blendFunc add - rgbGen identity - } - -} - -textures/proto2/mpterra2_mv -{ - - qer_editorimage textures/proto2/ed_movie.tga - surfaceparm trans - surfaceparm nolightmap - cull disable - - { - map textures/proto2/shiny_black.tga - tcGen environment - rgbGen identity - } - - { - videoMap mpterra2.roq - blendFunc add - rgbGen identity - } - -} - - -textures/proto2/redflag -{ - - surfaceparm trans - surfaceparm nolightmap - nopicmip - - { - map textures/proto2/redflag.tga - alphaFunc GE128 - } - - -} - -textures/proto2/blueflag -{ - - surfaceparm trans - surfaceparm nolightmap - nopicmip - - { - map textures/proto2/blueflag.tga - alphaFunc GE128 - } - - -} - - -textures/proto2/oneflag -{ - - surfaceparm trans - surfaceparm nolightmap - nopicmip - - { - map textures/proto2/oneflag.tga - alphaFunc GE128 - } - - -} - -textures/proto2/harvest -{ - - surfaceparm trans - surfaceparm nolightmap - nopicmip - - { - map textures/proto2/harvest.tga - alphaFunc GE128 - } - - -} - -textures/proto2/redob -{ - - surfaceparm trans - surfaceparm nolightmap - nopicmip - - { - map textures/proto2/redob.tga - alphaFunc GE128 - } - - -} -textures/proto2/blueob -{ - - surfaceparm trans - surfaceparm nolightmap - nopicmip - - { - map textures/proto2/blueob.tga - alphaFunc GE128 - } - - -} - - -textures/proto2/urhere -{ - - surfaceparm trans - surfaceparm nolightmap - nopicmip - - { - map textures/proto2/urhere.tga - alphaFunc GE128 - } - - -} - - -textures/proto2/terramap01 -{ - - surfaceparm trans - surfaceparm nolightmap - nopicmip - - { - map textures/proto2/terramap01.tga - blendFunc add - rgbGen wave sin 1 .2 0 .75 - } - { - map textures/proto2/terramap02.tga - BlendFunc add - tcmod scale 1.75 1 - tcmod scroll -3.75 0 - rgbGen wave inversesawtooth 1 .2 0 .75 - } - -} - -ui/assets/logo01 -{ - - nopicmip - - { - map ui/assets/logo01.tga - BlendFunc add - rgbGen wave triangle 1 1 0 .25 - } - { - map ui/assets/logo02.tga - BlendFunc add - tcmod scroll .43 0 - rgbGen wave triangle 1 1 0 .75 - } - { - map ui/assets/logo02.tga - BlendFunc add - tcmod scroll -.51 0 - rgbGen wave triangle 1 1 0 1 - } - { - map ui/assets/logo03.tga - BlendFunc add - tcmod scroll -.3 0 - } - { - map ui/assets/logo03.tga - BlendFunc add - tcmod scroll .25 0 - } - -} - -textures/proto2/xflag01 -{ - surfaceparm alphashadow - cull none - - { - map textures/proto2/xflag01.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } - -} - -textures/proto2/grill03b -{ - - - surfaceparm alphashadow - surfaceparm nomarks - cull none - - { - map textures/proto2/grill03b.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/proto2/vertex_greenstone -{ - qer_editorimage textures/gothic_block/blocks17i.tga - surfaceparm pointlight - - { - map textures/gothic_block/blocks17i.tga - rgbGen vertex - } - -} - -textures/proto2/vertex_cavestone -{ - qer_editorimage textures/stone/pjrock5.tga - surfaceparm pointlight - - { - map textures/stone/pjrock5.tga - rgbGen vertex - } - -} - -textures/proto2/marbledoor_blue -{ - surfaceparm metalsteps - - { - map textures/effects/tinfx2.tga - tcGen environment - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/proto2/marbledoor_blue.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} -textures/proto2/marbledoor_red -{ - surfaceparm metalsteps - - { - map textures/effects/tinfx2.tga - tcGen environment - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/proto2/marbledoor_red.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/proto2/vertex_con -{ - - qer_editorimage textures/proto2/concrete03c.tga - surfaceparm pointlight - - { - map textures/proto2/concrete03c.tga - rgbGen vertex - } - -} - -textures/proto2/concrete03c_aqua -{ - surfaceparm pointlight - - { - map textures/proto2/concrete03c_aqua.tga - rgbGen vertex - } - -} - -textures/proto2/pulsebeam -{ - surfaceparm metalsteps - - - { - map textures/proto2/pulsebeam.tga - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/proto2/pulsebeam2.tga - BlendFunc add - rgbGen wave inversesawtooth -.3 1.3 0 1 - } -} - -textures/proto2/concrete_rednfx -{ - surfaceparm metalsteps - qer_editorimage textures/proto2/concrete_red.tga - - { - map textures/proto2/concrete_red.tga - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} -textures/proto2/concrete_bluenfx -{ - surfaceparm metalsteps - qer_editorimage textures/proto2/concrete_blue.tga - - { - map textures/proto2/concrete_blue.tga - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/proto2/cheapfloor -{ - qer_editorimage textures/proto2/marble02b_floor.tga - - { - map textures/effects2/xtourney_fx3.tga - //tcGen environment - //tcmod scale .5 .5 - tcGen environment - rgbGen identity - - } - { - map textures/proto2/marble02b_floor.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - -} - -textures/proto2/redlight_on -{ - surfaceparm nolightmap - - { - map textures/proto2/redlight_on.tga - rgbGen identity - } - - -} - -textures/proto2/bluelight_on -{ - surfaceparm nolightmap - - { - map textures/proto2/bluelight_on.tga - rgbGen identity - } - - -} - -////////////////////////////// Warning lights for mpterra2 -textures/proto2/bsredlight_on -//for team sides in mpterra2 (1 of 8) -{ - surfaceparm nolightmap - qer_editorimage textures/proto2/redlight_on.tga - - { - map textures/proto2/redlight_on.tga - rgbGen identity - } -} - -textures/proto2/bsbluelight_on -//for team sides in mpterra2 (2 of 8) -{ - surfaceparm nolightmap - qer_editorimage textures/proto2/bluelight_on.tga - { - map textures/proto2/bluelight_on.tga - rgbGen identity - } -} - -textures/proto2/rsredlight_off -//for team sides in mpterra2 (3 of 8) -{ - - qer_editorimage textures/proto2/redlight_off.tga - - { - map textures/proto2/redlight_off.tga - rgbGen identity - } -} - -textures/proto2/rsbluelight_off -//for team sides in mpterra2 (4 of 8) -{ - qer_editorimage textures/proto2/bluelight_off.tga - - { - map textures/proto2/bluelight_off.tga - rgbGen identity - } -} - -textures/proto2/bsredlight_off -//for team sides in mpterra2 (5 of 8) -{ - - qer_editorimage textures/proto2/redlight_off.tga - - { - map textures/proto2/redlight_off.tga - rgbGen identity - } -} - -textures/proto2/bsbluelight_off -//for team sides in mpterra2 (6 of 8) -{ - qer_editorimage textures/proto2/bluelight_off.tga - - { - map textures/proto2/bluelight_off.tga - rgbGen identity - } -} - -textures/proto2/rsbluelight_on -//for team sides in mpterra2 (7 of 8) -{ - surfaceparm nolightmap - qer_editorimage textures/proto2/bluelight_on.tga - { - map textures/proto2/bluelight_on.tga - rgbGen identity - } -} - -textures/proto2/rsredlight_on -//for team sides in mpterra2 (8 of 8) -{ - surfaceparm nolightmap - qer_editorimage textures/proto2/redlight_on.tga - { - map textures/proto2/redlight_on.tga - rgbGen identity - } -} - - - -textures/proto2/mirrorfloor -{ - qer_editorimage textures/proto2/marble02b_s.tga - portal - { - map textures/common/mirror1.tga - blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA - depthWrite - } - { - map textures/proto2/marble02b_floor.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - -} - -textures/proto2/bluetrim01 -{ - - - { - map textures/effects2/envmap_blu.tga - blendFunc GL_ONE GL_ZERO - tcmod scale .025 .05 - tcmod Scroll .005 .04 - - rgbGen identity - } - { - map textures/proto2/bluetrim01.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/proto2/redtrim01 -{ - qer_editorimage textures/proto2/bluetrim01 - - { - map textures/effects2/envmap_red.tga - blendFunc GL_ONE GL_ZERO - tcmod scale .025 .05 - tcmod Scroll .005 .04 - - rgbGen identity - } - { - map textures/proto2/bluetrim01.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/proto2/torchstone02_trans -{ - qer_editorimage textures/proto2/marbledge01.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/proto2/marbledge01.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } -} -textures/proto2/torchstone03_trans -{ - qer_editorimage textures/proto2/marble02b.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/proto2/marble02b.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } -} - - -textures/proto2/shiny_black -{ - surfaceparm nolightmap - - { - map textures/proto2/shiny_black.tga - tcGen environment - rgbGen identity - } - - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/proto2/light_nv -{ - surfaceparm nolightmap - - { - map textures/proto2/light_nv.tga - rgbGen identity - } - - { - map textures/effects/tinfx2b.tga - tcGen environment - blendFunc add - rgbGen identity - } - - -} -textures/proto2/marble02btrim03 -{ - - { - map textures/proto2/marble02btrim03.tga - rgbGen identity - } - { - map $lightmap - blendFunc filter - rgbGen identity - } - { - map textures/proto2/marble02btrim03_lt.tga - blendFunc add - rgbGen wave sin .9 .5 0 .2 - } - -} -textures/proto2/marble02rtrim03 -{ - - { - map textures/proto2/marble02rtrim03.tga - rgbGen identity - } - { - map $lightmap - blendFunc filter - rgbGen identity - } - { - map textures/proto2/marble02rtrim03_lt.tga - blendFunc add - rgbGen wave sin .9 .5 0 .2 - } - -} - - -textures/proto2/red_zot -{ - cull disable - deformVertexes move 0.2 0 .3 sin 0 5 0 10 - deformVertexes move 0 0.2 0 sin 0 5 0 13 - deformVertexes autoSprite2 - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - - { - map textures/proto2/red_zot.tga - blendFunc Add - rgbGen identity - } - -} - -textures/proto2/blue_zot -{ - cull disable - deformVertexes move 0.2 0 .3 sin 0 5 0 10 - deformVertexes move 0 0.2 0 sin 0 5 0 13 - deformVertexes autoSprite2 - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - - { - map textures/proto2/blue_zot.tga - blendFunc Add - rgbGen identity - } - -} - -textures/proto2/red_zot2 -{ - cull disable - qer_lightimage textures/proto2/red_zot2.tga - q3map_surfacelight 120 - deformVertexes move 0.2 0 .3 sin 0 5 0 10 - deformVertexes move 0 0.2 0 sin 0 5 0 13 - deformVertexes autoSprite2 - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - - { - map textures/proto2/red_zot2.tga - blendFunc Add - rgbGen identity - } - - -} -textures/proto2/blue_zot2 -{ - qer_editorimage textures/proto2/blue_zot.tga - cull disable - qer_lightimage textures/proto2/blue_zot.tga - q3map_surfacelight 120 - deformVertexes move 0.2 0 .3 sin 0 5 0 10 - deformVertexes move 0 0.2 0 sin 0 5 0 13 - deformVertexes autoSprite2 - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - - { - map textures/proto2/blue_zot.tga - blendFunc Add - rgbGen identity - } - - -} - - - -textures/proto2/door_right -{ - surfaceparm metalsteps - - { - map textures/effects2/envmap_sky.tga - tcGen environment - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/proto2/door_right.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} -textures/proto2/reda_dcl -{ - surfaceparm nomarks - surfaceparm trans - //nomipmaps - surfaceparm pointlight - - { - map textures/proto2/reda_dcl.tga - blendFunc add - rgbGen vertex - } -} -textures/proto2/bluea_dcl -{ - surfaceparm nomarks - surfaceparm trans - //nomipmaps - surfaceparm pointlight - - { - map textures/proto2/bluea_dcl.tga - blendFunc add - rgbGen vertex - } -} - -textures/proto2/blueat_dcl -{ - surfaceparm nomarks - surfaceparm trans - //nomipmaps - surfaceparm pointlight - - { - map textures/proto2/blueat_dcl.tga - blendFunc add - rgbGen vertex - } -} - -textures/proto2/concrete_red -{ - surfaceparm metalsteps - - { - map textures/effects2/redfx.tga - tcGen environment - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/proto2/concrete_red.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} -textures/proto2/concrete_blue -{ - surfaceparm metalsteps - - { - map textures/effects2/bluefx.tga - tcGen environment - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/proto2/concrete_blue.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} -textures/proto2/teamwerkz_red1 -{ - cull disable - surfaceparm trans - surfaceparm nolightmap - { - map textures/proto2/teamwerkz_red2.tga - blendFunc add - tcMod scroll 1 0 - rgbgen wave sin 0 1 0 9 - } - { - map textures/proto2/teamwerkz_red1.tga - blendFunc add - tcMod scroll -.2 0 - rgbgen wave sin 0 1 0 .19 - } - - - -} -textures/proto2/teamwerkz_blue1 -{ - cull disable - surfaceparm trans - surfaceparm nolightmap - { - map textures/proto2/teamwerkz_blue2.tga - blendFunc add - tcMod scroll 1 0 - rgbgen wave sin 0 1 0 9 - } - { - map textures/proto2/teamwerkz_blue1.tga - blendFunc add - tcMod scroll -.2 0 - rgbgen wave sin 0 1 0 .19 - } - - - -} -textures/proto2/gothic_light -{ - - - surfaceparm alphashadow - surfaceparm nomarks - cull none - - { - map textures/proto2/gothic_light.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/proto2/gothic_lightfx -{ - - q3map_surfacelight 2000 - surfaceparm alphashadow - surfaceparm nomarks - - { - map textures/proto2/gothic_lightfx.tga - blendfunc add - rgbGen identity - - } -} -textures/proto2/5_dcl -{ - - surfaceparm pointlight - surfaceparm alphashadow - surfaceparm nomarks - cull none - - { - map textures/proto2/5_dcl.tga - blendFunc add - depthWrite - rgbGen vertex - - } - -} - -textures/proto2/grill02 -{ - - - surfaceparm alphashadow - surfaceparm nomarks - cull none - - { - map textures/proto2/grill02.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} -textures/proto2/wirepipe -{ - - - surfaceparm alphashadow - surfaceparm nomarks - cull none - - { - map textures/proto2/wirepipe.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} -textures/proto2/wheel01 -{ - - - surfaceparm alphashadow - surfaceparm nomarks - cull none - - { - map textures/proto2/wheel01.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} -textures/proto2/c_zinc_shiny -{ - qer_editorimage textures/gothic_trim/zinc_shiny.tga - cull none - { - map textures/effects/tinfx.tga - tcGen environment - rgbGen identity - } - { - map textures/gothic_trim/zinc_shiny.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} -textures/proto2/stadlight01 -{ - - - surfaceparm alphashadow - surfaceparm nomarks - cull none - - { - map textures/proto2/stadlight01.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } - { - map textures/proto2/stadlight01fx.tga - blendfunc add - rgbGen wave sin .5 .5 0 2 - - } -} - -textures/proto2/v_support02 -{ - - - surfaceparm alphashadow - cull none - nomipmaps - { - map textures/proto2/v_support02.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} -textures/proto2/pipes01 -{ - - - surfaceparm alphashadow - cull none - - { - map textures/proto2/pipes01.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} -textures/proto2/floorvent01 -{ - - surfaceparm pointlight - surfaceparm alphashadow - cull none - - { - map textures/proto2/floorvent01.tga - blendFunc blend - depthWrite - rgbGen vertex - - } - -} - -textures/proto2/supportctfblu -{ - - - { - map textures/effects2/envmap_blu.tga - blendFunc GL_ONE GL_ZERO - tcmod scale .025 .05 - tcmod Scroll .005 .02 - - rgbGen identity - } - { - map textures/proto2/supportctfblu.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/proto2/supportctfred -{ - - - { - map textures/effects2/envmap_red.tga - blendFunc GL_ONE GL_ZERO - tcmod scale .025 .05 - tcmod Scroll .005 .02 - - rgbGen identity - } - { - map textures/proto2/supportctfred.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/proto2/marble02b_s -{ - surfaceparm metalsteps - - { - map textures/effects/tinfx2.tga - tcGen environment - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/proto2/marble02b_s.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/proto2/ceiling_pipe01 -{ - - - surfaceparm alphashadow - cull none - - { - map textures/proto2/ceiling_pipe01.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} -textures/proto2/duct01 -{ - surfaceparm metalsteps - - { - map textures/effects/tinfx.tga - tcGen environment - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/proto2/duct01.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} -textures/proto2/grate_trim -{ - surfaceparm metalsteps - - { - map textures/sfx/specular.tga - tcGen environment - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/proto2/grate_trim.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} -textures/proto2/techtrim02 -{ - surfaceparm metalsteps - - { - map textures/sfx/specular.tga - tcGen environment - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/proto2/techtrim02.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} -textures/proto2/steam01 -{ - qer_editorimage textures/proto2/steam_01_img.tga - cull disable - deformVertexes autoSprite2 - surfaceparm trans - //surfaceparm alphashadow - //surfaceparm nolightmap - surfaceparm pointlight - deformVertexes wave 50 sin 0 3 0 .3 - deformVertexes move .3 .1 0 sin 0 .5 0 0.2 - //deformVertexes move .6 .3 0 sin 0 .5 0 0.4 - { - map textures/proto2/steam01.tga - tcmod scroll 0 0.3 - blendFunc blend - rgbGen vertex - } - - - -} -textures/proto2/flare2 -{ - cull disable - deformVertexes autoSprite2 - surfaceparm trans - surfaceparm nolightmap - { - map textures/proto2/flare2.tga - blendFunc Add - rgbGen identity - } - - -} -textures/proto2/flare -{ - cull disable - deformVertexes autoSprite - surfaceparm trans - surfaceparm nolightmap - - { - clampmap textures/proto2/flare.tga - tcmod rotate 10 - blendFunc Add - rgbGen identity - } - - -} -textures/proto2/redflare2 -{ - cull disable - deformVertexes autoSprite2 - surfaceparm trans - surfaceparm nolightmap - { - map textures/proto2/redflare2.tga - blendFunc Add - rgbGen identity - } - - -} -textures/proto2/redflare -{ - cull disable - deformVertexes autoSprite - surfaceparm trans - surfaceparm nolightmap - - { - clampmap textures/proto2/redflare.tga - tcmod rotate 10 - blendFunc Add - rgbGen identity - } - - -} - -textures/proto2/xredflare2 -// No autosprite for xian_team4 fuckage -{ - cull disable - surfaceparm trans - surfaceparm nolightmap - - { - map textures/proto2/xredflare2.tga - blendFunc Add - rgbGen identity - } -} - -textures/proto2/blueflare2 -{ - cull disable - deformVertexes autoSprite2 - surfaceparm trans - surfaceparm nolightmap - { - map textures/proto2/blueflare2.tga - blendFunc Add - rgbGen identity - } - - -} -textures/proto2/blueflare -{ - cull disable - deformVertexes autoSprite - surfaceparm trans - surfaceparm nolightmap - - { - clampmap textures/proto2/blueflare.tga - tcmod rotate 10 - blendFunc Add - rgbGen identity - } - - -} -textures/proto2/pipewall01 -{ - - - surfaceparm alphashadow - cull none - - { - map textures/proto2/pipewall01.tga - alphaFunc GE128 - - rgbGen identity - - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} -textures/proto2/barbedwire -{ - surfaceparm pointlight - surfaceparm trans - surfaceparm alphashadow - deformVertexes autoSprite2 - cull twosided - //nopicmip - - { - map textures/proto2/barbedwire.tga - blendFunc Blend - //alphaFunc GE128 - //depthWrite - rgbGen vertex - } - //{ - // map $lightmap - // rgbGen identity - // blendFunc GL_DST_COLOR GL_ZERO - // depthFunc equal - //} -} - -textures/proto2/rail01 - -{ - - surfaceparm trans - surfaceparm alphashadow - cull none - //nopicmip - { - map textures/proto2/rail01.tga - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} -textures/proto2/grill01 -{ - - surfaceparm trans - surfaceparm alphashadow - cull none - //nopicmip - { - map textures/proto2/grill01.tga - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} -textures/proto2/vent01 -{ - - surfaceparm trans - surfaceparm alphashadow - cull none - //nopicmip - { - map textures/proto2/vent01.tga - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} -textures/proto2/girder05 -{ - - surfaceparm trans - surfaceparm alphashadow - cull none - //nopicmip - { - map textures/proto2/girder05.tga - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} -textures/proto2/girder04 -{ - - surfaceparm trans - surfaceparm alphashadow - cull none - //nopicmip - { - map textures/proto2/girder04.tga - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} -textures/proto2/gear02 -{ - - surfaceparm trans - surfaceparm alphashadow - cull none - //nopicmip - { - clampmap textures/proto2/gear02.tga - alphaFunc GE128 - tcmod rotate 123 - depthWrite - rgbGen identity - } - { - clampmap textures/proto2/gear02b.tga - blendFunc add - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/proto2/lightbulb -{ - cull disable - deformVertexes autoSprite2 - surfaceparm trans - surfaceparm nolightmap - { - map textures/proto2/lightbulb.tga - blendFunc Add - rgbGen identity - } - - -} -textures/proto2/lightbulb2 -{ - cull disable - deformVertexes autoSprite - surfaceparm trans - surfaceparm nolightmap - - { - map textures/proto2/lightbulb2.tga - blendFunc Add - rgbGen identity - } - - -} -textures/proto2/tin_panel -{ - surfaceparm metalsteps - - { - map textures/effects/tinfx.tga - tcGen environment - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/proto2/tin_panel.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/proto2/girder03 -{ - - surfaceparm trans - surfaceparm alphashadow - cull none - nopicmip - { - map textures/proto2/girder03.tga - alphaFunc GE128 - //depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/proto2/chain -{ - cull disable - deformVertexes autoSprite2 - deformVertexes wave 100 sin 0 3 0 .05 - deformVertexes wave 100 sin 0 3 0 .3 - { - map textures/proto2/chain.tga - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } - - -} - -textures/proto2/concrete01wetwall - - { - - { - map textures/proto2/ooze.tga - tcmod scale 2 2 - tcmod scroll 0 -.1 - rgbGen identity - } - { - map textures/proto2/concrete01wetwall.tga - Blendfunc blend - rgbGen identity - } - { - map $lightmap - blendFunc filter - rgbGen identity - } - - -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/sfx.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/sfx.shader.svn-base deleted file mode 100644 index 5edf979..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/sfx.shader.svn-base +++ /dev/null @@ -1,3253 +0,0 @@ -textures/sfx/beam -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - cull none - - { - map textures/sfx/beam.tga - tcMod Scroll .3 0 - blendFunc add - } - -} - -textures/sfx/beam_blue - { - qer_editorimage textures/sfx/beam_blue4.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - qer_trans .6 - cull none - { - map textures/sfx/beam_blue4.tga - tcMod Scroll .3 0 - blendFunc add - } - -} - -textures/sfx/beam_dusty2 -{ - qer_editorimage textures/sfx/beam_1.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - cull none - { - map textures/sfx/beam_1.tga - blendFunc add - } -} - -textures/sfx/beam_red -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - qer_trans .5 - cull none - { - map textures/sfx/beam_red.tga - tcMod Scroll .3 0 - blendFunc add - } - -} - -textures/sfx/beam_waterlight2 -{ - qer_editorimage textures/sfx/beam_waterlight.tga - q3map_globaltexture - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - q3map_surfacelight 50 - qer_trans 0.6 - cull none - { - map textures/sfx/beam_waterlight.tga - tcMod turb 0 0.015 0.5 0.07 - tcMod Scroll .15 0 - blendFunc add - } - -} - -textures/sfx/blackness -{ - surfaceparm nolightmap - surfaceparm noimpact - surfaceparm nomarks - { - map textures/sfx/blackness.tga - } -} - -textures/sfx/blocks17final_pent -{ - qer_editorimage textures/sfx/blocks17final_pent.tga - { - map textures/sfx/blocks17final_pent.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/pentagramfloor_red_glow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 0 .5 - depthfunc equal - } -} - -textures/sfx/blocks17g_jumpad -{ - surfaceparm nodamage - q3map_surfacelight 400 - - - { - map textures/sfx/blocks17g_jumpad.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/blocks18ccomputer -{ - - surfaceparm nodamage - q3map_surfacelight 200 - - - { - map textures/sfx/blocks18ccomputer.tga - rgbGen identity - } - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - - { - animMap 2 textures/sfx/compscreen/letters1.tga textures/sfx/compscreen/letters2.tga textures/sfx/compscreen/letters3.tga textures/sfx/compscreen/letters5.tga textures/sfx/compscreen/letters4.tga textures/sfx/compscreen/letters5.tga textures/sfx/compscreen/letters5.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 2 - } - -} - -textures/sfx/border11c -{ - q3map_surfacelight 300 - q3map_lightimage textures/base_trim/border11c_pulse1.tga - qer_editorimage textures/base_trim/border11c.tga - - { - map textures/base_trim/border11c.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/base_trim/border11c_light.tga - blendfunc gl_one gl_one - rgbgen wave sin 1 .1 0 5 - } - - - { - map textures/base_trim/border11c_pulse1b.tga - blendfunc gl_one gl_one - tcmod scale .035 1 - tcmod scroll -0.65 0 - - - } - - -} - -textures/sfx/bounce_concrete -{ - - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/bounce_concrete.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc filter - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc add - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc add - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bounce_dirt -{ - - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/bounce_dirt.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc filter - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc add - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc add - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bounce_largeblock3 -{ - - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/bounce_largeblock3.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bounce_largeblock3b -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/bounce_largeblock3b.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bounce_metalbridge04 -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/bounce_metalbridge04.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bounce_xq1metalbig -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/bounce_xq1metalbig.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bouncepad01_block17 -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 1000 - - - { - map textures/sfx/bouncepad01_block17.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bouncepad01_metalbridge06b -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/bouncepad01_metalbridge06b.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bouncepad01_xarch -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/bouncepad01_xarch.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bouncepad01block18b -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 2000 - - - { - map textures/sfx/bouncepad01block18b.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bouncepad1q1metal7_99 -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 2000 - - - { - map textures/sfx/bouncepad1q1metal7_99.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bugmirror -{ - qer_editorimage textures/sfx/mirrorkc.tga - surfaceparm nolightmap - portal - { - map textures/common/mirror1.tga - blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA - depthWrite - } - { - map textures/sfx/mirrorkc.tga - blendFunc add - depthfunc equal - } -} - -textures/sfx/bullseye -{ - cull disable - surfaceparm nomarks - surfaceparm nolightmap - deformVertexes autosprite - - { - clampmap textures/sfx/bullseye.tga - tcMod stretch sin .8 0.2 0 .2 - tcmod rotate 200 - blendFunc add - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - tcMod stretch sin .8 0.2 0 .3 - tcmod rotate 70 - alphaFunc GE128 - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - tcMod stretch sin .8 0.2 0 .2 - tcmod rotate 50 - alphaFunc GE128 - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - tcMod stretch sin .8 0.2 0 .1 - tcmod rotate 30 - alphaFunc GE128 - rgbGen identity - } - -} - -textures/sfx/clangdark_bounce -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/clangdark_bounce.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/computer_blocks17 -{ - surfaceparm nodamage - q3map_surfacelight 200 - - - { - map textures/sfx/computer_blocks17.tga - rgbGen identity - } - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - - { - animMap 2 textures/sfx/compscreen/letters1.tga textures/sfx/compscreen/letters2.tga textures/sfx/compscreen/letters3.tga textures/sfx/compscreen/letters5.tga textures/sfx/compscreen/letters4.tga textures/sfx/compscreen/letters5.tga textures/sfx/compscreen/letters5.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 2 - } - -} - -textures/sfx/computerblocks15 -{ - surfaceparm nodamage - q3map_surfacelight 200 - - - { - map textures/sfx/computerblocks15.tga - rgbGen identity - } - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - - { - animMap 2 textures/sfx/compscreen/letters1.tga textures/sfx/compscreen/letters2.tga textures/sfx/compscreen/letters3.tga textures/sfx/compscreen/letters5.tga textures/sfx/compscreen/letters4.tga textures/sfx/compscreen/letters5.tga textures/sfx/compscreen/letters5.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 2 - } -} - -textures/sfx/computerpurptileb -{ - surfaceparm nodamage - q3map_surfacelight 200 - - - { - map textures/sfx/computerpurptileb.tga - rgbGen identity - } - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - - - { - animMap 2 textures/sfx/compscreen/letters1.tga textures/sfx/compscreen/letters2.tga textures/sfx/compscreen/letters3.tga textures/sfx/compscreen/letters5.tga textures/sfx/compscreen/letters4.tga textures/sfx/compscreen/letters5.tga textures/sfx/compscreen/letters5.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 2 - } - -} - -textures/sfx/console01 -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - qer_trans .5 - q3map_surfacelight 150 - q3map_lightimage textures/sfx/console01.tga - cull none - { - clampmap textures/sfx/console01.tga - - tcMod rotate 20 - blendFunc GL_ONE GL_ONE - } - { - clampmap textures/sfx/console02.tga - - tcMod rotate -200 - blendFunc GL_ONE GL_ONE - } - -} - -textures/sfx/console03 -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - q3map_surfacelight 150 - q3map_lightimage textures/sfx/console03.tga - cull none - { - clampmap textures/sfx/console01.tga - - tcMod rotate 20 - blendFunc GL_ONE GL_ONE - } - { - clampmap textures/sfx/console02.tga - - tcMod rotate -400 - blendFunc GL_ONE GL_ONE - } - { - clampmap textures/sfx/console03.tga - - tcMod rotate 40 - blendFunc GL_ONE GL_ONE - } -} - -textures/sfx/constfog -{ - qer_editorimage textures/sfx/fog_grey.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - surfaceparm nodrop - q3map_surfacelight 100 - fogparms ( .8 .8 .8 ) 100 -} - -textures/sfx/demonltblackfinal -{ - q3map_lightimage textures/sfx/demonltblackfinal_glow2.tga - q3map_surfacelight 100 - surfaceparm nomarks - - { - map $lightmap - rgbgen identity - } - - { - map textures/sfx/demonltblackfinal.tga - blendfunc gl_dst_color gl_zero - rgbgen identity - } - - { - map textures/sfx/demonltblackfinal_glow2.tga - blendfunc gl_one gl_one - rgbgen wave sin .9 .1 0 5 - } - -} - -textures/sfx/diamond2cjumppad -{ - qer_editorimage textures/sfx/bouncepad01_diamond2cTGA.tga - //q3map_surfacelight 2000 - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 500 - - - { - map textures/sfx/bouncepad01_diamond2cTGA.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/dust_puppy2 -{ - - surfaceparm trans - surfaceparm alphashadow - surfaceparm nomarks - cull none - - { - map textures/sfx/dust_puppy2.tga - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/sfx/fan -{ - surfaceparm trans - surfaceparm nomarks - cull none - nopicmip - { - clampmap textures/sfx/fan.tga - tcMod rotate 256 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/sfx/fan3 -{ - cull disable - surfaceparm alphashadow - sort 6 - { - map textures/sfx/fan3.tga - blendFunc blend - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } -} - -textures/sfx/fan3bladeb -{ - cull disable - surfaceparm trans - surfaceparm nolightmap - sort 5 - { - clampmap textures/sfx/fan3bladeb.tga - blendFunc blend - tcmod rotate 999 - rgbGen identity - } - -} - -textures/sfx/fan_grate -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm metalsteps - cull none - nopicmip - { - map textures/sfx/fan_grate.tga - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/sfx/fanfx -{ - qer_editorimage textures/sfx/fanfx.tga - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - cull none - nopicmip - - { - clampmap textures/sfx/fanfx.tga - tcMod rotate 256 - blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR - rgbGen exactVertex - depthWrite - } -} - -textures/sfx/fishy -{ - tesssize 32 - deformVertexes wave 10 sin 0 3 0 .5 - cull disable - surfaceparm nolightmap - surfaceparm nomarks - - { - clampmap textures/sfx/fishy.tga - alphaFunc GE128 - tcMod stretch sin .8 0.10 0 .07 - depthWrite - - } - - -} - -textures/sfx/flame1 -{ - surfaceparm nomarks - surfaceparm nolightmap - surfaceparm trans - cull none - q3map_surfacelight 7500 - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flame1_hell -{ - qer_editorimage textures/sfx/flame1.tga - surfaceparm nomarks - surfaceparm nolightmap - surfaceparm trans - cull none - q3map_surfacelight 600 - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flame1dark -{ - qer_editorimage textures/sfx/flame1.tga - surfaceparm nomarks - surfaceparm nolightmap - surfaceparm trans - cull none - q3map_surfacelight 2000 - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flame1km -{ - qer_editorimage textures/sfx/flame1.tga - surfaceparm nomarks - surfaceparm nolightmap - surfaceparm trans - cull none - q3map_surfacelight 4000 - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flame1side -{ - qer_editorimage textures/sfx/flame1side.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - - surfaceparm nolightmap - cull none - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flame2 -{ - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 5500 - qer_editorimage textures/sfx/flame2.tga - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flameanim_blue -{ - qer_editorimage textures/sfx/b_flame1.tga - q3map_lightimage textures/sfx/b_flame7.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 1800 - { - animMap 10 textures/sfx/b_flame1.tga textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga textures/sfx/b_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/b_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flameanim_blue_nolight -{ - qer_editorimage textures/sfx/b_flame1.tga - q3map_lightimage textures/sfx/b_flame7.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - { - animMap 10 textures/sfx/b_flame1.tga textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga textures/sfx/b_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/b_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flameanim_blue_pj -{ - qer_editorimage textures/sfx/b_flame1.tga - q3map_lightimage textures/sfx/b_flame7.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 2500 - - { - animMap 10 textures/sfx/b_flame1.tga textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga textures/sfx/b_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/b_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flameanim_dimmer -{ - qer_editorimage textures/sfx/flame1.tga - q3map_lightimage textures/sfx/flame6.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 1500 - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flameanim_green_pj -{ - qer_editorimage textures/sfx/g_flame1.tga - q3map_lightimage textures/sfx/g_flame6.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 2500 - { - animMap 10 textures/sfx/g_flame1.tga textures/sfx/g_flame2.tga textures/sfx/g_flame3.tga textures/sfx/g_flame4.tga textures/sfx/g_flame5.tga textures/sfx/g_flame6.tga textures/sfx/g_flame7.tga textures/sfx/g_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - } - { - animMap 10 textures/sfx/g_flame2.tga textures/sfx/g_flame3.tga textures/sfx/g_flame4.tga textures/sfx/g_flame5.tga textures/sfx/g_flame6.tga textures/sfx/g_flame7.tga textures/sfx/g_flame8.tga textures/sfx/g_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - { - map textures/sfx/g_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } -} - -textures/sfx/flameanim_red -{ - qer_editorimage textures/sfx/r_flame1.tga - q3map_lightimage textures/sfx/r_flame3.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 1800 - { - animMap 10 textures/sfx/r_flame1.tga textures/sfx/r_flame2.tga textures/sfx/r_flame3.tga textures/sfx/r_flame4.tga textures/sfx/r_flame5.tga textures/sfx/r_flame6.tga textures/sfx/r_flame7.tga textures/sfx/r_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/r_flame2.tga textures/sfx/r_flame3.tga textures/sfx/r_flame4.tga textures/sfx/r_flame5.tga textures/sfx/r_flame6.tga textures/sfx/r_flame7.tga textures/sfx/r_flame8.tga textures/sfx/r_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/r_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flameanim_red_nolight -{ - qer_editorimage textures/sfx/r_flame1.tga - q3map_lightimage textures/sfx/r_flame3.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - animMap 10 textures/sfx/r_flame1.tga textures/sfx/r_flame2.tga textures/sfx/r_flame3.tga textures/sfx/r_flame4.tga textures/sfx/r_flame5.tga textures/sfx/r_flame6.tga textures/sfx/r_flame7.tga textures/sfx/r_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/r_flame2.tga textures/sfx/r_flame3.tga textures/sfx/r_flame4.tga textures/sfx/r_flame5.tga textures/sfx/r_flame6.tga textures/sfx/r_flame7.tga textures/sfx/r_flame8.tga textures/sfx/r_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/r_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flameanim_red_pj -{ - qer_editorimage textures/sfx/r_flame1.tga - q3map_lightimage textures/sfx/r_flame3.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 2500 - { - animMap 10 textures/sfx/r_flame1.tga textures/sfx/r_flame2.tga textures/sfx/r_flame3.tga textures/sfx/r_flame4.tga textures/sfx/r_flame5.tga textures/sfx/r_flame6.tga textures/sfx/r_flame7.tga textures/sfx/r_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/r_flame2.tga textures/sfx/r_flame3.tga textures/sfx/r_flame4.tga textures/sfx/r_flame5.tga textures/sfx/r_flame6.tga textures/sfx/r_flame7.tga textures/sfx/r_flame8.tga textures/sfx/r_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/r_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/fog_intel -{ - qer_editorimage textures/sfx/fog_yel.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms ( .75 .38 0 ) 800 -} - -textures/sfx/fog_mkcdm4 -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms ( .5 0 0 ) 96 -} - -textures/sfx/fog_pjdm1 -{ - qer_editorimage textures/sfx/fog_grey.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms ( .733 .737 .620 ) 300 - -} - -textures/sfx/fog_q3dm10 -{ - qer_editorimage textures/sfx/fog_yel.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms ( 0.75 0.38 0 ) 128 -} - -textures/sfx/fog_timctf1 -{ - qer_editorimage textures/sfx/fog_grey.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms ( .729 .729 .780 ) 464 - -} - -textures/sfx/fog_timdm1 -{ - qer_editorimage textures/sfx/fog_yel.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms ( .615 .309 0 ) 616 -} - -textures/sfx/fog_timdm2 -{ - qer_editorimage textures/sfx/fog_yel.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms ( .615 .309 0 ) 356 -} - -textures/sfx/fog_timdm8 -{ - qer_editorimage textures/sfx/fog_green.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms ( .211 .231 .094 ) 250 -} - -textures/sfx/healthfloor -{ - - { - map textures/sfx/proto_zzztblu2.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 2 2 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 130 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 80 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - clampmap textures/sfx/healthfloor.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/sfx/hellfog -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 100 - fogparms ( .55 .11 .1 ) 300 - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - -textures/sfx/hellfog_1k -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 200 - fogparms ( .5 .12 .1 ) 300 - - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - } -} - -textures/sfx/hellfog_mini_dm10 -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 50 - fogparms ( .5 .12 .1 ) 16 - - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - -textures/sfx/hellfog_pj_dm10 -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 50 - fogparms ( .5 .12 .1 ) 392 - - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - -textures/sfx/hellfog_tim_dm14 -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 50 - fogparms ( .55 .11 .1 ) 128 - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - - -} - -textures/sfx/hellfogdense -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 100 - fogparms ( .55 .11 .1 ) 128 - - - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - -textures/sfx/jacobs_x -{ - deformVertexes wave 100 sin 0 1 0 5 - q3map_surfacelight 300 - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - Map textures/sfx/jacobs_x.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle 1 2 0 7 - //tcMod rotate 103 - } -} - -textures/sfx/kc_hellfog_1k -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 300 - q3map_lightsubdivide 32 - fogparms ( .5 .12 .1 ) 225 - - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - -textures/sfx/kenelectric -{ - { - map textures/sfx/kenelectric.tga - blendFunc GL_ONE GL_ZERO - tcmod scale 7 7 - tcMod scroll 5 -5 - tcmod rotate 360 - rgbGen identity - } - { - map textures/effects/tinfx2.tga - tcGen environment - blendFunc GL_ONE GL_ONE - } -} - -textures/sfx/largerblock3b3_pent -{ - qer_editorimage textures/sfx/largerblock3b3_pent.tga - { - map textures/sfx/largerblock3b3_pent.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/pentagramfloor_red_glow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 0 .5 - depthfunc equal - } -} - -textures/sfx/largerblock3b3x128_pent -{ - q3map_lightimage textures/sfx/pentagramfloor_blue3glowtest.tga - q3map_surfacelight 100 - surfaceparm nomarks - - { - map $lightmap - rgbgen identity - } - - { - map textures/sfx/largerblock3b3x128_pent.tga - blendfunc gl_dst_color gl_zero - rgbgen identity - } - - { - map textures/sfx/pentagramfloor_blue3glowtest.tga - blendfunc gl_one gl_one - rgbgen wave sin .9 .1 0 5 - } - -} - -textures/sfx/largerblock3b3x128_pentred -{ - qer_editorimage textures/sfx/largerblock3b3x128_pent.tga - q3map_lightimage textures/gothic_floor/pent_glow.tga - q3map_surfacelight 500 - - { - map $lightmap - rgbGen identity - } - { - map textures/sfx/largerblock3b3x128_pent.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_floor/pent_glow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 0 0.5 - } -} - -textures/sfx/launchpad_blocks17 -{ - - { - map $lightmap - rgbGen identity - } - - { - map textures/sfx/launchpad_blocks17.tga - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/launchpad_dot.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 1 0 1 - } - - { - animmap 4 textures/sfx/launchpad_arrow.tga textures/sfx/launchpad_arrow2.tga textures/sfx/launchpad_arrow2.tga textures/sfx/launchpad_arrow2.tga - blendfunc gl_one gl_one - tcmod scroll 0 2 - } - -} - -textures/sfx/launchpad_blocks18d -{ - { - map $lightmap - rgbGen identity - } - - { - map textures/sfx/launchpad_blocks18d.tga - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/launchpad_dot.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 1 0 1 - } - - { - animmap 4 textures/sfx/launchpad_arrow.tga textures/sfx/launchpad_arrow2.tga textures/sfx/launchpad_arrow2.tga textures/sfx/launchpad_arrow2.tga - blendfunc gl_one gl_one - tcmod scroll 0 2 - } - -} - -textures/sfx/launchpad_diamond -{ - - { - map $lightmap - rgbGen identity - } - - { - map textures/sfx/launchpad_diamond.tga - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/launchpad_dot.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 1 0 1 - } - - { - animmap 4 textures/sfx/launchpad_arrow.tga textures/sfx/launchpad_arrow2.tga textures/sfx/launchpad_arrow2.tga textures/sfx/launchpad_arrow2.tga - blendfunc gl_one gl_one - tcmod scroll 0 2 - } - -} - -textures/sfx/launchpad_metalbridge04d -{ - - { - map $lightmap - rgbGen identity - } - - { - map textures/sfx/launchpad_metalbridge04d.tga - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/launchpad_dot.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 1 0 1 - } - - { - animmap 4 textures/sfx/launchpad_arrow.tga textures/sfx/launchpad_arrow2.tga textures/sfx/launchpad_arrow2.tga textures/sfx/launchpad_arrow2.tga - blendfunc gl_one gl_one - tcmod scroll 0 2 - } - -} - -textures/sfx/lavabeam -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - cull none - nomipmaps - { - map textures/sfx/lavabeam.tga - tcMod Scroll 999 0 - blendFunc add - } - -} - -textures/sfx/lightmap -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm nodrop - surfaceparm fog - fogparms ( .7 .1 .1 ) 64 - - - - { - map $lightmap - blendFunc GL_dst_color GL_one - tcmod scale 1 .01 - tcMod scroll 1 -2 - } - - -} - -textures/sfx/metalbridge06_bounce -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/metalbridge06_bounce.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/metaltech12final_bounce -{ - - //q3map_surfacelight 2000 - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/metaltech12final_bounce.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/mkc_bigflame -{ - - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - qer_editorimage textures/sfx/flame1.tga - q3map_surfacelight 500 - surfaceparm nolightmap - cull none - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/mkc_fog_ctfblue -{ - qer_editorimage textures/sfx/fog_blue.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - fogparms ( 0.2 0.2 0.25 ) 320 - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } -} - -textures/sfx/mkc_fog_ctfblue2 -{ - qer_editorimage textures/sfx/fog_blue.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - fogparms ( 0.1 0.1 0.3 ) 320 - - q3map_surfacelight 40 - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } -} - -textures/sfx/mkc_fog_ctfred -{ - qer_editorimage textures/sfx/fog_purp.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - fogparms ( 0.3 0.2 0.2 ) 320 - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } -} - -textures/sfx/mkc_fog_tdm3 -{ - qer_editorimage textures/sfx/fog_purp.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - fogparms ( 0.3 0.2 0.2 ) 320 - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } -} - -textures/sfx/omm -{ - - surfaceparm trans - surfaceparm alphashadow - surfaceparm nomarks - cull none - - { - map textures/sfx/omm.tga - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/sfx/pentagramfloor_red3test -{ - { - map textures/sfx/pentagramfloor_red3test.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/pentagramfloor_red3glowtest.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 0 .5 - depthfunc equal - } -} - -textures/sfx/pentfloor_diamond2c -{ - qer_editorimage textures/sfx/pentfloor_diamond2c.tga - { - map textures/sfx/pentfloor_diamond2c.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/pentagramfloor_red_glow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 0 .5 - depthfunc equal - } -} - -textures/sfx/pj_a1_fog1 -{ - qer_editorimage textures/sfx/fog_grey.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - surfaceparm nodrop - q3map_surfacelight 30 - fogparms ( .5 .5 .5 ) 512 -} - -textures/sfx/portal2_sfx -{ - qer_editorimage textures/sfx/portalfog.tga - portal - surfaceparm nolightmap - deformVertexes wave 100 sin 0 2 0 .5 - - - { - map textures/sfx/portal_sfx3.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - depthWrite - } - - - { - map textures/sfx/portal_sfx1.tga - blendfunc gl_dst_color gl_zero - tcMod rotate 360 - } - - { - map textures/sfx/portal_sfx.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 .5 .2 .5 - } - - { - map textures/sfx/portalfog.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - //alphagen portal 128 - rgbGen identityLighting - tcmod rotate .1 //.1 - tcmod scroll .01 .03 - } -} - -textures/sfx/portal_sfx -{ - portal - surfaceparm nolightmap - deformVertexes wave 100 sin 0 2 0 .5 - - - { - map textures/sfx/portal_sfx3.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - depthWrite - } - - - { - map textures/sfx/portal_sfx1.tga - blendfunc gl_dst_color gl_zero - tcMod rotate 360 - } - - { - map textures/sfx/portal_sfx.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 .5 .2 .5 - } - - { - map textures/sfx/portalfog.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - alphagen portal 256 - rgbGen identityLighting - tcmod rotate .1 //.1 - tcmod scroll .01 .03 - } -} - -textures/sfx/portal_sfx_ring -{ - deformVertexes wave 100 sin 0 2 0 .5 - cull none - - { - map textures/sfx/portal_sfx_ring_blue1.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - } - - - { - map textures/sfx/portal_sfx_ring_electric.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 1 .2 .5 - tcmod scroll 0 .5 - - } - - { - map textures/sfx/portal_sfx1.tga - blendfunc gl_dst_color gl_zero - tcMod rotate 360 - } - - { - map textures/sfx/portal_sfx_ring.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 .5 .2 .5 - } - -} - -textures/sfx/proto_hellfog -{ -qer_editorimage textures/sfx/fog_red.tga -surfaceparm trans -surfaceparm nonsolid -surfaceparm fog -surfaceparm nolightmap - -fogparms ( .275 .012 0 ) 500 -} - -textures/sfx/proto_zzztblu3 -{ - surfaceparm nolightmap - surfaceparm nonsolid - cull twosided - { - map textures/sfx/proto_zzztblu3.tga - tcGen environment - tcMod turb 0 0.25 0 0.5 - tcmod scroll 1 1 - blendfunc GL_ONE GL_ONE - } -} - -textures/sfx/pureblack -{ - qer_editorimage textures/skies/blacksky.tga - surfaceparm noimpact - surfaceparm nolightmap - { - map textures/skies/blacksky.tga - } -} - -textures/sfx/q3dm14fog -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 100 - fogparms ( .55 .11 .1 ) 256 - - - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - -textures/sfx/q3dm9fog -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 100 - fogparms ( .55 .11 .1 ) 256 - - - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - -textures/sfx/q3tourney3fog -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 100 - fogparms ( .55 .11 .1 ) 384 - - - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - -textures/sfx/rain -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - qer_trans .5 - deformVertexes move 3 1 0 sin 0 5 0 0.2 - deformVertexes move .6 3.3 0 sin 0 5 0 0.4 - deformVertexes wave 30 sin 0 10 0 .2 - cull none - - { - map textures/sfx/rain.tga - tcMod Scroll .5 -8 - tcMod turb .1 .25 0 -.1 - blendFunc GL_ONE GL_ONE - } - { - map textures/sfx/rain.tga - tcMod Scroll .01 -6.3 - - blendFunc GL_ONE GL_ONE - } - - -} - -textures/sfx/smallerblock3b3dim_pent -{ - qer_editorimage textures/sfx/smallerblock3b3dim_pent.tga - { - map textures/sfx/smallerblock3b3dim_pent.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/pentagramfloor_red_glow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 0 .5 - depthfunc equal - } -} - -textures/sfx/spawn_floor -{ - - { - map textures/sfx/firegorre2.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 2 2 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 130 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 80 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - map textures/sfx/spawn_floor.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/sfx/spawn_floord2c -{ - - { - map textures/sfx/proto_zzztblu.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 5.6 - tcmod scale 2 2 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 130 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 80 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - map textures/sfx/spawn_floord2c.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/sfx/teslacoil -{ - cull none - q3map_lightimage textures/sfx/tesla1.tga - qer_editorimage textures/sfx/tesla1.tga - q3map_surfacelight 100 - - { - map $lightmap - tcgen environment - blendfunc filter - } - - { - map textures/sfx/tesla1.tga - blendfunc add - rgbgen wave sawtooth 0 1 0 5 - tcmod scale 1 .5 - tcmod turb 0 .1 0 1 - tcMod scroll -1 -1 - } - - - - { - map textures/sfx/electricslime.tga - blendfunc add - rgbgen wave sin 0 .5 0 1 - tcmod scale .5 .5 - tcmod turb 0 .1 0 1 - tcmod rotate 180 - tcmod scroll -1 -1 - } - - { - map textures/sfx/cabletest2.tga - blendfunc blend - } - - -} - -textures/sfx/teslacoil3 -{ - cull none - q3map_lightimage textures/sfx/tesla1b.tga - q3map_surfacelight 100 - qer_editorimage textures/sfx/cabletest2.tga - surfaceparm nolightmap - - - - { - map textures/sfx/cabletest2.tga - blendfunc blend - } - - - { - map textures/sfx/electricslime2.tga - blendfunc add - rgbGen wave square .25 .25 0 2.5 - tcmod scale 1 1 - tcMod scroll 1 1 - } - - - - { - map textures/sfx/tesla1b.tga - blendfunc add - rgbgen wave square 0 1 0 3 - tcmod scale 1 1 - tcMod scroll -2 1 - } - -} - -textures/sfx/testconstantfog -{ - qer_editorimage textures/sfx/fog_green.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - surfaceparm nodrop - q3map_surfacelight 100 - fogparms ( 0 1 0 ) 300 -} - -textures/sfx/x_conduit -{ - q3map_lightimage textures/sfx/x_conduit.tga - surfaceparm nomarks - q3map_surfacelight 100 - { - map $lightmap - rgbGen identity - } - { - map textures/sfx/x_conduit.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - { animMap 10 textures/sfx/x_conduit2.tga textures/sfx/x_conduit3.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - } - { - map textures/sfx/x_conduit2.tga - blendfunc GL_ONE GL_ONE - tcmod scale -1 1 - rgbGen wave sin .5 0.5 0 7 - } - { - map textures/sfx/x_conduit3.tga - blendfunc GL_ONE GL_ONE - tcmod scale -1 1 - rgbgen wave triangle .2 1 0 9 - } -} - -textures/sfx/xblackfog -{ -qer_editorimage textures/sfx/fog_black.tga -qer_nocarve -surfaceparm trans -surfaceparm nonsolid -surfaceparm fog -surfaceparm nolightmap -fogparms ( 0 0 0 ) 128 - -} - -textures/sfx/xbluefog -{ - qer_editorimage textures/sfx/fog_blue.tga - q3map_surfacelight 300 - q3map_lightsubdivide 64 - q3map_lightimage textures/sfx/xbluelightimage.tga - - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - qer_nocarve - fogparms ( 0.3 0.3 0.9 ) 128 - -} - -textures/sfx/xbluefogx128 -{ - qer_editorimage textures/sfx/fog_blue.tga - q3map_surfacelight 300 - q3map_lightsubdivide 128 - - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - qer_nocarve - fogparms ( 0.3 0.3 0.9 ) 128 - -} - -textures/sfx/xdensegreyfog -{ - qer_editorimage textures/sfx/fog_grey.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - qer_nocarve - - fogparms ( 0.7 0.7 0.7 ) 1700 -} - -textures/sfx/xfinalfog -{ -qer_editorimage textures/sfx/fog_grey.tga -surfaceparm trans -surfaceparm nonsolid -surfaceparm fog -surfaceparm nolightmap -qer_nocarve -fogparms ( 0.7 0.7 0.7 ) 3000 - -} - -textures/sfx/xfinalfoginvert -{ -qer_editorimage textures/sfx/fog_black.tga -qer_nocarve -surfaceparm trans -surfaceparm nonsolid -surfaceparm fog -surfaceparm nolightmap -qer_nocarve -fogparms ( 0 0 0 ) 256 - -} - -textures/sfx/xflame1 -{ - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 7500 - qer_editorimage textures/sfx/flame1.tga - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/xflame1side -{ - surfaceparm trans - surfaceparm nomarks - qer_editorimage textures/sfx/flame1.tga - surfaceparm nolightmap - cull none - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/xflame2 -{ - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 5500 - qer_editorimage textures/sfx/flame1.tga - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/xflame2_1800 -{ - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 1800 - qer_editorimage textures/sfx/flame1.tga - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/xflame2_2250 -{ - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 2250 - qer_editorimage textures/sfx/flame1.tga - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/xflamebright -{ - deformVertexes autoSprite2 - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 3000 - qer_editorimage textures/sfx/flame1.tga - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } -} - -textures/sfx/xian_dm3padwall - { - q3map_surfacelight 100 - q3map_lightimage textures/sfx/xian_dm3padwallglow.tga - qer_editorimage textures/sfx/xian_dm3padwall.tga - - { - map textures/sfx/xian_dm3padwall.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - - { - map textures/sfx/xian_dm3padwallglow.tga - blendfunc gl_one gl_one - rgbgen wave sin 0 1 0 .5 - tcmod scale 1 .05 - tcmod scroll 0 1 - } - -} - -textures/sfx/xlightgreyfog -{ -qer_editorimage textures/sfx/fog_grey.tga -surfaceparm trans -surfaceparm nonsolid -surfaceparm fog -surfaceparm nolightmap -qer_nocarve -fogparms ( 0.7 0.7 0.7 ) 1400 - -} - -textures/sfx/xmetalfloor_wall_14b -{ - qer_editorimage textures/sfx/metalfloor_wall_14b.tga - q3map_lightimage textures/sfx/metalfloor_wall_14bglow2.tga - q3map_surfacelight 50 - { - map textures/sfx/metalfloor_wall_14b.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/metalfloor_wall_14bglow2.tga - blendfunc gl_one gl_one - } -} - -textures/sfx/xmetalfloor_wall_5b -{ - qer_editorimage textures/sfx/metalfloor_wall_5b.tga - - { - map textures/sfx/metalfloor_wall_7b.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/metalfloor_wall_5bglowblu.tga - blendfunc gl_one gl_one - rgbgen wave sin .5 .2 0 .1 - } -} - -textures/sfx/xmetalfloor_wall_9b -{ - qer_editorimage textures/sfx/metalfloor_wall_9b.tga - - { - map textures/sfx/metalfloor_wall_9b.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/metalfloor_wall_9bglow.tga - blendfunc gl_one gl_one - } -} - -textures/sfx/xq1metalbig_jumppad -{ - qer_editorimage textures/gothic_floor/q1metal7_98d_256x256.tga - surfaceparm nodamage - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_floor/q1metal7_98d_256x256.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - clampmap textures/sfx/surface6jumppad.blend.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin 0.75 0.25 0 .2 - tcMod stretch sin 0.80 0.20 0 1 - } -} - -textures/sfx/xredfog -{ - q3map_lightimage textures/sfx/xredlightimage.tga - qer_editorimage textures/sfx/fog_red.tga - q3map_surfacelight 300 - q3map_lightsubdivide 64 - - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - qer_nocarve - fogparms ( 0.9 0.3 0.3 ) 128 - -} - -textures/sfx/zap_scroll -{ - q3map_surfacelight 300 - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - Map textures/sfx/zap_scroll.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle .8 2 0 7 - tcMod scroll 0 1 - } - { - Map textures/sfx/zap_scroll.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle 1 1.4 0 5 - tcMod scale -1 1 - tcMod scroll 0 1 - } - { - Map textures/sfx/zap_scroll2.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle 1 1.4 0 6.3 - tcMod scale -1 1 - tcMod scroll 2 1 - } - { - Map textures/sfx/zap_scroll2.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle 1 1.4 0 7.7 - tcMod scroll -1.3 1 - } -} - -textures/sfx/zap_scroll1000 -{ - q3map_surfacelight 1000 - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - q3map_lightimage textures/sfx/zap_scroll.tga - qer_editorimage textures/sfx/zap_scroll2.tga - cull none - - { - map textures/sfx/zap_scroll.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle .8 2 0 7 - tcMod scroll 0 1 - } - { - map textures/sfx/zap_scroll.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle 1 1.4 0 5 - tcMod scale -1 1 - tcMod scroll 0 1 - } - { - map textures/sfx/zap_scroll2.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle 1 1.4 0 6.3 - tcMod scale -1 1 - tcMod scroll 2 1 - } - { - map textures/sfx/zap_scroll2.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle 1 1.4 0 7.7 - tcMod scroll -1.3 1 - } -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/sfx2.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/sfx2.shader.svn-base deleted file mode 100644 index b8b81cf..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/sfx2.shader.svn-base +++ /dev/null @@ -1,1160 +0,0 @@ -textures/sfx2/senbouncenolit -{ - surfaceparm nodamage - surfaceparm nomarks - q3map_lightimage textures/sfx/jumppadsmall.tga - qer_editorimage textures/sfx/bouncepad01block18b.tga - - { - map textures/sfx/bouncepad01block18b.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } -} - - -textures/sfx2/flame_nolit_noshad -{ - surfaceparm nomarks - surfaceparm nolightmap - surfaceparm trans - cull none - qer_editorimage textures/sfx/flame1.tga - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - } - -} - -textures/sfx2/demonltblacknolight -{ - q3map_lightimage textures/sfx/demonltblackfinal_glow2.tga - surfaceparm nomarks - qer_editorimage textures/sfx/demonltblackfinal.tga - - { - map $lightmap - rgbgen identity - } - - { - map textures/sfx/demonltblackfinal.tga - blendfunc gl_dst_color gl_zero - rgbgen identity - } - - { - map textures/sfx/demonltblackfinal_glow2.tga - blendfunc gl_one gl_one - rgbgen wave sin .9 .1 0 5 - } - -} - -textures/sfx2/jumpadx -{ - - - { - map textures/sfx2/jumpadn.tga - blendFunc GL_ONE GL_ZERO - tcmod rotate 130 - //tcMod stretch sin .7 0.5 0 .2 - rgbGen identity - } - { - map textures/sfx2/fan01.tga - blendFunc blend - tcmod rotate -311 - rgbGen identity - } - { - clampmap textures/sfx2/jumpadn2.tga - blendfunc Add - tcmod rotate 130 - tcMod stretch sin 1.2 .8 0 1.4 - rgbGen wave square .5 .5 .25 1.4 - } - { - map textures/sfx2/jumpadx.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/sfx2/beam01 -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - cull none - nomipmaps - { - map textures/sfx2/beam01.tga - tcMod Scroll .1 0 - blendFunc add - } - -} - -textures/sfx2/ouchfog -{ - qer_editorimage textures/sfx/hellfog.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 50 - fogparms ( .66 0 0 ) 392 - - - - { - map textures/sfx2/ouchfog.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/sfx2/ouchfog.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - - -textures/sfx2/autorain -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - qer_trans .5 - deformVertexes move 3 1 0 sin 0 5 0 0.2 - deformVertexes move .6 3.3 0 sin 0 5 0 0.4 - deformVertexes autoSprite2 - cull none - //nopicmip - - { - map textures/sfx2/autorain.tga - tcMod Scroll .5 -8 - tcMod turb .1 .25 0 -.1 - blendFunc GL_ONE GL_ONE - } - //{ - // map textures/sfx/rain.tga - // tcMod Scroll .01 -6.3 - // - // blendFunc GL_ONE GL_ONE - //} - - -} - -textures/sfx2/flameanim_red_lowlite -{ - - // ************************************************* - // * Red Flame * - // * April 24, 2000 Surface Light 1000 * - // * Please Comment Changes * - // ************************************************* - qer_editorimage textures/sfx/r_flame3.tga - q3map_lightimage textures/sfx/r_flame3.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 1000 - // surfacelight changed to 1000 on 04/24/00.... PAJ - - { - animMap 10 textures/sfx/r_flame1.tga textures/sfx/r_flame2.tga textures/sfx/r_flame3.tga textures/sfx/r_flame4.tga textures/sfx/r_flame5.tga textures/sfx/r_flame6.tga textures/sfx/r_flame7.tga textures/sfx/r_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/r_flame2.tga textures/sfx/r_flame3.tga textures/sfx/r_flame4.tga textures/sfx/r_flame5.tga textures/sfx/r_flame6.tga textures/sfx/r_flame7.tga textures/sfx/r_flame8.tga textures/sfx/r_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/r_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} -textures/sfx2/flameanim_blue_lowlite -{ - - // ************************************************* - // * Blue Flame * - // * April 24, 2000 Surface Light 1000 * - // * Please Comment Changes * - // ************************************************* - qer_editorimage textures/sfx/b_flame7.tga - q3map_lightimage textures/sfx/b_flame7.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 1000 - // texture changed to 1K surface light.... PAJ - - - { - animMap 10 textures/sfx/b_flame1.tga textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga textures/sfx/b_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/b_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx2/blue_jumpad05 -{ - qer_editorimage textures/sfx2/jumpad05.tga - - { - map textures/sfx2/jumpadb.tga - blendFunc GL_ONE GL_ZERO - tcmod rotate 130 - //tcMod stretch sin .7 0.5 0 .2 - rgbGen identity - } - { - map textures/sfx2/fan01.tga - blendFunc blend - tcmod rotate -311 - rgbGen identity - } - { - clampmap textures/sfx2/jumpadb2.tga - blendfunc Add - tcmod rotate 130 - tcMod stretch sin 1.2 .8 0 1.4 - rgbGen wave square .5 .5 .25 1.4 - } - { - map textures/sfx2/jumpad05.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/sfx2/red_jumpad05 -{ - qer_editorimage textures/sfx2/jumpad05.tga - - { - map textures/sfx2/jumpadr.tga - blendFunc GL_ONE GL_ZERO - tcmod rotate 130 - //tcMod stretch sin .7 0.5 0 .2 - rgbGen identity - } - { - map textures/sfx2/fan01.tga - blendFunc blend - tcmod rotate -311 - rgbGen identity - } - { - clampmap textures/sfx2/jumpadr2.tga - blendfunc Add - tcmod rotate 130 - tcMod stretch sin 1.2 .8 0 1.4 - rgbGen wave square .5 .5 .25 1.4 - } - { - map textures/sfx2/jumpad05.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} -textures/sfx2/screen01 -{ - cull disable - surfaceparm nomarks - - { - map textures/sfx2/screen01.tga - tcMod scroll 9 .1 - rgbGen identity - } - { - map textures/effects2/tinfx_scr.tga - blendfunc add - tcGen environment - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - - - -} - -textures/sfx2/blue_edge -{ - cull disable - surfaceparm trans - surfaceparm nolightmap - - { - map textures/sfx2/blue_edge.tga - blendFunc add - tcMod scale .2 .2 - tcMod scroll .2 .2 - rgbGen identity - } - - - -} -textures/sfx2/b_smack01 -{ - cull disable - surfaceparm trans - surfaceparm nolightmap - { - map textures/sfx2/b_smack01.tga - blendFunc add - tcMod turb 0 .05 .06 .25 - rgbgen wave sin 0 1 0 .19 - } - { - map textures/sfx2/b_smack03.tga - blendFunc add - tcMod turb 0 .05 .07 .33 - rgbgen wave sin 0 1 0 7 - } - { - map textures/sfx2/b_smack02.tga - blendFunc add - tcMod turb 0 .07 .05 .4 - rgbgen wave sin 0 1 0 .5 - } - - - -} -textures/sfx2/r_fight01 -{ - cull disable - surfaceparm trans - surfaceparm nolightmap - { - map textures/sfx2/r_fight01.tga - blendFunc add - tcMod turb 0 .05 .06 .25 - rgbgen wave sin 0 1 0 .19 - } - { - map textures/sfx2/r_fight02.tga - blendFunc add - tcMod turb 0 .05 .07 .33 - rgbgen wave sin 0 1 0 7 - } - { - map textures/sfx2/r_fight03.tga - blendFunc add - tcMod turb 0 .07 .05 .4 - rgbgen wave sin 0 1 0 .5 - } - - - -} - -textures/sfx2/ven_beam -{ - qer_editorimage textures/sfx2/ven_beam.tga - cull disable - surfaceparm trans - - { - map textures/sfx2/ven_beam.tga - blendFunc add - rgbGen identity - } - - - -} - -textures/sfx2/padwall_red - { - - q3map_lightimage textures/sfx2/dm3padwallglow_red.tga - qer_editorimage textures/sfx2/dm3padwall_red.tga - - { - map textures/sfx2/dm3padwall_red.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - - { - map textures/sfx2/dm3padwallglow_red.tga - blendfunc gl_one gl_one - rgbgen wave sin 0 1 0 .5 - tcmod scale 1 .05 - tcmod scroll 0 1 - } - -} - -textures/sfx2/padwall_red_light - { - - q3map_lightimage textures/sfx2/dm3padwallglow_red.tga - qer_editorimage textures/sfx2/dm3padwall_red.tga - q3map_surfacelight 100 - q3map_lightsubdivide 64 - { - map textures/sfx2/dm3padwall_red.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - - { - map textures/sfx2/dm3padwallglow_red.tga - blendfunc gl_one gl_one - rgbgen wave sin 0 1 0 .5 - tcmod scale 1 .05 - tcmod scroll 0 1 - } - -} - - - -textures/sfx2/padwall_ntl - { - - q3map_lightimage textures/sfx2/dm3padwallglow_ntl.tga - qer_editorimage textures/sfx2/dm3padwall_red.tga - - { - map textures/sfx2/dm3padwall_red.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - - { - map textures/sfx2/dm3padwallglow_ntl.tga - blendfunc gl_one gl_one - rgbgen wave sin 0 1 0 .5 - tcmod scale 1 .05 - tcmod scroll 0 1 - } - -} - -textures/sfx2/ntrl_launchpad -{ - qer_editorimage textures/sfx2/launchpad03.tga - - { - map textures/sfx2/tread.tga - blendFunc GL_ONE GL_ZERO - tcmod scroll 0 .7 - tcmod scale 1 2 - rgbGen identity - } - { - map textures/sfx2/nlaunch.tga - blendFunc Add - tcmod scale 1 .5 - tcmod scroll 0 2 - rgbgen wave square 0 1 0 2 - alphagen wave square 0 1 .1 2 - } - - { - map textures/sfx2/launchpad03.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - { - map textures/sfx2/nlaunch2.tga - blendFunc Add - rgbgen wave square 0 1 0 1 - alphagen wave square 0 1 .1 1 - - } - -} -textures/sfx2/blue_launchpad -{ - qer_editorimage textures/sfx2/launchpad03.tga - - { - map textures/sfx2/tread.tga - blendFunc GL_ONE GL_ZERO - tcmod scroll 0 .7 - tcmod scale 1 2 - rgbGen identity - } - { - map textures/sfx2/blaunch.tga - blendFunc Add - tcmod scale 1 .5 - tcmod scroll 0 2 - rgbgen wave square 0 1 0 2 - alphagen wave square 0 1 .1 2 - } - - { - map textures/sfx2/launchpad03.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - { - map textures/sfx2/blaunch2.tga - blendFunc Add - rgbgen wave square 0 1 0 1 - alphagen wave square 0 1 .1 1 - - } - -} -textures/sfx2/red_launchpad -{ - qer_editorimage textures/sfx2/launchpad03.tga - - { - map textures/sfx2/tread.tga - blendFunc GL_ONE GL_ZERO - tcmod scroll 0 .7 - tcmod scale 1 2 - rgbGen identity - } - { - map textures/sfx2/rlaunch.tga - blendFunc Add - tcmod scale 1 .5 - tcmod scroll 0 2 - rgbgen wave square 0 1 0 2 - alphagen wave square 0 1 .1 2 - } - - { - map textures/sfx2/launchpad03.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - { - map textures/sfx2/rlaunch2.tga - blendFunc Add - rgbgen wave square 0 1 0 1 - alphagen wave square 0 1 .1 1 - - } - -} - - -textures/sfx2/tread2 -{ - - { - map textures/sfx2/tread2.tga - blendFunc GL_ONE GL_ZERO - tcmod scroll 0 1 - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} -textures/sfx2/ntrl_jumpad -{ - qer_editorimage textures/sfx2/jumpad02.tga - - { - map textures/sfx2/jumpadn.tga - blendFunc GL_ONE GL_ZERO - tcmod rotate 130 - //tcMod stretch sin .7 0.5 0 .2 - rgbGen identity - } - { - map textures/sfx2/fan01.tga - blendFunc blend - tcmod rotate -311 - rgbGen identity - } - { - clampmap textures/sfx2/jumpadn2.tga - blendfunc Add - tcmod rotate 130 - tcMod stretch sin 1.2 .8 0 1.4 - rgbGen wave square .5 .5 .25 1.4 - } - { - map textures/sfx2/jumpad02.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} -textures/sfx2/blue_jumpad -{ - qer_editorimage textures/sfx2/jumpad02.tga - - { - map textures/sfx2/jumpadb.tga - blendFunc GL_ONE GL_ZERO - tcmod rotate 130 - //tcMod stretch sin .7 0.5 0 .2 - rgbGen identity - } - { - map textures/sfx2/fan01.tga - blendFunc blend - tcmod rotate -311 - rgbGen identity - } - { - clampmap textures/sfx2/jumpadb2.tga - blendfunc Add - tcmod rotate 130 - tcMod stretch sin 1.2 .8 0 1.4 - rgbGen wave square .5 .5 .25 1.4 - } - { - map textures/sfx2/jumpad02.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/sfx2/red_jumpad -{ - qer_editorimage textures/sfx2/jumpad02.tga - - { - map textures/sfx2/jumpadr.tga - blendFunc GL_ONE GL_ZERO - tcmod rotate 130 - //tcMod stretch sin .7 0.5 0 .2 - rgbGen identity - } - { - map textures/sfx2/fan01.tga - blendFunc blend - tcmod rotate -311 - rgbGen identity - } - { - clampmap textures/sfx2/jumpadr2.tga - blendfunc Add - tcmod rotate 130 - tcMod stretch sin 1.2 .8 0 1.4 - rgbGen wave square .5 .5 .25 1.4 - } - { - map textures/sfx2/jumpad02.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} -textures/sfx2/ntrl_jumpad2 -{ - qer_editorimage textures/sfx2/jumpad01.tga - - { - map textures/sfx2/jumpadn.tga - blendFunc GL_ONE GL_ZERO - tcmod rotate 130 - //tcMod stretch sin .7 0.5 0 .2 - rgbGen identity - } - { - map textures/sfx2/fan01.tga - blendFunc blend - tcmod rotate -311 - rgbGen identity - } - { - clampmap textures/sfx2/jumpadn2.tga - blendfunc Add - tcmod rotate 130 - tcMod stretch sin 1.2 .8 0 1.4 - rgbGen wave square .5 .5 .25 1.4 - } - { - map textures/sfx2/jumpad01.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} -textures/sfx2/blue_jumpad2 -{ - qer_editorimage textures/sfx2/jumpad01.tga - - { - map textures/sfx2/jumpadb.tga - blendFunc GL_ONE GL_ZERO - tcmod rotate 130 - //tcMod stretch sin .7 0.5 0 .2 - rgbGen identity - } - { - map textures/sfx2/fan01.tga - blendFunc blend - tcmod rotate -311 - rgbGen identity - } - { - clampmap textures/sfx2/jumpadb2.tga - blendfunc Add - tcmod rotate 130 - tcMod stretch sin 1.2 .8 0 1.4 - rgbGen wave square .5 .5 .25 1.4 - } - { - map textures/sfx2/jumpad01.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/sfx2/red_jumpad2 -{ - qer_editorimage textures/sfx2/jumpad01.tga - - { - map textures/sfx2/jumpadr.tga - blendFunc GL_ONE GL_ZERO - tcmod rotate 130 - //tcMod stretch sin .7 0.5 0 .2 - rgbGen identity - } - { - map textures/sfx2/fan01.tga - blendFunc blend - tcmod rotate -311 - rgbGen identity - } - { - clampmap textures/sfx2/jumpadr2.tga - blendfunc Add - tcmod rotate 130 - tcMod stretch sin 1.2 .8 0 1.4 - rgbGen wave square .5 .5 .25 1.4 - } - { - map textures/sfx2/jumpad01.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -///// -textures/sfx2/ntrl_jumpad3 -{ - qer_editorimage textures/sfx2/jumpad03.tga - - { - map textures/sfx2/jumpadn.tga - blendFunc GL_ONE GL_ZERO - tcmod rotate 130 - //tcMod stretch sin .7 0.5 0 .2 - rgbGen identity - } - { - map textures/sfx2/fan01.tga - blendFunc blend - tcmod rotate -311 - rgbGen identity - } - { - clampmap textures/sfx2/jumpadn2.tga - blendfunc Add - tcmod rotate 130 - tcMod stretch sin 1.2 .8 0 1.4 - rgbGen wave square .5 .5 .25 1.4 - } - { - map textures/sfx2/jumpad03.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} -textures/sfx2/blue_jumpad3 -{ - qer_editorimage textures/sfx2/jumpad03.tga - - { - map textures/sfx2/jumpadb.tga - blendFunc GL_ONE GL_ZERO - tcmod rotate 130 - //tcMod stretch sin .7 0.5 0 .2 - rgbGen identity - } - { - map textures/sfx2/fan01.tga - blendFunc blend - tcmod rotate -311 - rgbGen identity - } - { - clampmap textures/sfx2/jumpadb2.tga - blendfunc Add - tcmod rotate 130 - tcMod stretch sin 1.2 .8 0 1.4 - rgbGen wave square .5 .5 .25 1.4 - } - { - map textures/sfx2/jumpad03.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/sfx2/red_jumpad3 -{ - qer_editorimage textures/sfx2/jumpad03.tga - - { - map textures/sfx2/jumpadr.tga - blendFunc GL_ONE GL_ZERO - tcmod rotate 130 - //tcMod stretch sin .7 0.5 0 .2 - rgbGen identity - } - { - map textures/sfx2/fan01.tga - blendFunc blend - tcmod rotate -311 - rgbGen identity - } - { - clampmap textures/sfx2/jumpadr2.tga - blendfunc Add - tcmod rotate 130 - tcMod stretch sin 1.2 .8 0 1.4 - rgbGen wave square .5 .5 .25 1.4 - } - { - map textures/sfx2/jumpad03.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/sfx2/redgoal2 -{ - surfaceparm nolightmap - //surfaceparm nonsolid - surfaceparm trans - cull twosided - { - map textures/sfx2/redgoal2.tga - tcGen environment - tcmod scale 2 2 - blendfunc GL_ONE GL_ONE - tcMod turb 0 0.25 0 0.5 - } -} - - -textures/sfx2/bluegoal2 -{ - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - cull twosided - { - map textures/sfx2/bluegoal2.tga - tcGen environment - tcmod scale 2 2 - blendfunc GL_ONE GL_ONE - tcMod turb 0 0.25 0 0.5 - } -} -textures/sfx2/swirl_b1 -{ - deformVertexes wave 100 sin 1 2 .1 1 - //q3map_surfacelight 300 - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - surfaceparm nonsolid - cull none - - { - clampmap textures/sfx2/swirl_b1.tga - blendFunc GL_ONE GL_ONE - tcMod rotate -188 - } - { - clampmap textures/sfx2/swirl_b2.tga - blendFunc GL_ONE GL_ONE - tcMod rotate 333 - } - -} -textures/sfx2/swirl_r1 -{ - deformVertexes wave 100 sin 1 2 .1 1 - //q3map_surfacelight 300 - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - surfaceparm nonsolid - cull none - - { - clampmap textures/sfx2/swirl_r1.tga - blendFunc GL_ONE GL_ONE - tcMod rotate -188 - } - { - clampmap textures/sfx2/swirl_r2.tga - blendFunc GL_ONE GL_ONE - tcMod rotate 333 - } - -} -textures/sfx2/jumportal01 -{ - - - surfaceparm trans - cull none - - { - map textures/sfx2/jumportal01.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} -textures/sfx2/jumportal02 -{ - - - surfaceparm trans - cull none - - { - map textures/sfx2/jumportal02.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} -textures/sfx2/scrolling_red -{ - qer_editorimage textures/base_light/jaildr1_3.tga - surfaceparm nomarks - q3map_lightimage textures/base_light/jaildr1_3.blend.tga - q3map_surfacelight 1000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/jaildr1_3.tga - blendFunc GL_DST_COLOR GL_ZERO - tcMod scroll 0 -.25 - rgbGen identity - } - { - map textures/base_light/jaildr1_3.blend.tga - rgbGen wave sin 0.5 0.5 1 1 - tcMod scroll 0 -.25 - blendfunc GL_ONE GL_ONE - } -} - -textures/sfx2/b_flame1 -{ - qer_editorimage textures/sfx/b_flame1.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - { - animMap 10 textures/sfx/b_flame1.tga textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga textures/sfx/b_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/b_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/skies.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/skies.shader.svn-base deleted file mode 100644 index 27c2797..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/skies.shader.svn-base +++ /dev/null @@ -1,1073 +0,0 @@ -textures/skies/blacksky -{ - qer_editorimage textures/skies/blacksky.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_surfacelight 25 - q3map_lightsubdivide 512 - q3map_sun 1 1 1 32 90 90 - { - map gfx/colors/black.tga - } -} - -textures/skies/hellsky -{ - qer_editorimage textures/skies/dimclouds.tga - surfaceparm noimpact - surfaceparm nomarks - surfaceparm nolightmap - - q3map_sun 4 3 3 65 290 75 - q3map_surfacelight 50 - skyparms - 512 - - - { - map textures/skies/dimclouds.tga - tcMod scroll 0.05 0 - tcMod scale 2 2 - depthWrite - } -} - -textures/skies/hellsky2 -{ - qer_editorimage textures/skies/dimclouds.tga - surfaceparm noimpact - surfaceparm nolightmap - - q3map_sun .9 .9 1 70 65 78 - q3map_surfacelight 60 - skyparms - 512 - - { - map textures/skies/dimclouds.tga - tcMod scroll 0.02 0 - tcMod scale 1 1 - depthWrite - } - { - map textures/skies/dimclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.02 0.01 - tcMod scale 3 3 - } - -} - -textures/skies/hellsky2bright -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_sun 1 1 1 100 220 50 - q3map_surfacelight 120 - - qer_editorimage textures/skies/inteldimredclouds.tga - - skyparms - 512 - - { - map textures/skies/inteldimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/kc_dm10sky -{ - q3map_lightimage textures/skies/pjbasesky.tga - q3map_lightsubdivide 512 - q3map_globaltexture - surfaceparm noimpact - surfaceparm nolightmap - - q3map_sun .5 .6 .8 90 225 55 - q3map_surfacelight 150 - - qer_editorimage textures/skies/bluetopclouds.tga - - skyparms - 512 - - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } - - -} - -textures/skies/kcbasesky_arena1_sky -{ - qer_editorimage textures/skies/pjbasesky.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 256 - q3map_sun 0.266383 0.274632 0.358662 150 60 85 - q3map_surfacelight 500 - - skyparms - 512 - - - { - map textures/skies/dimclouds.tga - tcMod scroll 0.01 0.01 - tcMod scale 3 3 - depthWrite - } - { - map textures/skies/pjbasesky.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -0.01 -0.01 - tcMod scale 5 5 - } -} - -textures/skies/killsky -{ - qer_editorimage textures/skies/killsky_1.tga - surfaceparm noimpact - surfaceparm nomarks - surfaceparm nolightmap - - q3map_sun 3 2 2 70 315 65 - q3map_surfacelight 75 - skyparms - 512 - - - - { - map textures/skies/killsky_1.tga - tcMod scroll 0.05 .1 - tcMod scale 2 2 - } - { - map textures/skies/killsky_2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 0.05 0.06 - tcMod scale 3 2 - } -} - -textures/skies/mkc_sky -{ - qer_editorimage textures/skies/pjbasesky.tga - surfaceparm noimpact - surfaceparm nolightmap - - q3map_sun 0.266383 0.274632 0.358662 150 60 80 - q3map_surfacelight 700 - - skyparms half 256 - - - { - map textures/skies/dimclouds.tga - tcMod scroll 0.01 0.01 - tcMod scale 3 3 - depthWrite - } - { - map textures/skies/pjbasesky.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -0.01 -0.01 - tcMod scale 5 5 - } -} - -textures/skies/nightsky_xian_dm1 -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_surfacelight 300 - q3map_sun 1 1 1 100 -41 58 - - qer_editorimage textures/skies/xnight2_up.tga - - - skyparms env/xnight2 - - -} - -textures/skies/nightsky_xian_dm15 -{ - qer_editorimage textures/skies/xnight2_up.tga - surfaceparm nolightmap - surfaceparm noimpact - - q3map_surfacelight 900 - q3map_sun 1 1 1 100 -58 58 - skyparms env/xnight2 - - - - -} - -textures/skies/nightsky_xian_dm4 -{ - qer_editorimage textures/skies/xnight2_up.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_sun 1 1 1 80 -41 58 - q3map_surfacelight 50 - skyparms env/xnight2 - - -} - -textures/skies/pj_arena2sky -{ - qer_editorimage textures/skies/pjbasesky.tga - - surfaceparm noimpact - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 512 - q3map_sun 0.266383 0.274632 0.358662 100 350 55 - q3map_surfacelight 100 - - skyparms full 200 - - - { - map textures/skies/dimclouds.tga - tcMod scroll 0.015 0.016 - tcMod scale 3 3 - depthWrite - } - { - map textures/skies/pjbasesky.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -0.01 -0.012 - tcMod scale 5 5 - } -} - -textures/skies/pj_arena4_sky -{ - qer_editorimage textures/skies/pjbasesky.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 512 - q3map_sun 0.266383 0.274632 0.358662 200 165 45 - q3map_surfacelight 100 - - skyparms full 128 - - - { - map textures/skies/dimclouds.tga - tcMod scroll 0.015 0.016 - tcMod scale 3 3 - depthWrite - } - { - map textures/skies/pjbasesky.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -0.01 -0.012 - tcMod scale 5 5 - } -} - -textures/skies/pj_ctf1sky -{ - qer_editorimage textures/skies/pjbasesky - - surfaceparm noimpact - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 512 - q3map_sun 0.266383 0.274632 0.358662 100 350 75 - q3map_surfacelight 150 - - skyparms full 200 - - - { - map textures/skies/dimclouds.tga - tcMod scroll 0.015 0.016 - tcMod scale 3 3 - depthWrite - } - { - map textures/skies/pjbasesky.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -0.01 -0.012 - tcMod scale 5 5 - } -} - -textures/skies/pj_ctf2_sky -{ - qer_editorimage textures/skies/bluetopclouds.tga - q3map_lightimage textures/skies/topclouds.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 512 - q3map_sun 0.266383 0.274632 0.358662 250 90 45 - q3map_surfacelight 100 - - skyparms full 128 - - - { - map textures/skies/bluedimclouds.tga - tcMod scroll 0.015 0.016 - tcMod scale 3 3 - depthWrite - } - { - map textures/skies/topclouds.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -0.01 -0.012 - tcMod scale 5 5 - } -} - -textures/skies/pj_dm10sky -{ - q3map_lightimage textures/common/white.tga - q3map_lightsubdivide 512 - q3map_globaltexture - surfaceparm noimpact - surfaceparm nolightmap - - q3map_sun .5 .6 .8 90 225 55 - q3map_surfacelight 150 - - qer_editorimage textures/skies/bluetopclouds.tga - - skyparms - 512 - - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } - -} - -textures/skies/pj_dm9sky -{ - qer_editorimage textures/skies/bluetopclouds.tga - q3map_lightimage textures/skies/topclouds.tga - surfaceparm noimpact - surfaceparm nomarks - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 512 - - q3map_sun .5 .6 .8 140 165 60 - q3map_surfacelight 80 - - skyparms - 512 - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/pjbasesky_arena1_sky -{ - qer_editorimage textures/skies/pjbasesky.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 256 - q3map_sun 0.266383 0.274632 0.358662 150 60 85 - q3map_surfacelight 100 - - skyparms - 512 - - - { - map textures/skies/dimclouds.tga - tcMod scroll 0.01 0.01 - tcMod scale 3 3 - depthWrite - } - { - map textures/skies/pjbasesky.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -0.01 -0.01 - tcMod scale 5 5 - } -} - -textures/skies/q3dm0 - -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_sun .5 .6 .8 60 80 75 - q3map_surfacelight 80 - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/bluetopclouds.tga - - skyparms - 512 - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/skybox -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/space1_bk.tga - q3map_sun 1 1 1 100 -58 58 - q3map_surfacelight 400 - - skyparms env/space1 - - - { - map textures/skies/killsky_2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 0.05 0.06 - tcMod scale 3 2 - } -} - -textures/skies/stars_arena7 -{ - qer_editorimage textures/skies/black_up.tga - - surfaceparm noimpact - surfaceparm nolightmap - - q3map_surfacelight 10 - q3map_sun .6 .6 .6 30 35 78 - - skyparms env/black - - -} - -textures/skies/tim_dm14 -{ - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/killsky_1.tga - surfaceparm noimpact - surfaceparm nomarks - surfaceparm nolightmap - q3map_sun 3 2 2 90 314 60 - q3map_surfacelight 80 - skyparms - 512 - - - //cloudparms 512 full - //lightning - - { - map textures/skies/killsky_1.tga - tcMod scroll 0.05 .1 - tcMod scale 2 2 - depthWrite - } - { - map textures/skies/killsky_2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 0.05 0.06 - tcMod scale 3 2 - } -} - -textures/skies/tim_dm14red -{ - q3map_lightimage textures/skies/stars_red.tga - qer_editorimage textures/skies/killsky_1.tga - surfaceparm noimpact - surfaceparm nomarks - surfaceparm nolightmap - q3map_sun .5 .37 .19 70 314 60 - - q3map_surfacelight 80 - skyparms - 512 - - - { - map textures/skies/killsky_1.tga - tcMod scroll 0.05 .1 - tcMod scale 2 2 - depthWrite - } - { - map textures/skies/killsky_2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 0.05 0.06 - tcMod scale 3 2 - } -} - -textures/skies/tim_dm3_red -{ - q3map_lightimage textures/skies/stars_red.tga - qer_editorimage textures/skies/killsky_1.tga - surfaceparm noimpact - surfaceparm nomarks - surfaceparm nolightmap - - q3map_sun .5 .37 .19 70 30 70 - - q3map_surfacelight 80 - skyparms - 512 - - - { - map textures/skies/killsky_1.tga - tcMod scroll 0.05 .1 - tcMod scale 2 2 - depthWrite - } - { - map textures/skies/killsky_2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 0.05 0.06 - tcMod scale 3 2 - } -} - -textures/skies/tim_hell -{ - q3map_lightimage textures/skies/stars_red.tga - qer_editorimage textures/skies/killsky_1.tga - surfaceparm noimpact - surfaceparm nomarks - surfaceparm nolightmap - - q3map_sun 1 .77 .77 80 315 70 - q3map_surfacelight 130 - skyparms - 384 - - { - map textures/skies/killsky_1.tga - tcMod scroll 0.05 .1 - tcMod scale 2 2 - depthWrite - } - { - map textures/skies/killsky_2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 0.05 0.06 - tcMod scale 3 2 - } -} - -textures/skies/tim_km2 -{ - q3map_lightimage textures/skies/stars_red.tga - qer_editorimage textures/skies/killsky_1.tga - surfaceparm noimpact - surfaceparm nomarks - surfaceparm nolightmap - - q3map_sun .5 .37 .19 90 315 40 - q3map_surfacelight 80 - skyparms - 512 - - - { - map textures/skies/killsky_1.tga - tcMod scroll 0.05 .1 - tcMod scale 2 2 - depthWrite - } - { - map textures/skies/killsky_2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 0.05 0.06 - tcMod scale 3 2 - } -} - -textures/skies/toxicsky -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/inteldimredclouds.tga - q3map_surfacelight 80 - q3map_sun 1 1 0.5 100 30 60 - - - skyparms - 512 - - - { - map textures/skies/inteldimclouds.tga - tcMod scroll 0.1 0.1 - tcMod scale 3 2 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0.05 - tcMod scale 3 3 - } -} - -textures/skies/toxicskydim -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_surfacelight 100 - q3map_sun 1 1 0.5 80 30 70 - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - skyparms - 512 - - { - map textures/skies/inteldimclouds.tga - tcMod scroll 0.1 0.1 - tcMod scale 3 2 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0.05 - tcMod scale 3 3 - } -} - -textures/skies/toxicskytim_blue -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_sun .5 .6 .8 100 70 60 - q3map_surfacelight 120 - - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/bluetopclouds.tga - skyparms - 512 - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/toxicskytim_ctf1 -//used in tim_ctf1 -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_sun 1 1 0.5 90 70 40 - q3map_surfacelight 120 - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - skyparms - 512 - - { - map textures/skies/inteldimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/toxicskytim_dm2 - -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_sun .5 .6 .8 100 190 75 - q3map_surfacelight 120 - - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/bluetopclouds.tga - skyparms - 512 - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/toxicskytim_dm3 - -{ - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_surfacelight 80 - q3map_sun 1 1 0.5 100 30 60 - - skyparms - 512 - - - { - map textures/skies/inteldimclouds.tga - tcMod scroll 0.1 0.1 - tcMod scale 3 2 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0.05 - tcMod scale 3 3 - } -} - -textures/skies/toxicskytim_dm4 -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_sun 1 1 0.5 90 120 75 - q3map_surfacelight 80 - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - skyparms - 512 - - { - map textures/skies/inteldimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/toxicskytim_dm5 -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_sun 1 .78 .48 90 225 55 - q3map_surfacelight 120 - - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/bluetopclouds.tga - skyparms - 512 - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/toxicskytim_dm7 -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_sun .5 .6 .8 100 260 50 - q3map_surfacelight 120 - - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/bluetopclouds.tga - skyparms - 512 - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/toxicskytim_dm8 -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_sun 1 1 0.5 85 220 40 - q3map_surfacelight 120 - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - skyparms - 512 - - { - map textures/skies/inteldimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/toxicskytim_dm9 -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_sun .980 .835 .3 100 25 65 - q3map_surfacelight 80 - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - skyparms - 512 - - { - map textures/skies/inteldimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/xblacksky -{ - qer_editorimage textures/skies/blacksky.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_surfacelight 300 - q3map_lightsubdivide 512 - q3map_sun 1 1 1 32 45 90 - { - map gfx/colors/black.tga - } -} - -textures/skies/xblacksky_dm7 -{ - qer_editorimage textures/skies/blacksky.tga - surfaceparm noimpact - surfaceparm nolightmap - { - map gfx/colors/black.tga - } -} - -textures/skies/xtoxicsky_ctf -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - q3map_surfacelight 500 - q3map_sun 1 1 0.5 150 30 60 - skyparms - 512 - - - { - map textures/skies/inteldimclouds.tga - tcMod scroll 0.1 0.1 - tcMod scale 3 2 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0.05 - tcMod scale 3 3 - } -} - -textures/skies/xtoxicsky_dm14 -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_surfacelight 800 - q3map_sun 1 1 0.85 100 90 90 - - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - skyparms - 512 - - { - map textures/skies/inteldimclouds.tga - tcMod scroll 0.1 0.1 - tcMod scale 3 2 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0.05 - tcMod scale 3 3 - } -} - -textures/skies/xtoxicsky_dm3 -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - q3map_surfacelight 400 - q3map_sun 1 1 0.5 150 30 60 - skyparms - 512 - - - { - map textures/skies/inteldimclouds.tga - tcMod scroll 0.1 0.1 - tcMod scale 3 2 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0.05 - tcMod scale 3 3 - } -} - -textures/skies/xtoxicsky_dm9 -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - q3map_surfacelight 400 - q3map_sun 1 1 0.5 150 30 60 - skyparms - 512 - - - { - map textures/skies/inteldimclouds.tga - tcMod scroll 0.1 0.1 - tcMod scale 3 2 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0.05 - tcMod scale 3 3 - } -} - -textures/skies/xtoxicsky_q3ctf3 -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/bluetopclouds.tga - q3map_surfacelight 500 - q3map_sun 1 1 0.5 150 30 60 - skyparms - 512 - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/xtoxicsky_tourney -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - q3map_surfacelight 495 - q3map_sun 1 1 0.5 150 75 60 - skyparms - 512 - - - { - map textures/skies/inteldimclouds.tga - tcMod scroll 0.1 0.1 - tcMod scale 3 2 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0.05 - tcMod scale 3 3 - } -} - -textures/skies/xtoxicskytim_q3dm5 - -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_surfacelight 400 - q3map_sun .5 .6 .8 150 30 60 - - - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/bluetopclouds.tga - skyparms - 512 - - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/skies2.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/skies2.shader.svn-base deleted file mode 100644 index 45ff6f8..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/skies2.shader.svn-base +++ /dev/null @@ -1,245 +0,0 @@ -textures/skies2/ctf6sky -{ - qer_editorimage textures/skies2/ctf6sky.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 256 - q3map_sun 0.266383 0.274632 0.358662 150 60 85 - q3map_surfacelight 100 - - skyparms - 512 - - - { - map textures/skies2/ctf6sky2.tga - - tcMod scale 3 3 - tcMod scroll 0.01 0.01 - depthWrite - } - { - map textures/skies2/ctf6sky.tga - - blendfunc Add - tcMod scale 1.2 0.9 - tcMod scroll .013 .002 - - } -} - -textures/skies2/ctf6sky_ter -//sky for mpterra2 -{ - qer_editorimage textures/skies2/ctf6skyb.tga - qer_lightimage textures/skies2/ctf6sky2b.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 512 - q3map_sun 1 1 1 185 180 85 - q3map_surfacelight 300 - skyparms - 512 - - - { - map textures/skies2/ctf6sky2b.tga - - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - depthWrite - } - { - map textures/skies2/ctf6skyb.tga - - blendfunc Add - tcMod scale 1.2 0.9 - tcMod scroll .013 .002 - - } -} - -textures/skies2/nebulax -{ - qer_editorimage textures/skies2/nebula3.tga - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm sky - - skyparms textures/skies2/env/nebulax - - - - -} - -textures/skies2/nebula3 -{ - qer_editorimage textures/skies2/nebula3.tga - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm sky - q3map_lightimage textures/skies/proto_sky.tga - q3map_sun .90 .90 .95 80 315 40 - q3map_surfacelight 460 - - skyparms textures/skies2/env/nebula3 - - - - -} - -textures/skies2/x_nebula3 -{ - qer_editorimage textures/skies2/nebula3.tga - q3map_lightsubdivide 512 - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm sky - - q3map_lightimage textures/skies/proto_sky.tga - q3map_sun .90 .90 .95 150 135 50 - q3map_surfacelight 200 - - skyparms textures/skies2/env/nebula3 - - -} - - - -textures/skies2/nebula3halflit -{ - qer_editorimage textures/skies2/nebula3.tga - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm sky - q3map_lightimage textures/skies/proto_sky.tga - q3map_sun .90 .90 .95 80 315 40 - q3map_surfacelight 190 - - skyparms textures/skies2/env/nebula3 - - - - -} - -textures/skies2/nebula3nolit -{ - qer_editorimage textures/skies2/nebula3.tga - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm sky - skyparms textures/skies2/env/nebula3 - - - - -} - - -textures/skies2/nebula2 -{ - qer_editorimage textures/skies2/nebula3.tga - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm sky - q3map_lightimage textures/skies/stars.tga - q3map_sun .90 .90 .95 80 315 40 - q3map_surfacelight 60 - - skyparms textures/skies2/env/nebula2 - - - -} - -textures/skies2/nebula -{ - qer_editorimage textures/skies2/nebula3.tga - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm sky - q3map_lightimage textures/skies/stars.tga - q3map_sun .75 .37 .19 90 315 40 - q3map_surfacelight 80 - - skyparms textures/skies2/env/nebula - - - - -} - -textures/skies2/hell1 -{ - qer_editorimage textures/skies2/hell1.tga - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm sky - q3map_lightimage textures/skies/stars.tga - q3map_sun 1 1 1 55 -58 58 - q3map_surfacelight 400 - - skyparms textures/skies2/env/hell1 - - - -} - -textures/skies2/xhell1_nolight -{ - qer_editorimage textures/skies2/hell1.tga - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm sky - q3map_lightimage textures/skies/stars.tga - q3map_sun 1 1 1 55 -58 58 - - skyparms textures/skies2/env/hell1 - - - -} - - -textures/skies2/hell2 -{ - qer_editorimage textures/skies2/hell1.tga - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm sky - q3map_lightimage textures/skies/stars.tga - q3map_sun .75 .37 .19 90 315 40 - q3map_surfacelight 80 - - skyparms textures/skies2/env/hell2 - - - - -} - -textures/skies2/hell3 -{ - qer_editorimage textures/skies2/hell1.tga - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm sky - q3map_lightimage textures/skies/stars.tga - q3map_sun .75 .37 .19 90 315 40 - q3map_surfacelight 80 - - skyparms textures/skies2/env/hell3 - - - - -} - -textures/skies2/mpterra2 -//used terrain ctf map - -{ - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm sky - - q3map_sun 1 1 1 200 180 85 - q3map_surfacelight 90 - - qer_editorimage textures/skies/toxicbluesky.tga - - skyparms - 1024 - - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.0355 0.0355 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.0125 0.0125 - } -} diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/stone2.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/stone2.shader.svn-base deleted file mode 100644 index eab8972..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/stone2.shader.svn-base +++ /dev/null @@ -1,10 +0,0 @@ - -textures/stone2/pjrock5_vertex -{ - surfaceparm nolightmap - qer_editorimage textures/stone/pjrock5.tga - { - map textures/stone/pjrock5.tga - rgbGen vertex - } -} diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/team.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/team.shader.svn-base deleted file mode 100644 index e05bb79..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/team.shader.svn-base +++ /dev/null @@ -1,140 +0,0 @@ -"team_icon/the fallen_red" -{ - cull none - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - { - map team_icon/thefallen_red.tga - blendFunc Add - rgbgen wave triangle 0.2 0.5 0 0.2 - - } - -} -"team_icon/the fallen_blue" -{ - cull none - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - { - map team_icon/thefallen_blue.tga - blendFunc Add - rgbgen wave triangle 0.2 0.5 0 0.2 - - } - -} -team_icon/intruders_red -{ - cull none - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - { - map team_icon/intruders_red.tga - blendFunc Add - rgbgen wave triangle 0.2 0.5 0 0.2 - - } - -} -team_icon/intruders_blue -{ - cull none - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - { - map team_icon/intruders_blue.tga - blendFunc Add - rgbgen wave triangle 0.2 0.5 0 0.2 - - } - -} -team_icon/crusaders_red -{ - cull none - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - { - map team_icon/crusaders_red.tga - blendFunc Add - rgbgen wave triangle 0.2 0.5 0 0.2 - - } - -} -team_icon/crusaders_blue -{ - cull none - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - { - map team_icon/crusaders_blue.tga - blendFunc Add - rgbgen wave triangle 0.2 0.5 0 0.2 - - } - -} -team_icon/pagans_red -{ - cull none - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - { - map team_icon/pagans_red.tga - blendFunc Add - rgbgen wave triangle 0.2 0.5 0 0.2 - - } - -} -team_icon/pagans_blue -{ - cull none - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - { - map team_icon/pagans_blue.tga - blendFunc Add - rgbgen wave triangle 0.2 0.5 0 0.2 - - } - -} -team_icon/stroggs_red -{ - cull none - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - { - map team_icon/stroggs_red.tga - blendFunc Add - rgbgen wave triangle 0.2 0.5 0 0.2 - - } - -} -team_icon/stroggs_blue -{ - cull none - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - { - map team_icon/stroggs_blue.tga - blendFunc Add - rgbgen wave triangle 0.2 0.5 0 0.2 - - } - -} diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/terrain.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/terrain.shader.svn-base deleted file mode 100644 index fe72922..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/terrain.shader.svn-base +++ /dev/null @@ -1,557 +0,0 @@ -// ************************************************* -// * -// * Vertex Lighting Replacement Shaders -// * -// ************************************************* - -textures/terrain/vxmpterra2 - -{ - qer_editorimage textures/stone/pjrock10bc.tga - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - - - { - - map textures/stone/pjrock10b_2.tga - rgbGen vertex - tcmod scale 0.125 0.125 - } - -} - - -textures/terrain/vxmpterra1 - -{ - qer_editorimage textures/stone/pjrock12c.tga - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - - - { - - map textures/stone/pjrock12c.tga - rgbGen vertex - tcmod scale 0.125 0.125 - } - -} - - -// ********************************************************* - -// ************************************************* -// * -// * MPTerra2 terrain shaders (PaulJ) -// * -// ************************************************* - - -textures/terrain/mpterra2_0 - -{ - qer_editorimage textures/stone/pjrock9b_2.tga - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - - { - - map textures/stone/pjrock9b_2.tga - rgbGen vertex - tcmod scale 0.125 0.125 - } - - { - - map textures/skies2/clouds.tga - blendfunc filter - detail - tcmod scale 0.01 0.01 - tcMod scroll -0.05 0.05 - tcmod transform 1 0 1 1 1 1 - - } - - -} - -textures/terrain/mpterra2_1 - -{ - qer_editorimage textures/stone/pjrock12b_2.tga - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - - { - - map textures/stone/pjrock12b_2.tga - rgbGen vertex - tcmod scale 0.1 0.1 - - } - - { - - map textures/skies2/clouds.tga - blendfunc filter - detail - tcmod scale 0.01 0.01 - tcMod scroll -0.05 0.05 - tcmod transform 1 0 1 1 1 1 - - } - - -} - -textures/terrain/mpterra2_2 -{ - qer_editorimage textures/stone/pjrock10b_2.tga - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - - { - - map textures/stone/pjrock10b_2.tga - tcmod scale 0.05 0.05 - rgbGen vertex - } - - { - map textures/skies2/clouds.tga - blendfunc filter - detail - tcmod scale 0.01 0.01 - tcMod scroll -0.05 0.05 - tcmod transform 1 0 1 1 1 1 - - } - -} - -textures/terrain/mpterra2_0to1 - -{ - qer_editorimage textures/stone/pjrock9b_2.tga - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - - { - map textures/stone/pjrock9b_2.tga - rgbGen vertex - alphaGen vertex - tcmod scale 0.125 0.125 - } - - { - map textures/stone/pjrock12b_2.tga - tcmod scale 0.1 0.1 - rgbGen vertex - alphaGen vertex - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - - { - map textures/skies2/clouds.tga - blendfunc filter - detail - tcmod scale 0.01 0.01 - tcMod scroll -0.05 0.05 - tcmod transform 1 0 1 1 1 1 - } - - -} - -textures/terrain/mpterra2_0to2 -{ - qer_editorimage textures/stone/pjrock9b_2.tga - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - { - map textures/stone/pjrock9b_2.tga - rgbGen vertex - alphaGen vertex - tcmod scale 0.125 0.125 - } - { - map textures/stone/pjrock10b_2.tga - rgbGen vertex - alphaGen vertex - tcmod scale 0.05 0.05 - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - - { - map textures/skies2/clouds.tga - blendfunc filter - detail - tcmod scale 0.01 0.01 - tcMod scroll -0.05 0.05 - tcmod transform 1 0 1 1 1 1 - - } - - -} - -textures/terrain/mpterra2_1to2 -{ - qer_editorimage textures/stone/pjrock12b_2.tga - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - - { - map textures/stone/pjrock12b_2.tga - rgbGen vertex - alphaGen vertex - tcmod scale 0.1 0.1 - } - - { - map textures/stone/pjrock10b_2.tga - tcmod scale 0.05 0.05 - rgbGen vertex - alphaGen vertex - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - - { - map textures/skies2/clouds.tga - blendfunc filter - detail - tcmod scale 0.01 0.01 - tcMod scroll -0.05 0.05 - tcmod transform 1 0 1 1 1 1 - } - - -} - -////////////////////////////////////////////// -// // -// x_mpterra // -// // -////////////////////////////////////////////// - -textures/terrain/vxmpterra3 - -{ - qer_editorimage textures/proto2/px02.tga - surfaceparm nolightmap - //q3map_novertexshadows - //q3map_forcesunlight - surfaceparm dust - { - map textures/proto2/px02.tga - tcmod scale .1 .1 - rgbGen vertex - } - -} - - - -textures/proto2/xproto_0to1 - -{ - qer_editorimage textures/proto2/px01.tga - surfaceparm nolightmap - //q3map_novertexshadows - //q3map_forcesunlight - surfaceparm dust - - { - map textures/proto2/px01.tga - tcmod scale .1 .1 - rgbGen vertex - - } - - { - map textures/proto2/px02.tga - rgbGen vertex - alphaGen vertex - tcmod scale .1 .1 - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - - -} - -textures/proto2/xproto_1to2 - -{ - qer_editorimage textures/proto2/px02.tga - surfaceparm nolightmap - //q3map_novertexshadows - //q3map_forcesunlight - surfaceparm dust - { - map textures/proto2/px02.tga - tcmod scale .1 .1 - rgbGen vertex - alphaGen vertex - } - - { - map textures/proto2/px03.tga - rgbGen vertex - alphaGen vertex - tcmod scale .1 .1 - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - - -} - -textures/proto2/xproto_0to2 - -{ - qer_editorimage textures/proto2/px02.tga - surfaceparm nolightmap - //q3map_novertexshadows - //q3map_forcesunlight - surfaceparm dust - - { - map textures/proto2/px01.tga - tcmod scale .1 .1 - rgbGen vertex - } - { - map textures/proto2/px03.tga - rgbGen vertex - alphaGen vertex - tcmod scale .1 .1 - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - - -} - - - -textures/proto2/xproto_0 - -{ - qer_editorimage textures/proto2/px01.tga - surfaceparm nolightmap - //q3map_novertexshadows - //q3map_forcesunlight - surfaceparm dust - - - { - map textures/proto2/px01.tga - tcmod scale .1 .1 - rgbGen vertex - } - - - -} - -textures/proto2/xproto_1 - -{ - qer_editorimage textures/proto2/px02.tga - surfaceparm nolightmap - //q3map_novertexshadows - //q3map_forcesunlight - surfaceparm dust - { - map textures/proto2/px02.tga - tcmod scale .1 .1 - rgbGen vertex - } - - - -} - -textures/proto2/xproto_2 - -{ - qer_editorimage textures/proto2/px03.tga - surfaceparm nolightmap - //q3map_novertexshadows - //q3map_forcesunlight - surfaceparm dust - { - map textures/proto2/px03.tga - tcmod scale .1 .1 - rgbGen vertex - } - -} - - - -// ************************************************* -// * -// * MPTerra1 terrain shaders (Tim) -// * -// ************************************************* - -textures/terrain/mpterra1_0 -{ - qer_editorimage textures/stone/pjrock9c.tga - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - { - map textures/stone/pjrock9c.tga - rgbGen vertex - tcmod scale 0.125 0.125 - } - { - map textures/skies2/clouds2.tga - blendfunc filter - tcmod scale 0.01 0.01 - tcMod scroll -0.1 0.1 - - } - -} - -textures/terrain/mpterra1_1 -{ - qer_editorimage textures/stone/pjrock12c.tga - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - { - map textures/stone/pjrock12c.tga - //tcmod transform 1 0 1 1 1 1 - rgbGen vertex - tcmod scale 0.125 0.125 - } - { - map textures/skies2/clouds2.tga - blendfunc filter - tcmod scale 0.01 0.01 - tcMod scroll -0.1 0.1 - - } - -} - -textures/terrain/mpterra1_2 -{ - qer_editorimage textures/stone/pjrock10c.tga - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - { - map textures/stone/pjrock10c.tga - tcmod scale 0.05 0.05 - rgbGen vertex - } - { - map textures/skies2/clouds2.tga - blendfunc filter - tcmod scale 0.01 0.01 - tcMod scroll -0.1 0.1 - - } - -} - -textures/terrain/mpterra1_0to1 -{ - qer_editorimage textures/stone/pjrock9c.tga - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - { - map textures/stone/pjrock9c.tga - rgbGen vertex - alphaGen vertex - tcmod scale 0.125 0.125 - } - { - map textures/stone/pjrock12c.tga - tcmod scale 0.125 0.125 - rgbGen vertex - alphaGen vertex - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - { - map textures/skies2/clouds2.tga - blendfunc filter - tcmod scale 0.01 0.01 - tcMod scroll -0.1 0.1 - - } - -} - -textures/terrain/mpterra1_0to2 -{ - qer_editorimage textures/stone/pjrock9c.tga - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - { - map textures/stone/pjrock9c.tga - rgbGen vertex - alphaGen vertex - tcmod scale 0.125 0.125 - } - { - map textures/stone/pjrock10c.tga - //tcmod transform 1 0 1 1 1 1 - tcmod scale 0.05 0.05 - rgbGen vertex - alphaGen vertex - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - { - map textures/skies2/clouds2.tga - blendfunc filter - tcmod scale 0.01 0.01 - tcMod scroll -0.1 0.1 - - } - -} - -textures/terrain/mpterra1_1to2 -{ - qer_editorimage textures/stone/pjrock12c.tga - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - { - map textures/stone/pjrock12c.tga - rgbGen vertex - alphaGen vertex - tcmod scale 0.125 0.125 - } - { - map textures/stone/pjrock10c.tga - //tcmod transform 1 0 1 1 1 1 - tcmod scale 0.05 0.05 - rgbGen vertex - alphaGen vertex - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - { - map textures/skies2/clouds2.tga - blendfunc filter - tcmod scale 0.01 0.01 - tcMod scroll -0.1 0.1 - - } -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/tim.shader.svn-base b/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/tim.shader.svn-base deleted file mode 100644 index c5c2b3d..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/.svn/text-base/tim.shader.svn-base +++ /dev/null @@ -1,213 +0,0 @@ -//Bwahahahahhaha - -textures/tim/red_flagbase -{ - qer_editorimage textures/tim/flagbase.tga - - { - map textures/tim/swirl_red.tga - blendFunc GL_ONE GL_ZERO - tcmod rotate 130 - tcMod stretch sin .7 0.5 0 .2 - rgbGen identity - } - { - map textures/tim/swirl_red.tga - blendFunc Add - tcmod rotate 80 - tcMod stretch sin .7 0.5 0 .1 - rgbGen identity - } - { - map textures/tim/flagbase.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/tim/blue_flagbase -{ - qer_editorimage textures/tim/flagbase.tga - - { - map textures/tim/swirl_blue.tga - blendFunc GL_ONE GL_ZERO - tcmod rotate 130 - tcMod stretch sin .7 0.5 0 .2 - rgbGen identity - } - { - map textures/tim/swirl_blue.tga - blendFunc Add - tcmod rotate 80 - tcMod stretch sin .7 0.5 0 .1 - rgbGen identity - } - { - map textures/tim/flagbase.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} -textures/tim/timborder11c -{ - q3map_surfacelight 300 - q3map_lightimage textures/tim/tim11c_pulse1.tga - qer_editorimage textures/base_trim/border11c.tga - - { - map textures/base_trim/border11c.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/base_trim/border11c_light.tga - blendfunc gl_one gl_one - rgbgen wave sin 1 .1 0 5 - } - - - { - map textures/tim/tim11c_pulse1.tga - blendfunc gl_one gl_one - tcmod scale .035 1 - tcmod scroll -0.65 0 - - - } - - -} - -textures/tim/rmetaltechgeomtrn -{ - - - { - map textures/sfx/fire_ctfred.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 2 2 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/tim/rmetaltechgeomtrn.tga - blendFunc blend - tcmod rotate 30 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - map textures/base_wall/metaltechgeomtrn2.tga - blendFunc blend - tcmod rotate 20 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - map textures/tim/rmetaltechgeomtrn.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/tim/redmetalsupport2fline -{ - q3map_surfacelight 100 - q3map_lightimage textures/tim/redmetalsupport2fline_glow.tga - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/tim/redmetalsupport2fline.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } - - { - map textures/tim/redmetalsupport2fline_glow.tga - blendFunc add - rgbGen wave sin .5 .5 0 1 - } - - -} -textures/tim/symbol_redlt1 -{ - q3map_lightimage textures/tim/symbol_redlt1_mask.tga - q3map_surfacelight 100 -// light 1 - - { - map $lightmap - rgbGen identity - } - - - { - map textures/tim/symbol_redlt1.tga - blendfunc filter - rgbgen identity - } - - { - map textures/tim/symbol_redlt1_mask.tga - blendfunc add - rgbgen wave sawtooth .2 .05 0 7 - } -} - -textures/tim/rconcrete_ow -{ - - { - map textures/tim/proto_zzztred.tga - tcMod turb 0 .5 0 9.6 - tcmod scale 2 2 - tcmod scroll 9 5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/tim/rconcrete_ow.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} diff --git a/install/installs/Q3Pack/install/missionpack/scripts/base_floor.shader b/install/installs/Q3Pack/install/missionpack/scripts/base_floor.shader deleted file mode 100644 index b6c754a..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/base_floor.shader +++ /dev/null @@ -1,900 +0,0 @@ -textures/base_floor/clang_floor3blava -{ - surfaceparm nolightmap - { - map textures/liquids/protolava2.tga - tcmod scale .2 .2 - tcmod scroll .04 .03 - tcMod turb 0 .1 0 .01 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_floor/clang_floor3blava.tga - blendfunc blend - - } - -} - -textures/base_floor/clangdark -{ - surfaceparm metalsteps - - // metal that makes metalsteps sound - { - map $lightmap - rgbGen identity - } - { - map textures/base_floor/clangdark.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - -} - -textures/base_floor/clangdark_ow -{ - surfaceparm metalsteps - - // metal that makes metalsteps sound - { - map $lightmap - rgbGen identity - } - { - map textures/base_floor/clangdark_ow.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - -} - -textures/base_floor/clangdark_ow3 -{ - surfaceparm metalsteps - - { - map textures/sfx/proto_zzztblu2.tga - tcMod turb 0 .5 0 9.6 - tcmod scale 2 2 - tcmod scroll 9 5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_floor/clangdark_ow3.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_floor/clangdarkspot -{ - surfaceparm metalsteps - //{ - // map textures/base_floor/clangdarkspot.tga - // rgbGen identity - //} - - { - map textures/liquids/proto_grueldark.tga - //tcGen environment - blendFunc GL_ONE GL_ZERO - tcmod scale 2 2 - tcMod scroll .01 .03 - - tcMod turb 0 0.05 0 .05 - //rgbGen identity - } - - { - map textures/effects/tinfx3.tga - //tcGen environment - blendFunc GL_ONE GL_ONE - tcGen environment - //tcMod turb 0 0.01 0 9 - //rgbGen identity - } - - { - map textures/base_floor/clangdarkspot.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_floor/clangfloor_noisy -{ - qer_editorimage textures/base_floor/clang_floor.tga - surfaceparm metalsteps - { - map $lightmap - rgbGen identity - } - - { - map textures/base_floor/clang_floor.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbgen identity - - } - -} - -textures/base_floor/clangspot2 -{ - surfaceparm metalsteps - - { - map textures/liquids/proto_grueldark.tga - //tcGen environment - blendFunc GL_ONE GL_ZERO - tcmod scale 2 2 - tcMod scroll .01 .03 - - tcMod turb 0 0.05 0 .05 - //rgbGen identity - } - - { - map textures/effects/tinfx3.tga - //tcGen environment - blendFunc GL_ONE GL_ONE - tcGen environment - //tcMod turb 0 0.01 0 9 - //rgbGen identity - } - - { - map textures/base_floor/clangspot2.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_floor/concretefloor1 -{ - - { - map textures/base_wall/chrome_env.tga - tcgen environment - rgbgen wave sin .25 0 0 0 - } - - - { - map textures/base_floor/concretefloor1.tga - blendFunc GL_ZERO GL_SRC_ALPHA - tcmod scale .1 .1 - rgbgen identity - } - - { - map textures/base_floor/concretefloor1.tga - blendFunc GL_ONE GL_SRC_ALPHA - rgbgen identity - } - - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbgen identity - } - - - - -} - -textures/base_floor/cybergrate2 -{ - cull disable - surfaceparm alphashadow - surfaceparm metalsteps - surfaceparm nomarks - { - map textures/base_floor/cybergrate2.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - { - map $lightmap - rgbGen identity - blendFunc filter - depthFunc equal - } - - -} - -textures/base_floor/cybergrate3 -{ - cull disable - surfaceparm alphashadow - surfaceparm metalsteps - surfaceparm nomarks - { - map textures/sfx/hologirl.tga - blendFunc add - tcmod scale 1.2 .5 - tcmod scroll 3.1 1.1 - - } - { - map textures/base_floor/cybergrate3.tga - alphaFunc GE128 - depthWrite - } - { - map $lightmap - rgbGen identity - blendFunc filter - depthFunc equal - } - - -} - -textures/base_floor/diamond2c_ow -{ - surfaceparm metalsteps - - { - map textures/sfx/proto_zzztblu2.tga - tcMod turb 0 .5 0 9.6 - tcmod scale 2 2 - tcmod scroll 9 5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_floor/diamond2c_ow.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_floor/diamond2cspot -{ - surfaceparm metalsteps - - { - map textures/liquids/proto_grueldark2.tga - blendFunc GL_ONE GL_ZERO - tcmod scale 2 2 - tcMod scroll .01 .03 - tcMod turb 0 0.05 0 .05 - } - - { - map textures/effects/tinfx3.tga - blendFunc GL_ONE GL_ONE - tcGen environment - } - - { - map textures/base_floor/diamond2cspot.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_floor/diamond_noisy -{ - qer_editorimage textures/base_floor/diamond2.tga - surfaceparm metalsteps - - // metal that makes metalsteps sound - { - map $lightmap - rgbGen identity - } - { - map textures/base_floor/diamond2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/base_floor/floor3_3dark_ow -{ - - { - map textures/effects/envmapblue.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 5.6 - tcmod scale 1.5 1.5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - - { - map textures/base_floor/floor3_3dark_ow.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc filter - rgbGen identity - } -} - -textures/base_floor/hfloor3 -{ - //deformVertexes wave 100 sin 3 2 .1 3 - { - rgbGen identity - map $lightmap - } - { - map textures/base_floor/hfloor3.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - { - map textures/effects/tinfx.tga - tcgen environment - blendFunc GL_ONE GL_ONE - rgbGen identity - } - - { - map textures/base_floor/hfloor3.tga - //blendFunc GL_ONE GL_ONE - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - -} - -textures/base_floor/metalbridge04dbroke -{ - surfaceparm metalsteps - - { - map textures/sfx/proto_zzztblu2.tga - tcMod turb 0 .5 0 9.6 - tcmod scale 2 2 - tcmod scroll 9 5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_floor/metalbridge04dbroke.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_floor/nomarkstone_1 -{ - qer_editorimage textures/base_floor/smallstone.tga - q3map_lightimage textures/base_floor/smallstone.tga - q3map_globaltexture - surfaceparm nomarks - surfaceparm noimpact - - // A stone that isn't marked by weapons. Used below red fog in pj_dm10 - { - map $lightmap - rgbGen identity - } - { - map textures/base_floor/smallstone.tga - tcMod scale 2 2 - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/base_floor/pjgrate1 -{ - surfaceparm metalsteps - cull none - - // A GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES - { - map textures/base_floor/pjgrate1.tga - tcMod scale 2 2 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_floor/pjgrate2 -{ - surfaceparm metalsteps - cull none - - // A RUSTED GRATE THAT CAN BE SEEN FROM BOTH SIDES - { - map textures/base_floor/pjgrate2.tga - tcMod scale 2.0 2.0 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - rgbGen identity - } -} - -textures/base_floor/pool_floor2 -{ - - - { - map textures/liquids/pool3d_5e.tga - tcmod scale -.25 -.25 - tcmod scroll .025 .025 - rgbgen wave sin .75 0 0 0 - - } - - { - map textures/liquids/pool3d_6e.tga - blendFunc GL_one GL_ONE - tcmod scale .25 .25 - tcmod scroll .025 .025 - rgbgen wave sin .75 0 0 0 - } - - { - map textures/base_floor/pool_floor2.tga - blendFunc GL_one GL_src_color - rgbgen identity - } - - - { - rgbGen identity - map $lightmap - blendfunc gl_dst_color gl_zero - } - - -} - -textures/base_floor/pool_floor3 -{ - qer_editorimage textures/base_wall/patch10rusty5.tga - - { - map textures/liquids/pool3d_5e.tga - tcmod scale -.25 -.25 - tcmod scroll .025 .025 - rgbgen wave sin .75 0 0 0 - - } - - { - map textures/liquids/pool3d_6e.tga - blendFunc GL_one GL_ONE - tcmod scale .25 .25 - tcmod scroll .025 .025 - rgbgen wave sin .75 0 0 0 - } - - { - map textures/base_wall/patch10rusty5.tga - blendFunc GL_one GL_src_color - rgbgen identity - } - - - { - rgbGen identity - map $lightmap - blendfunc gl_dst_color gl_zero - } - - -} - -textures/base_floor/pool_side2 -{ - - - { - map textures/liquids/pool3d_5e.tga - tcmod scale -.5 -.25 - tcmod scroll .025 .025 - rgbgen wave sin .75 0 0 0 - } - - { - map textures/liquids/pool3d_6e.tga - blendFunc GL_one GL_ONE - tcmod scale .5 .25 - tcmod scroll .025 .025 - rgbgen wave sin .75 0 0 0 - } - - { - map textures/base_floor/pool_side2.tga - blendFunc GL_one GL_src_color - tcmod scale .5 .5 - rgbgen identity - } - - - { - rgbGen identity - map $lightmap - blendfunc gl_dst_color gl_zero - } - - -} - -textures/base_floor/pool_side3 -{ - qer_editorimage textures/base_wall/patch10rusty5.tga - - { - map textures/liquids/pool3d_5e.tga - tcmod scale -.5 -.25 - tcmod scroll .025 .025 - rgbgen wave sin .75 0 0 0 - } - - { - map textures/liquids/pool3d_6e.tga - blendFunc GL_one GL_ONE - tcmod scale .5 .25 - tcmod scroll .025 .025 - rgbgen wave sin .75 0 0 0 - } - - { - map textures/base_wall/patch10rusty5.tga - blendFunc GL_one GL_src_color - tcmod scale .5 .5 - rgbgen identity - } - - - { - rgbGen identity - map $lightmap - blendfunc gl_dst_color gl_zero - } - - -} - -textures/base_floor/proto_grate -{ - surfaceparm metalsteps - surfaceparm trans - cull none - nopicmip - - // A GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES - { - map textures/base_floor/proto_grate.tga - //tcMod scale 2 2 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_floor/proto_grate3 -{ - surfaceparm metalsteps - surfaceparm trans - cull none - nopicmip - // A GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES - { - map textures/base_floor/proto_grate3.tga - //tcMod scale 2 2 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_floor/proto_grate4 -{ - surfaceparm metalsteps - surfaceparm trans - surfaceparm nonsolid //Tim's fuckage - cull none - nopicmip - - // A GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES - { - map textures/base_floor/proto_grate4.tga - //tcMod scale 2 2 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_floor/proto_rustygrate -{ - surfaceparm metalsteps - surfaceparm trans - surfaceparm alphashadow - cull none - nopicmip - // A RUSTY GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES - { - map textures/base_floor/proto_rustygrate.tga - // tcMod scale 2 2 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_floor/proto_rustygrate2 -{ - surfaceparm metalsteps - surfaceparm trans - surfaceparm alphashadow - cull none - nopicmip - // A RUSTY GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES - { - map textures/base_floor/proto_rustygrate2.tga - // tcMod scale 2 2 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_floor/rusty_pentagrate -{ - surfaceparm metalsteps - surfaceparm trans - surfaceparm alphashadow - - cull none - nopicmip - // A RUSTY and Eeevil grate THAT CAN BE SEEN FROM BOTH SIDES - { - map textures/base_floor/rusty_pentagrate.tga - // tcMod scale 2 2 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_floor/skylight1 -{ - q3map_lightimage textures/base_floor/skylight1_lm.tga - q3map_surfacelight 100 - - { - map $lightmap - rgbGen identity - } - { - map textures/base_floor/skylight1.tga - blendfunc gl_dst_color gl_zero - rgbGen identity - } - { - map textures/base_floor/skylight1_lm.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle .2 2 0 7.7 - } - { - map textures/base_floor/skylight1_lm.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle .2 5 1 5.1 - } - -} - -textures/base_floor/skylight_spec -{ - { - rgbGen identity - map $lightmap - } - { - map textures/base_floor/skylight_spec.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/base_floor/techfloor -{ - surfaceparm metalsteps - - { - map textures/sfx/proto_zzztpink.tga - tcMod turb 0 .5 0 9.6 - tcmod scale 2 2 - tcmod scroll 9 5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - //clampmap textures/gothic_block/blocks18cgeomtrn2.tga - clampmap textures/base_floor/techfloor2.tga - blendFunc blend - tcmod rotate 170 - tcMod stretch sin .8 0.2 0 .4 - rgbGen identity - } - { - map textures/base_floor/techfloor.tga - blendFunc blend - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_floor/techfloor2 -{ - cull disable - //surfaceparm trans - surfaceparm nomarks - //nomipmaps - - { - clampmap textures/base_floor/techfloor2.tga - alphaFunc GE128 - tcmod rotate 70 - tcMod stretch sin .8 0.2 0 .3 - rgbGen identity - } - { - clampmap textures/base_floor/techfloor2.tga - alphaFunc GE128 - tcmod rotate -50 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - clampmap textures/base_floor/techfloor2.tga - alphaFunc GE128 - tcmod rotate 30 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } - -} - -textures/base_floor/tilefloor7_ow -{ - q3map_lightimage textures/base_floor/tilefloor7_owfx.tga - q3map_surfacelight 100 - - { - map $lightmap - rgbGen identity - } - { - map textures/base_floor/tilefloor7_ow.tga - blendfunc gl_dst_color gl_zero - rgbGen identity - } - { - map textures/base_floor/tilefloor7_owfx.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle 1 2 0 7 - } - { - map textures/base_floor/tilefloor7_owfx.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle 1 5 1 3 - } - -} - diff --git a/install/installs/Q3Pack/install/missionpack/scripts/base_floor2.shader b/install/installs/Q3Pack/install/missionpack/scripts/base_floor2.shader deleted file mode 100644 index a810846..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/base_floor2.shader +++ /dev/null @@ -1,29 +0,0 @@ -textures/base_floor/concfloor_rain - - { - - tessSize 32 - deformVertexes normal 1 15 - - { - map textures/base_floor/concfloor_rain.tga - rgbGen identity - } - { - map textures/liquids/pj_e3_reflection2b.tga - Blendfunc add - tcgen environment - rgbgen wave sin .3 0 0 0 - tcmod scale 2 2 - tcMod scroll .5 .5 - } - { - map $lightmap - blendFunc filter - rgbGen identity - } - - - } - - diff --git a/install/installs/Q3Pack/install/missionpack/scripts/base_light.shader b/install/installs/Q3Pack/install/missionpack/scripts/base_light.shader deleted file mode 100644 index 07ade96..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/base_light.shader +++ /dev/null @@ -1,1683 +0,0 @@ -textures/base_light/baslt4_1_2k -{ - qer_editorimage textures/base_light/baslt4_1.tga - surfaceparm nomarks - q3map_surfacelight 2000 - //light 1 - - // New Fluorescent light - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/baslt4_1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/baslt4_1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/baslt4_1_4k -{ - qer_editorimage textures/base_light/baslt4_1.tga - surfaceparm nomarks - q3map_surfacelight 4000 - //light 1 - - // New Fluorescent light - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/baslt4_1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/baslt4_1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/border11light -{ - q3map_surfacelight 500 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/border11light.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/border11light.blend.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/border11light_300 -{ - qer_editorimage textures/base_light/border11light.tga - q3map_lightimage textures/base_light/border11light.blend.tga - - q3map_surfacelight 235 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/border11light.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/border11light.blend.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/border7_ceil50 -{ - qer_editorimage textures/base_light/border7_ceil50.tga - q3map_surfacelight 100 - // Square dirty white llight - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/border7_ceil50.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/border7_ceil50glow.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_22a -{ - surfaceparm nomarks - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_22a.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_22a.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_22a_8k -{ - surfaceparm nomarks - qer_editorimage textures/base_light/ceil1_22a.tga - q3map_surfacelight 8000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_22a.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_22a.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_22a_trans -{ - qer_editorimage textures/base_light/ceil1_22a.tga - surfaceparm nomarks - surfaceparm nonsolid - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_22a.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_22a.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_30 -{ - surfaceparm nomarks - q3map_surfacelight 10000 -// light 1 - // Square rich blue light - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_30.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_30.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_30_8k -{ - surfaceparm nomarks - qer_editorimage textures/base_light/ceil1_30.tga - q3map_surfacelight 8000 -// light 1 - // Square rich blue light (8k light wattage - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_30.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_30.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_30_trans -{ - qer_editorimage textures/base_light/ceil1_30.tga - surfaceparm nomarks - surfaceparm nonsolid - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_30.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_30.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_34 -{ - surfaceparm nomarks - q3map_surfacelight 10000 -// light 1 - // Square tourquoise light - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_34.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_34.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_34_10k -{ - qer_editorimage textures/base_light/ceil1_34.tga - surfaceparm nomarks - q3map_surfacelight 10000 -// light 1 - // Square tourquoise light - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_34.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_34.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_34_1k -{ - qer_editorimage textures/base_light/ceil1_34.tga - q3map_lightimage textures/base_light/ceil1_34.blend.tga - surfaceparm nomarks - q3map_surfacelight 1000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_34.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_34.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_34_2k -{ - qer_editorimage textures/base_light/ceil1_34.tga - q3map_lightimage textures/base_light/ceil1_34.blend.tga - surfaceparm nomarks - q3map_surfacelight 2000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_34.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_34.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_34_5k -{ - qer_editorimage textures/base_light/ceil1_34.tga - surfaceparm nomarks - q3map_surfacelight 5000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_34.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_34.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_37 -{ - surfaceparm nomarks - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_37.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_37.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_38 -{ - surfaceparm nomarks - q3map_surfacelight 2500 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_38_10k -{ - qer_editorimage textures/base_light/ceil1_38.tga - surfaceparm nomarks - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_38_20k -{ - qer_editorimage textures/base_light/ceil1_38.tga - surfaceparm nomarks - q3map_surfacelight 20000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_38_30k -{ - qer_editorimage textures/base_light/ceil1_38.tga - surfaceparm nomarks - q3map_surfacelight 30000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_38_40k -{ - qer_editorimage textures/base_light/ceil1_38.tga - surfaceparm nomarks - q3map_surfacelight 40000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_38_50k -{ - qer_editorimage textures/base_light/ceil1_38.tga - surfaceparm nomarks - q3map_surfacelight 50000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_38_70k -{ - qer_editorimage textures/base_light/ceil1_38.tga - surfaceparm nomarks - q3map_surfacelight 70000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_38_90k -{ - qer_editorimage textures/base_light/ceil1_38.tga - surfaceparm nomarks - q3map_surfacelight 90000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_39 -{ - surfaceparm nomarks - q3map_surfacelight 7500 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil1_4 -{ - surfaceparm nomarks - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_4.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_4.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/ceil_white5k -{ - qer_editorimage textures/base_light/ceil1_38.tga - surfaceparm nomarks - q3map_surfacelight 5000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_38.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_38.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/cornerlight -{ - q3map_lightimage textures/base_light/cornerlight.glow.tga - surfaceparm nomarks - q3map_surfacelight 2500 - { - map textures/base_light/cornerlight.tga - rgbGen identity - } - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - - - { - map textures/base_light/cornerlight.glow.tga - blendfunc GL_one gl_one - rgbgen wave sawtooth .6 .1 0 7 - } -} - -textures/base_light/geolight -{ - q3map_lightimage textures/base_light/geolight_glow.tga - surfaceparm nomarks - q3map_surfacelight 4000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/geolight.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - { - map textures/base_light/geolight_glow.tga - blendFunc add - rgbgen wave sin .575 .025 0 10 - } - -} - -textures/base_light/jaildr03_1 -{ - surfaceparm nomarks - q3map_surfacelight 1000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/jaildr03_1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/jaildr03_1.tga - rgbGen wave sin 0.5 0.5 1 1 - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/jaildr03_2 -{ - surfaceparm nomarks - q3map_surfacelight 1000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/jaildr03_2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/jaildr03_2.blend.tga - rgbGen wave sin 0.5 0.5 1 1 - blendfunc GL_ONE GL_ONE - } - -} - -textures/base_light/jaildr1_3 -{ - surfaceparm nomarks - q3map_surfacelight 1000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/jaildr1_3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/jaildr1_3.blend.tga - rgbGen wave sin 0.5 0.5 1 1 - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light1_1500 -{ - qer_editorimage textures/base_light/light1.tga - surfaceparm nomarks - q3map_surfacelight 1500 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1.blend.tga - //rgbGen wave sin 0.5 0.5 0 3 - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/light1_3000 -{ - qer_editorimage textures/base_light/light1.tga - surfaceparm nomarks - q3map_surfacelight 1500 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1.blend.tga - //rgbGen wave sin 0.5 0.5 0 3 - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/light1_5000 -{ - qer_editorimage textures/base_light/light1.tga - q3map_lightimage textures/base_light/light1.blend.tga - surfaceparm nomarks - q3map_surfacelight 5000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light1blue_1500 -{ - qer_editorimage textures/base_light/light1blue.tga - q3map_lightimage textures/base_light/light1blue.blend.tga - surfaceparm nomarks - q3map_surfacelight 1500 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1blue.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1blue.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light1blue_2000 -{ - qer_editorimage textures/base_light/light1blue.tga - q3map_lightimage textures/base_light/light1blue.blend.tga - surfaceparm nomarks - q3map_surfacelight 2000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1blue.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1blue.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light1blue_5000 -{ - qer_editorimage textures/base_light/light1blue.tga - q3map_lightimage textures/base_light/light1blue.blend.tga - surfaceparm nomarks - q3map_surfacelight 5000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1blue.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1blue.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light1blue_800 -{ - qer_editorimage textures/base_light/light1blue.tga - q3map_lightimage textures/base_light/light1blue.blend.tga - surfaceparm nomarks - q3map_surfacelight 800 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1blue.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1blue.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light1dark -{ - qer_editorimage textures/base_light/light1.tga - q3map_lightimage textures/base_light/light1.blend.tga - surfaceparm nomarks - q3map_surfacelight 6000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light1red_2000 -{ - qer_editorimage textures/base_light/light1red.tga - q3map_lightimage textures/base_light/light1red.blend.tga - surfaceparm nomarks - q3map_surfacelight 2000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1red.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1red.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light1red_5000 -{ - qer_editorimage textures/base_light/light1red.tga - q3map_lightimage textures/base_light/light1red.blend.tga - surfaceparm nomarks - q3map_surfacelight 5000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light1red.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light1red.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/light5_10k -{ - qer_editorimage textures/base_light/light5.tga - q3map_lightimage textures/base_light/xlight5.blend.tga -// light 1 - surfaceparm nomarks - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/xlight5.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/xlight5.blend.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/light5_15k -{ - qer_editorimage textures/base_light/light5.tga - q3map_lightimage textures/base_light/light5.blend.tga - surfaceparm nomarks - q3map_surfacelight 15000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light5.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light5.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/light5_3000 -{ - qer_editorimage textures/base_light/light5.tga -// light 1 - surfaceparm nomarks - q3map_surfacelight 3000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/xlight5.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/xlight5.blend.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/light5_5k -{ - qer_editorimage textures/base_light/light5.tga - //light 1 - surfaceparm nomarks - surfaceparm nolightmap - q3map_surfacelight 5000 - { - map textures/base_light/light5.tga - rgbGen identity - } -} - -textures/base_light/lt2_2000 -{ - qer_editorimage textures/base_light/light2.tga -// light 1 - surfaceparm nomarks - q3map_surfacelight 2000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light2.blend.tga - rgbGen wave sin 0.6 0.1 .1 .1 - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/lt2_4000 -{ - qer_editorimage textures/base_light/light2.tga - //light 1 - surfaceparm nomarks - q3map_surfacelight 4000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light2.blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/lt2_8000 -{ - qer_editorimage textures/base_light/light2.tga - surfaceparm nomarks - q3map_surfacelight 8000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/light2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/light2.blend.tga - rgbGen wave sin .6 .1 .1 .1 - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/patch10_pj_lite -{ - q3map_surfacelight 2500 - surfaceparm nomarks -// light 1 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/patch10_pj_lite.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/patch10_pj_lite.blend.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/patch10_pj_lite2 -{ - q3map_surfacelight 2000 - surfaceparm nomarks - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/patch10_pj_lite2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/patch10_pj_lite2.blend.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/patch10_pj_lite2_1000 -{ - qer_editorimage textures/base_light/patch10_pj_lite2.tga - q3map_surfacelight 1000 - surfaceparm nomarks - //light 1 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/patch10_pj_lite2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/patch10_pj_lite2.blend.tga - blendFunc GL_ONE GL_ONE - } -} - -textures/base_light/pjceil1_39_1K -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 1000 -// light 1 - // Square dirty white - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/pjceil1_39_1p5k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 1500 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/proto_light -{ - q3map_lightimage textures/base_light/proto_lightmap.tga - surfaceparm nomarks - q3map_surfacelight 1000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/proto_light.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/proto_lightmap.tga - blendfunc GL_ONE GL_ONE - rgbGen wave sin .5 0.5 1 .1 - } - { - map textures/base_light/proto_light2.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle 1 5 1 3 - } - { - map textures/base_light/proto_light2.tga - blendfunc GL_ONE GL_ONE - tcmod scale -1 -1 - rgbgen wave triangle 1 2 0 7 - } -} - -textures/base_light/proto_light_2k -{ - qer_editorimage textures/base_light/proto_light.tga - q3map_lightimage textures/base_light/proto_lightmap.tga - surfaceparm nomarks - q3map_surfacelight 2000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/proto_light.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/proto_lightmap.tga - blendfunc GL_ONE GL_ONE - rgbGen wave sin .5 0.5 1 .1 - } - { - map textures/base_light/proto_light2.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle 1 5 1 3 - } - { - map textures/base_light/proto_light2.tga - blendfunc GL_ONE GL_ONE - tcmod scale -1 -1 - rgbgen wave triangle 1 2 0 7 - } -} - -textures/base_light/proto_lightred -{ - q3map_lightimage textures/base_light/proto_lightred.tga - surfaceparm nomarks - q3map_surfacelight 300 -// light 1 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/proto_lightred.tga - blendFunc filter - rgbGen identity - } - { - map textures/base_light/proto_lightred.tga - blendFunc add - } - -} - -textures/base_light/proto_lightred2 -{ - q3map_lightimage textures/base_light/proto_lightred.tga - qer_editorimage textures/base_light/proto_lightred.tga - surfaceparm nomarks - q3map_surfacelight 1000 -// light 1 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/proto_lightred.tga - blendFunc filter - rgbGen identity - } - { - map textures/base_light/proto_lightred.tga - blendFunc add - rgbGen wave square .5 .5 0 1 - } - -} - -textures/base_light/runway -{ - q3map_lightimage textures/base_light/runway_glow.tga - surfaceparm nomarks - q3map_surfacelight 400 - { - map textures/base_light/runway_glow.tga - tcmod scale 1 .25 - rgbgen wave square -1 2 .5 8 - tcmod scroll 0 .5 - } - - { - map textures/base_light/runway.tga - blendFunc blend - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc filter - } - - { - map textures/base_light/runwayb.tga - blendFunc add - rgbGen identity - } - - -} - -textures/base_light/s_proto_light -{ - q3map_lightimage textures/base_light/s_proto_lightmap.tga - qer_editorimage textures/base_light/proto_light.tga - surfaceparm nomarks - q3map_surfacelight 100 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/proto_light.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/proto_lightmap.tga - blendfunc GL_ONE GL_ONE - rgbGen wave sin .5 0.5 1 .1 - } - { - map textures/base_light/proto_light2.tga - blendfunc GL_ONE GL_ONE - rgbgen wave triangle 1 5 1 3 - } - { - map textures/base_light/proto_light2.tga - blendfunc GL_ONE GL_ONE - tcmod scale -1 -1 - rgbgen wave triangle 1 2 0 7 - } -} - -textures/base_light/scrolllight -{ - q3map_lightimage textures/sfx/scrolllight2.tga - q3map_surfacelight 100 - - { - map $lightmap - rgbGen identity - } - { - Map textures/base_light/scrolllight.tga - blendfunc gl_dst_color gl_zero - rgbGen identity - } - { - Map textures/base_light/scrolllight2.tga - blendFunc GL_ONE GL_ONE - tcmod scroll -1 0 - } - { - Map textures/base_light/scrolllight2.tga - blendFunc GL_ONE GL_ONE - tcmod scroll -2 0 - } - - -} - -textures/base_light/trianglelight -{ - q3map_lightimage textures/base_light/trianglelight.blend.tga - surfaceparm nomarks - q3map_surfacelight 2500 - { - map textures/base_light/trianglelight.tga - rgbGen identity - } - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - - - { - map textures/base_light/trianglelight.blend.tga - blendfunc GL_one gl_one - rgbgen wave sawtooth .6 .1 0 7 - } - - -} - -textures/base_light/wsupprt1_12 -{ - surfaceparm nomarks - q3map_surfacelight 1000 - //light1 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/wsupprt1_12.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/wsupprt1_12.blend.tga - rgbGen wave sin 0.5 0.5 1 1 - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39 -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 20000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_1 -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_10k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 10000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_110k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 110000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_15k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 15000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_20k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 20000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_2k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 2000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_30k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 30000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_500k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 500000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_50k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 50000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_5k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 5000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_70k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 70000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_90k -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 90000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_a -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 30000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} - -textures/base_light/xceil1_39_b -{ - qer_editorimage textures/base_light/ceil1_39.tga - surfaceparm nomarks - q3map_surfacelight 40000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/ceil1_39.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_light/ceil1_39.blend.tga - blendfunc GL_ONE GL_ONE - } -} diff --git a/install/installs/Q3Pack/install/missionpack/scripts/base_wall.shader b/install/installs/Q3Pack/install/missionpack/scripts/base_wall.shader deleted file mode 100644 index 82730f6..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/base_wall.shader +++ /dev/null @@ -1,1406 +0,0 @@ - -textures/base_wall/atech1_alpha -{ - - { - map textures/sfx/hologirl.tga - tcmod scale 2 .4 - tcmod scroll 6 .6 - //tcMod turb 0 .1 0 .01 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_wall/atech1_alpha.tga - blendfunc blend - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc filter - } - -} - -textures/base_wall/atechengine_ax -{ - q3map_lightimage textures/base_wall/atechengine_ax2.tga - q3map_surfacelight 300 - { - map textures/sfx/proto_zzztpink.tga - tcmod rotate 60 - tcMod turb 0 .5 0 9.6 - tcmod scale 2 2 - tcmod scroll 9 5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_wall/atechengine_ax.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_wall/basewall01_ow -{ - q3map_lightimage textures/base_wall/basewall01_owfx.tga - - { - map $lightmap - rgbGen identity - } - { - map textures/base_wall/basewall01_ow.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/base_wall/basewall01_owfx.tga - blendfunc GL_ONE GL_ONE - rgbGen wave sin .5 0.5 0 .5 - } - -} - -textures/base_wall/basewall01bit -{ - q3map_lightimage textures/base_wall/basewall01bitfx.tga - q3map_surfacelight 300 - { - map textures/base_wall/basewall01bit.tga - rgbGen identity - } - - { - map textures/base_wall/basewall01bitfx.tga - blendfunc GL_ONE GL_ONE - tcmod scroll 3.3 1 - rgbGen wave sin .5 0.5 0 5 - } - { - map textures/effects/envmap2.tga - tcGen environment - tcmod scale 4 4 - blendFunc GL_ONE GL_ONE - rgbGen identity - } - { - map textures/base_wall/basewall01bit.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - - -} - -textures/base_wall/bluemetal1b_chrome -{ - qer_editorimage textures/base_wall/bluemetal1b_shiny.tga - - { - map textures/base_wall/chrome_env2.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetal1b_shiny.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } -} - -textures/base_wall/bluemetal1b_shiny -{ - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/bluemetal1b_shiny.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/base_wall/bluemetal2_noisy -{ - qer_editorimage textures/base_wall/bluemetal2_shiny.tga - surfaceparm metalsteps - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/bluemetal2_shiny.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/base_wall/bluemetal2_shiny -{ - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/bluemetal2_shiny.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/base_wall/bluemetal2_shiny_trans -{ - qer_editorimage textures/base_wall/bluemetal2_shiny.tga - surfaceparm nonsolid - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/bluemetal2_shiny.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/base_wall/bluemetalsupport2 -{ - - - { - map textures/base_wall/chrome_env2.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } -} - -textures/base_wall/bluemetalsupport2b -{ - - q3map_surfacelight 100 - q3map_lightimage textures/base_wall/bluemetalsupport2bglow.tga - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2b.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - - - { - map textures/base_wall/bluemetalsupport2bglow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin 0.5 0.5 0 .2 - } -} - -textures/base_wall/bluemetalsupport2c -{ - - - { - map textures/base_wall/chrome_env2.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2c.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } -} - -textures/base_wall/bluemetalsupport2c_1 -{ - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2c_1.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } -} - -textures/base_wall/bluemetalsupport2c_1vent -{ - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2c_1vent.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } -} - -textures/base_wall/bluemetalsupport2clight -{ - surfaceparm nomarks - q3map_surfacelight 500 - - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2clight.tga - blendFunc blend - rgbGen identity - } - - { - map $lightmap - blendfunc filter - rgbGen identity - } - - - { - map textures/base_wall/bluemetalsupport2clight.glow.tga - blendFunc add - rgbgen wave sawtooth .6 .1 0 4 - } -} - -textures/base_wall/bluemetalsupport2d_1 -{ - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2d_1.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } -} - -textures/base_wall/bluemetalsupport2e -{ - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2e.tga - blendFunc blend - rgbGen identity - } - - { - map $lightmap - blendfunc filter - rgbGen identity - } -} - -textures/base_wall/bluemetalsupport2e2 -{ - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2e2.tga - blendFunc blend - rgbGen identity - } - - { - map $lightmap - blendfunc filter - rgbGen identity - } -} - -textures/base_wall/bluemetalsupport2eye -{ - - surfaceparm nomarks - q3map_surfacelight 300 - q3map_lightimage textures/base_wall/bluemetalsupport2eyel.tga - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2eye.tga - blendFunc blend - rgbGen identity - } - - { - map $lightmap - blendfunc filter - rgbGen identity - } - { - map textures/base_wall/bluemetalsupport2eyel.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle .5 .5 0 .5 - } -} - -textures/base_wall/bluemetalsupport2f -{ - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2f.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } -} - -textures/base_wall/bluemetalsupport2fline -{ - q3map_surfacelight 100 - q3map_lightimage textures/base_wall/bluemetalsupport2fline_glow.tga - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2fline.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } - - { - map textures/base_wall/bluemetalsupport2fline_glow.tga - blendFunc add - rgbGen wave sin .5 .5 0 1 - } - - -} - -textures/base_wall/bluemetalsupport2ftv -{ - q3map_surfacelight 100 - q3map_lightimage textures/base_wall/bluemetalsupport2ftv_glow.tga - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/bluemetalsupport2ftv.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } - - { - map textures/base_wall/bluemetalsupport2ftv_glow.tga - blendFunc add - rgbGen wave sawtooth .4 .05 0 10 - } - - -} - -textures/base_wall/blumtlspt2b -{ - - q3map_surfacelight 100 - q3map_lightimage textures/base_wall/blumtlspt2bglow.tga - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/blumtlspt2b.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - - - { - map textures/base_wall/bluemetalsupport2bglow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin 0.5 0.5 0 .2 - } -} - -textures/base_wall/c_met5_2_trans -{ - qer_editorimage textures/base_wall/c_met5_2.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/base_wall/c_met5_2.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/base_wall/chrome_metal -{ - { - map textures/base_wall/chrome_env.tga - tcGen environment - tcmod scale .25 .25 - - } - - { - map textures/base_wall/chrome_metal.tga - blendFunc GL_ONE GL_ONE - detail - tcMod scale 0.0693 0.0712 - rgbGen identity - } - - - { - map $lightmap - rgbgen identity - blendFunc GL_DST_COLOR GL_ZERO - - } - - - -} - -textures/base_wall/comp3 -{ - q3map_lightimage textures/base_wall/comp3env.tga - qer_editorimage textures/base_wall/comp3_qer.tga - q3map_surfacelight 1000 - { - map textures/base_wall/comp3text.tga - rgbGen identity - tcmod scroll 3 1 - } - - { - map textures/base_wall/comp3env.tga - tcGen environment - blendFunc GL_ONE GL_ONE - rgbGen wave sin .98 .02 0 5 - } - - { - map $lightmap - tcGen environment - blendFunc GL_DST_COLOR GL_ONE - } - - - { - map textures/base_wall/comp3.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - -} - -textures/base_wall/comp3b -{ - q3map_lightimage textures/base_wall/comp3textb.tga - qer_editorimage textures/base_wall/comp3b_qer.tga - q3map_surfacelight 1000 - { - map textures/base_wall/comp3textb.tga - rgbGen identity - tcmod scroll 3 3 - } - - { - map textures/base_wall/comp3env.tga - tcGen environment - blendFunc GL_ONE GL_ONE - rgbGen wave sin .98 .02 0 5 - } - - { - map $lightmap - tcGen environment - blendFunc GL_DST_COLOR GL_ONE - } - - - { - map textures/base_wall/comp3b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - -} - -textures/base_wall/comp3b_dark -{ - q3map_lightimage textures/base_wall/comp3textb.tga - qer_editorimage textures/base_wall/comp3b_qer.tga - q3map_surfacelight 1 - { - map textures/base_wall/comp3textb.tga - rgbGen identity - tcmod scroll 3 3 - } - - { - map textures/base_wall/comp3env.tga - tcGen environment - blendFunc GL_ONE GL_ONE - rgbGen wave sin .98 .02 0 5 - } - - { - map $lightmap - tcGen environment - blendFunc GL_DST_COLOR GL_ONE - } - - - { - map textures/base_wall/comp3b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - -} - -textures/base_wall/comp3c -{ - qer_editorimage textures/base_wall/comp3c_qer.tga - - { - map textures/base_wall/comp3env.tga - rgbGen identity - tcGen environment - } - - { - map $lightmap - tcGen environment - blendFunc GL_ONE GL_ONE - } - - { - map textures/base_wall/comp3c.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - -} - -textures/base_wall/concrete_ow -{ - - { - map textures/sfx/proto_zzztblu2.tga - tcMod turb 0 .5 0 9.6 - tcmod scale 2 2 - tcmod scroll 9 5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_wall/concrete_ow.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_wall/dooreye -{ - surfaceparm nomarks - q3map_surfacelight 300 - q3map_lightimage textures/base_wall/dooreyelight.tga - - - { - map $lightmap - rgbGen identity - } - - { - map textures/base_wall/dooreye.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - { - map textures/base_wall/dooreyelight.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle .5 .5 0 .5 - } - - -} - -textures/base_wall/dooreye2 -{ - surfaceparm nomarks - q3map_surfacelight 300 - q3map_lightimage textures/base_wall/dooreyelight.tga - - - { - map $lightmap - rgbGen identity - } - - { - map textures/base_wall/dooreye2.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - { - map textures/base_wall/dooreyelight.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle .5 .5 0 .5 - } - - -} - -textures/base_wall/dooreye3 -{ - surfaceparm nomarks - q3map_surfacelight 300 - q3map_lightimage textures/base_wall/dooreyelight.tga - - - { - map $lightmap - rgbGen identity - } - - { - map textures/base_wall/dooreye3.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - { - map textures/base_wall/dooreyelight.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle .5 .5 0 .5 - } - - -} - -textures/base_wall/girders1i_yellofin -{ - qer_editorimage textures/base_wall/girders1i_yellodark_fin.tga - surfaceparm metalsteps - surfaceparm trans - surfaceparm alphashadow - surfaceparm playerclip - surfaceparm nonsolid - surfaceparm nomarks - cull none - nopicmip - { - map textures/base_wall/girders1i_yellodark_fin.tga - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/base_wall/glass01 -{ - qer_editorimage textures/base_wall/shiny3.tga - surfaceparm trans - cull none - qer_trans 0.5 - - { - map textures/effects/tinfx.tga - tcgen environment - blendFunc GL_ONE GL_ONE - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc filter - } - -} - -textures/base_wall/glass_frame -{ - cull none - surfaceparm alphashadow - - { - map textures/effects/tinfx2.tga - blendFunc GL_ONE GL_ONE - tcgen environment - rgbGen identity - } - { - map textures/base_wall/glass_frame.tga - alphaFunc GE128 - depthWrite - //rgbGen vertex - //blendfunc blend - } - { - map $lightmap - rgbGen identity - blendFunc filter - } - -} - -textures/base_wall/grill -{ - - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall/grill.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } -} - -textures/base_wall/main_q3abanner -{ - q3map_lightimage textures/base_wall/main_q3abanner.tga - q3map_surfacelight 100 - - - { - map textures/base_wall/main_q3abanner.tga - rgbGen wave square 0 1 0 .5 - } - - { - map textures/base_wall/comp3text.tga - blendfunc add - rgbGen identity - tcmod scroll 3 3 - } - - { - map textures/base_wall/comp3textb.tga - blendfunc add - rgbGen identity - tcmod scroll 3 3 - } - - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map $lightmap - tcgen environment - tcmod scale .5 .5 - rgbGen wave sin .25 0 0 0 - blendfunc add - } -} - -textures/base_wall/medal_impressive -{ - qer_editorimage textures/base_wall/medal_impressive.tga - q3map_surfacelight 100 - - - { - animMap .25 textures/base_wall/medal_impressive.tga textures/base_wall/medal_gauntlet.tga textures/base_wall/medal_excellent.tga textures/base_wall/medal_accuracy.tga textures/base_wall/medal_victory.tga textures/base_wall/medal_frags.tga - rgbGen wave sawtooth 0 1 0 .25 - - } - - { - map textures/base_wall/comp3textd.tga - blendfunc add - tcmod scroll 5 .25 - rgbGen wave inversesawtooth 0 1 0 .25 - } - - { - map textures/base_wall/chrome_env.tga - tcgen environment - tcmod scale .5 .5 - blendfunc add - rgbgen wave triangle .5 .05 0 10 - } - - { - map textures/base_wall/comp3frame.tga - blendfunc blend - rgbgen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - -} - -textures/base_wall/metalfloor_wall_14_specular -{ - qer_editorimage textures/base_wall/metalfloor_wall_14_specular.tga - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/metalfloor_wall_14_specular.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/base_wall/metalfloor_wall_15ow -{ - { - map textures/base_wall/metalfloor_wall_15ow.tga - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - - { - map textures/sfx/hologirl.tga - tcmod scale 2 .4 - tcmod scroll 6 .6 - //tcMod turb 0 .1 0 .01 - blendFunc GL_ONE GL_ONE - rgbGen identity - - } - { - map textures/base_wall/metalfloor_wall_15ow.tga - blendfunc blend - rgbGen identity - } - { - map $lightmap - blendFunc filter - //blendfunc dst_color gl_zero - } - -} - -textures/base_wall/metaltechgeomtrn -{ - - - { - map textures/sfx/fire_ctfblue.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 2 2 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/base_wall/metaltechgeomtrn.tga - blendFunc blend - tcmod rotate 30 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - map textures/base_wall/metaltechgeomtrn2.tga - blendFunc blend - tcmod rotate 20 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - map textures/base_wall/metaltechgeomtrn.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/base_wall/patch10shiny -{ - qer_editorimage textures/base_wall/patch10_beatup4_alpha.tga - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/patch10_beatup4_alpha.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/base_wall/patch10shiny_trans -{ - qer_editorimage textures/base_wall/patch10_beatup4_alpha.tga - surfaceparm nonsolid - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/patch10_beatup4_alpha.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/base_wall/protobanner -{ - cull disable - surfaceparm alphashadow - surfaceparm trans - surfaceparm nomarks - tessSize 64 - deformVertexes wave 30 sin 0 3 0 .2 - deformVertexes wave 100 sin 0 3 0 .7 - - { - map textures/base_wall/protobanner.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - { - map $lightmap - rgbGen identity - blendFunc filter - depthFunc equal - } - - -} - -textures/base_wall/protobanner_ow -{ - cull disable - surfaceparm alphashadow - surfaceparm trans - surfaceparm nomarks - deformVertexes wave 100 sin 0 1 0 .1 - deformVertexes wave 100 sin 0 1 0 .2 - - { - map textures/base_wall/protobanner_ow.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - { - map $lightmap - rgbGen identity - blendFunc filter - depthFunc equal - } - - -} - -textures/base_wall/protobanner_still -{ - qer_editorimage textures/base_wall/protobanner.tga - cull disable - surfaceparm alphashadow - surfaceparm trans - surfaceparm nomarks - tessSize 64 - //deformVertexes wave 30 sin 0 3 0 .2 - //deformVertexes wave 100 sin 0 3 0 .7 - - { - map textures/base_wall/protobanner.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } - { - map $lightmap - rgbGen identity - blendFunc filter - depthFunc equal - } - - -} - -textures/base_wall/q3tourneyscreen -{ - qer_editorimage textures/base_wall/q3tourney1.tga - q3map_surfacelight 100 - - - - { - animMap .25 textures/base_wall/q3tourney1.tga textures/base_wall/q3tourney2.tga textures/base_wall/q3tourney3.tga textures/base_wall/q3tourney4.tga textures/base_wall/q3tourney5.tga - rgbGen wave sawtooth 0 1 0 .25 - - } - - { - map textures/base_wall/comp3textd.tga - blendfunc add - rgbGen wave inversesawtooth 0 1 0 .25 - tcmod scroll 5 .25 - } - - { - map textures/base_wall/chrome_env.tga - tcgen environment - tcmod scale .5 .5 - blendfunc add - rgbgen wave triangle .5 .05 0 10 - } - - { - map textures/base_wall/comp3frame.tga - blendfunc blend - rgbgen identity - } - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbgen identity - } - -} - -textures/base_wall/shinybluemetal1 -{ - - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/shinybluemetal1.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/base_wall/shinygrate1_4 -{ - - { - map $lightmap - tcgen environment - tcmod scale .25 .25 - rgbgen identity - } - - - { - map textures/base_wall/shinygrate1_4.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - - - { - map $lightmap - rgbgen identity - blendFunc GL_DST_COLOR GL_ZERO - } - - -} - -textures/base_wall/steed1gf -{ - { - map $lightmap - rgbgen identity - } - - { - map textures/base_wall/steed1gf.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/base_wall/symbol_bluelt1 -{ - q3map_lightimage textures/base_wall/symbol_bluelt1_mask.tga - q3map_surfacelight 100 -// light 1 - - { - map $lightmap - rgbGen identity - } - - - { - map textures/base_wall/symbol_bluelt1.tga - blendfunc filter - rgbgen identity - } - - { - map textures/base_wall/symbol_bluelt1_mask.tga - blendfunc add - rgbgen wave sawtooth .2 .05 0 7 - } -} - -textures/base_wall/train1 -{ - - { - map textures/base_wall/chrome_env.tga - tcGen environment - tcmod scale .25 .1 - rgbGen identity - } - - - { - map textures/base_wall/train1.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - rgbGen identity - } - - { - map $lightmap - rgbgen identity - blendFunc GL_DST_COLOR GL_ZERO - } - -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/missionpack/scripts/base_wall2.shader b/install/installs/Q3Pack/install/missionpack/scripts/base_wall2.shader deleted file mode 100644 index 9330892..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/base_wall2.shader +++ /dev/null @@ -1,860 +0,0 @@ -textures/base_wall2/blue_warning_light -{ - - qer_editorimage textures/proto2/bluelight_off.tga - - { - map textures/proto2/bluelight_off.tga - rgbgen identity - } - - { - map $lightmap - blendfunc filter - rgbGen identity - } - -} - - - -textures/base_wall2/ntrl_techfloor_kc -{ - surfaceparm metalsteps - surfaceparm alphashadow - surfaceparm nomarks - qer_editorimage textures/base_wall2/techfloor_kc.tga - - { - clampmap textures/base_wall2/zzztntrl_kc.tga - alphaFunc GE128 - tcmod rotate 360 - rgbgen wave sin .8 .2 0 2 - depthWrite - } - { - clampmap textures/base_wall2/techfloor2_kc.tga - blendFunc blend - tcmod rotate 180 - depthFunc equal - tcMod stretch sin .8 0.1 0 .4 - rgbGen identity - } - - { - map textures/base_wall2/techfloor_kc.tga - blendFunc blend - depthFunc equal - rgbGen identity - } - - { - map $lightmap - blendfunc filter - depthFunc equal - rgbgen identity - } - { - map textures/base_wall2/techfloor_kc_shadow.tga - blendfunc filter - rgbGen identity - } - - -} -textures/base_wall2/respawn_effect1_ntrl -{ - cull disable - surfaceparm trans - surfaceparm nonsolid - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm nomarks - qer_editorimage textures/base_wall2/ntrl_1_kc.tga - { - map textures/base_wall2/ntrl_1_kc.tga - blendFunc add - tcmod scale 1 -1 - rgbgen wave sin .25 .25 0 .25 - tcmod scroll .5 0 - } - { - map textures/base_wall2/ntrl_2_kc.tga - blendFunc add - rgbgen wave sin .25 .25 .25 .25 - tcmod scale 1 -1 - tcmod scroll -.5 0 - } - - - { - map textures/base_wall2/ntrl_3_kc.tga - blendFunc add - tcmod scale 1 -1 - rgbGen wave inversesawtooth -.3 1.3 0 .25 - } - - -} - -textures/base_wall2/blue_metal -{ - - { - map textures/base_wall/chrome_env2.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall2/blue_metal.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } -} -textures/base_wall2/scuffs1 -{ - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - - { - map textures/base_wall2/scuffs1.tga - blendfunc filter - rgbGen identity - } -} - -textures/base_wall2/space_panel -{ - - qer_editorimage textures/base_wall2/space_panel_alt2.tga - { - map textures/base_wall2/space_panel_alt.tga - rgbgen identity - tcmod scale .5 .5 - } - - { - map textures/base_wall2/space_panel_alt.tga - blendFunc filter - rgbgen wave sin .5 0 0 0 - } - - - { - map textures/base_wall2/lensflare.tga - blendFunc add - tcgen environment - } - - - { - map $lightmap - rgbGen identity - blendfunc filter - } -} - - - - -textures/base_wall2/space_concrete -{ - qer_editorimage textures/base_wall2/space_panel_alt.tga - - { - map textures/base_wall/concrete1.tga - rgbgen identity - } - - { - map textures/base_wall2/space_panel_alt.tga - blendFunc filter - tcmod scale .25 .25 - } - - - { - map textures/base_wall2/space_panel_alt2.tga - blendFunc filter - tcmod scale .25 .1 - } - { - map textures/base_wall2/lensflare.tga - blendFunc add - rgbgen wave sin .5 0 0 0 - tcgen environment - } - - { - map $lightmap - rgbGen identity - blendfunc filter - } -} - - -textures/base_wall2/jumppad_red_kc -{ - surfaceparm trans - surfaceparm nomarks - { - map textures/base_wall2/jumppad_red_kc.tga - alphafunc GE128 - depthwrite - rgbGen identity - } - - { - map textures/sfx2/jumpadr.tga - blendFunc GL_ONE GL_ZERO - depthfunc equal - tcmod rotate 130 - rgbGen identity - } - { - map textures/sfx2/fan01.tga - blendFunc blend - depthfunc equal - tcmod rotate -311 - rgbGen identity - } - { - clampmap textures/sfx2/jumpadr2.tga - blendfunc Add - depthfunc equal - tcmod rotate 130 - tcMod stretch sin 1.2 .8 0 1.4 - rgbGen wave square .5 .5 .25 1.4 - } - { - map textures/sfx2/jumpad01.tga - blendFunc blend - depthfunc equal - rgbGen identity - } - { - map $lightmap - blendFunc filter - depthfunc equal - rgbGen identity - } - - { - map textures/base_wall2/jumppad_shadow.tga - blendfunc filter - rgbGen identity - } - -} - -textures/base_wall2/jumppad_blue_kc -{ - surfaceparm trans - surfaceparm nomarks - { - map textures/base_wall2/jumppad_blue_kc.tga - alphafunc GE128 - depthwrite - rgbGen identity - } - - { - map textures/sfx2/jumpadb.tga - blendFunc GL_ONE GL_ZERO - depthfunc equal - tcmod rotate 130 - rgbGen identity - } - { - map textures/sfx2/fan01.tga - blendFunc blend - depthfunc equal - tcmod rotate -311 - rgbGen identity - } - { - clampmap textures/sfx2/jumpadb2.tga - blendfunc Add - depthfunc equal - tcmod rotate 130 - tcMod stretch sin 1.2 .8 0 1.4 - rgbGen wave square .5 .5 .25 1.4 - } - { - map textures/sfx2/jumpad01.tga - blendFunc blend - depthfunc equal - rgbGen identity - } - { - map $lightmap - blendFunc filter - depthfunc equal - rgbGen identity - } - - { - map textures/base_wall2/jumppad_shadow.tga - blendfunc filter - rgbGen identity - } - -} - -textures/base_wall2/jumppad_ntrl_kc -{ - qer_editorimage textures/base_wall2/jumppad_blue_kc.tga - surfaceparm trans - surfaceparm nomarks - { - map textures/base_wall2/jumppad_blue_kc.tga - alphafunc GE128 - depthwrite - rgbGen identity - } - - { - map textures/sfx2/jumpadn.tga - blendFunc GL_ONE GL_ZERO - depthfunc equal - tcmod rotate 130 - rgbGen identity - } - { - map textures/sfx2/fan01.tga - blendFunc blend - depthfunc equal - tcmod rotate -311 - rgbGen identity - } - { - clampmap textures/sfx2/jumpadn2.tga - blendfunc Add - depthfunc equal - tcmod rotate 130 - tcMod stretch sin 1.2 .8 0 1.4 - rgbGen wave square .5 .5 .25 1.4 - } - { - map textures/sfx2/jumpad01.tga - blendFunc blend - depthfunc equal - rgbGen identity - } - { - map $lightmap - blendFunc filter - depthfunc equal - rgbGen identity - } - - { - map textures/base_wall2/jumppad_shadow.tga - blendfunc filter - rgbGen identity - } - -} - - -textures/base_wall2/respawn_effect1 -{ - cull disable - surfaceparm trans - surfaceparm nonsolid - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm nomarks - qer_editorimage textures/base_wall2/redjet_1_kc.tga - { - map textures/base_wall2/redjet_1_kc.tga - blendFunc add - tcmod scale 1 -1 - rgbgen wave sin .25 .25 0 .25 - tcmod scroll .5 0 - } - { - map textures/base_wall2/redjet_2_kc.tga - blendFunc add - rgbgen wave sin .25 .25 .25 .25 - tcmod scale 1 -1 - tcmod scroll -.5 0 - } - - - { - map textures/base_wall2/redjet_3_kc.tga - blendFunc add - tcmod scale 1 -1 - rgbGen wave inversesawtooth -.3 1.3 0 .25 - } - - - - - - -} - -textures/base_wall2/respawn_effect1_blue -{ - cull disable - surfaceparm trans - surfaceparm nonsolid - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm nomarks - qer_editorimage textures/base_wall2/bluejet_1_kc.tga - { - map textures/base_wall2/bluejet_1_kc.tga - blendFunc add - tcmod scale 1 -1 - rgbgen wave sin .25 .25 0 .25 - tcmod scroll .5 0 - } - { - map textures/base_wall2/bluejet_2_kc.tga - blendFunc add - rgbgen wave sin .25 .25 .25 .25 - tcmod scale 1 -1 - tcmod scroll -.5 0 - } - - - { - map textures/base_wall2/bluejet_3_kc.tga - blendFunc add - tcmod scale 1 -1 - rgbGen wave inversesawtooth -.3 1.3 0 .25 - } - - -} - -textures/base_wall2/red_metal -{ - - { - map textures/base_wall/chrome_env2.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall2/red_metal.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } -} - -textures/base_wall2/blue_line -{ - q3map_surfacelight 100 - q3map_lightimage textures/base_wall2/blue_line_glow.tga - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall2/blue_line.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } - - { - map textures/base_wall2/blue_line_glow.tga - blendFunc add - // rgbGen wave sin .5 .5 0 1 - } - - -} - -textures/base_wall2/red_line -{ - q3map_surfacelight 100 - q3map_lightimage textures/base_wall2/red_line_glow.tga - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall2/red_line.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } - - { - map textures/base_wall2/red_line_glow.tga - blendFunc add - // rgbGen wave sin .5 .5 0 1 - } -} - - -textures/base_wall2/double_line_blue -{ - - surfaceparm trans - surfaceparm nomipmap - surfaceparm nolightmap - - { - map textures/base_wall2/double_line_blue.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - rgbGen identity - - } - -} - -textures/base_wall2/double_line_red -{ - - surfaceparm trans - surfaceparm nomipmap - surfaceparm nolightmap - - { - map textures/base_wall2/double_line_red.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - rgbGen identity - - } - -} - -textures/base_wall2/techfloor_kc_blue -{ - qer_editorimage textures/base_wall2/zzztblue_kc.tga.tga - surfaceparm metalsteps - surfaceparm alphashadow - surfaceparm nomarks - - { - clampmap textures/base_wall2/zzztblue_kc.tga - alphaFunc GE128 - tcmod rotate 360 - rgbgen wave sin .8 .2 0 2 - depthWrite - } - { - clampmap textures/base_wall2/techfloor2_kc.tga - blendFunc blend - tcmod rotate 180 - depthFunc equal - tcMod stretch sin .8 0.1 0 .4 - rgbGen identity - } - - { - map textures/base_wall2/techfloor_kc.tga - blendFunc blend - depthFunc equal - rgbGen identity - } - - { - map $lightmap - blendfunc filter - depthFunc equal - rgbgen identity - } - { - map textures/base_wall2/techfloor_kc_shadow.tga - blendfunc filter - rgbGen identity - } - - -} - - -textures/base_wall2/techfloor_kc -{ - surfaceparm metalsteps - surfaceparm alphashadow - surfaceparm nomarks - - { - clampmap textures/base_wall2/zzztred_kc.tga - alphaFunc GE128 - tcmod rotate 360 - rgbgen wave sin .8 .2 0 2 - depthWrite - } - { - clampmap textures/base_wall2/techfloor2_kc.tga - blendFunc blend - tcmod rotate 180 - depthFunc equal - tcMod stretch sin .8 0.1 0 .4 - rgbGen identity - } - - { - map textures/base_wall2/techfloor_kc.tga - blendFunc blend - depthFunc equal - rgbGen identity - } - - { - map $lightmap - blendfunc filter - depthFunc equal - rgbgen identity - } - { - map textures/base_wall2/techfloor_kc_shadow.tga - blendfunc filter - rgbGen identity - } - - -} - -textures/base_wall2/blue_arrow_small -{ - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - - - { - map textures/base_wall2/blue_arrow_small.tga - blendfunc blend - rgbGen identity - - } - - -} -textures/base_wall2/red_arrow_small -{ - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - - - { - map textures/base_wall2/red_arrow_small.tga - blendfunc blend - rgbGen identity - - } - - -} - -textures/base_wall2/yellow_circle -{ - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - - - { - map textures/base_wall2/yellow_circle.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - rgbGen identity - - } - - -} - -textures/base_wall2/red_circle -{ - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - - - { - map textures/base_wall2/red_circle.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - rgbGen identity - - } - - -} - -textures/base_wall2/blue_circle -{ - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - - - { - map textures/base_wall2/blue_circle.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - rgbGen identity - - } - - -} - - -textures/base_wall2/name_vortex -{ - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - - { - map textures/base_wall2/name_vortex.tga - blendfunc blend - rgbGen identity - } - -} - - -textures/base_wall2/bluearrows -{ - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - - - { - map textures/base_wall2/bluearrows.tga - blendfunc add - rgbGen identity - - } - - -} - -textures/base_wall2/redarrows -{ - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - - - { - map textures/base_wall2/redarrows.tga - blendfunc add - rgbGen identity - - } - - -} - -textures/base_wall2/red_solid -{ - q3map_surfacelight 100 - q3map_lightimage textures/base_wall2/red_solid.tga - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall2/red_solid.tga - blendFunc filter - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } - - { - map textures/base_wall2/red_solid.tga - blendFunc add - rgbGen wave sin .25 .25 0 1 - } - - -} - -textures/base_wall2/blue_solid -{ - q3map_surfacelight 100 - q3map_lightimage textures/base_wall2/blue_solid.tga - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/base_wall2/blue_solid.tga - blendFunc filter - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } - - { - map textures/base_wall2/blue_solid.tga - blendFunc add - rgbGen wave sin .25 .25 0 1 - } - - -} - - - - - - diff --git a/install/installs/Q3Pack/install/missionpack/scripts/common.shader b/install/installs/Q3Pack/install/missionpack/scripts/common.shader deleted file mode 100644 index 3032088..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/common.shader +++ /dev/null @@ -1,429 +0,0 @@ -textures/common/nolightmap -{ - surfaceparm nolightmap -} - -textures/common/nodrawnonsolid -{ - surfaceparm nonsolid - surfaceparm nodraw -} - -textures/common/invisible -{ - surfaceparm nolightmap - { - map textures/common/invisible.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } -} - -textures/common/teleporter -{ - surfaceparm nolightmap - surfaceparm noimpact - q3map_lightimage textures/sfx/powerupshit.tga - q3map_surfacelight 800 - { - map textures/sfx/powerupshit.tga - tcGen environment -// tcMod scale 5 5 - tcMod turb 0 0.015 0 0.3 - } -} - -textures/common/nodrop -{ - qer_nocarve - qer_trans 0.5 - surfaceparm trans - surfaceparm nonsolid - surfaceparm nomarks - surfaceparm nodrop - surfaceparm nolightmap - surfaceparm nodraw - cull disable -} - -textures/common/weapclip -{ - qer_trans 0.40 - surfaceparm trans - surfaceparm nomarks - surfaceparm nodraw -} - -textures/common/pwclip -{ - qer_trans 0.40 - surfaceparm trans - surfaceparm nomarks - surfaceparm nodraw - -} - -textures/common/clip -{ - qer_trans 0.40 - surfaceparm nolightmap - surfaceparm nomarks - surfaceparm nodraw - surfaceparm nonsolid - //surfaceparm nolightmap //proto_addition 11/08/99 - surfaceparm playerclip - surfaceparm noimpact -} - -textures/common/full_clip -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm playerclip -} - -textures/common/missileclip -{ - qer_trans 0.40 - surfaceparm nodamage - surfaceparm nomarks - surfaceparm nodraw - //surfaceparm nonsolid - surfaceparm playerclip -} - -textures/common/botclip -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm botclip -} - -//***************************************** -//** I've reduced the transparency on most editor-only brushes here. -//** If the transparent textures are still too pale for -//** things like clip, hint, trigger, etc., -//** Please make an editorimage to suit your needs. -//****************************************** - -textures/common/cushion -{ - qer_nocarve - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nomarks - surfaceparm nodamage - surfaceparm trans -} - -textures/common/hint -{ -qer_nocarve -qer_trans 0.30 -surfaceparm nodraw -surfaceparm nonsolid -surfaceparm structural -surfaceparm trans -surfaceparm noimpact -surfaceparm hint -} - -textures/common/skip -{ -qer_nocarve -qer_trans 0.40 -surfaceparm nodraw -surfaceparm nonsolid -surfaceparm structural -surfaceparm trans -} - -textures/common/slick -{ - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nomarks - surfaceparm trans - surfaceparm slick -} - -textures/common/origin -{ - qer_nocarve - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm origin -} - -textures/common/noimpact -{ - surfaceparm noimpact -} - -textures/common/areaportal -{ - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm structural - surfaceparm trans - surfaceparm nomarks - surfaceparm areaportal -} - -//bot specific cluster portal -textures/common/clusterportal -{ - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm detail - surfaceparm clusterportal -} - -//bot specific "do not enter" brush -textures/common/donotenter -{ - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm detail - surfaceparm donotenter -} - -textures/common/trigger -{ - qer_trans 0.50 - qer_nocarve - surfaceparm nodraw -} - -textures/common/caulk -{ - surfaceparm nodraw - surfaceparm nomarks - surfaceparm nolightmap -} - -textures/common/terrain -{ - q3map_terrain - surfaceparm nodraw - surfaceparm nomarks - surfaceparm nolightmap -} - -textures/common/terrain2 -{ - q3map_terrain - qer_editorimage textures/common/terrain.tga - surfaceparm dust - surfaceparm nodraw - surfaceparm nomarks - surfaceparm nolightmap -} - -textures/common/nodraw -{ - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks -} - -textures/common/mirror1 -{ - qer_editorimage textures/common/qer_mirror.tga - surfaceparm nolightmap - portal - - { - map textures/common/mirror1.tga - blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA - depthWrite - } - - - -} - -textures/common/mirror2 -{ - qer_editorimage textures/common/qer_mirror.tga - surfaceparm nolightmap - portal - { - map textures/common/mirror1.tga - blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA - depthWrite - } - { - map textures/sfx/mirror.tga - blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR - } - -} -textures/common/energypad -{ - qer_editorimage textures/common/bluegoal.tga - surfaceparm nolightmap - cull twosided - { - map textures/common/bluegoal.tga - blendFunc GL_ONE GL_SRC_ALPHA - tcGen environment - tcMod turb 0 0.25 0 0.05 - } -} - -textures/common/portal -{ - qer_editorimage textures/common/qer_portal.tga - surfaceparm nolightmap - portal - { - map textures/common/mirror1.tga -// map textures/common/portal.tga - tcMod turb 0 0.25 0 0.05 -// blendFunc GL_ONE GL_SRC_ALPHA - blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA - depthWrite - - } -} - -textures/common/timportal -{ - qer_editorimage textures/common/qer_portal.tga - portal - surfaceparm nolightmap - { - map textures/common/portal.tga - tcMod turb 0 0.25 0 0.05 - blendFunc GL_ONE GL_SRC_ALPHA - depthWrite - } -} - -textures/sfx/portal_sfx -{ - - // ************************************************* - // * Portal Inside Effect * - // * April 29 * - // * Please Comment Changes * - // ************************************************* - - portal - surfaceparm nolightmap - deformVertexes wave 100 sin 0 2 0 .5 - - - { - map textures/sfx/portal_sfx3.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - // This blend function is not working on RagePro drivers Mac only - // when it is used on top of portals - depthWrite - } - - - { - map textures/sfx/portal_sfx1.tga - blendfunc gl_dst_color gl_zero - tcMod rotate 360 - } - - { - map textures/sfx/portal_sfx.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 .5 .2 .5 - } - - { - map textures/sfx/portalfog.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - alphagen portal 256 - rgbGen identityLighting - tcmod turb sin 0 .5 0 1 - tcmod rotate .1 .1 - tcmod scroll .01 .03 - } -} -textures/sfx/portal2_sfx -{ - - // ************************************************* - // * Portal Inside Effect * - // * April 29 * - // * Please Comment Changes * - // ************************************************* - - portal - surfaceparm nolightmap - deformVertexes wave 100 sin 0 2 0 .5 - - - { - map textures/sfx/portal_sfx3.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - // This blend function is not working on RagePro drivers Mac only - // when it is used on top of portals - depthWrite - } - - - { - map textures/sfx/portal_sfx1.tga - blendfunc gl_dst_color gl_zero - tcMod rotate 360 - } - - { - map textures/sfx/portal_sfx.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 .5 .2 .5 - } - - { - map textures/sfx/portalfog.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - //alphagen portal 128 - rgbGen identityLighting - tcmod turb sin 0 .5 0 1 - tcmod rotate .1 .1 - tcmod scroll .01 .03 - } -} - -// -// ydnar q3map lightgrid bounds -// -// the min/max bounds of brushes with this shader in a map -// will define the bounds of the map's lightgrid (model lighting) -// note: make it as small as possible around player space -// to minimize bsp size and compile time -// - -textures/common/lightgrid -{ - qer_trans 0.5 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm detail - surfaceparm nomarks - surfaceparm trans - surfaceparm lightgrid -} - diff --git a/install/installs/Q3Pack/install/missionpack/scripts/ctf.shader b/install/installs/Q3Pack/install/missionpack/scripts/ctf.shader deleted file mode 100644 index 6a28038..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/ctf.shader +++ /dev/null @@ -1,577 +0,0 @@ - -textures/ctf/blue_telep -{ - cull disable - surfaceparm nomarks - surfaceparm trans - sort additive - - { - - clampmap textures/ctf/blue_telep.tga - blendFunc add - //depthWrite - //tcMod stretch sin .9 0.1 0 .5 - tcmod rotate 327 - rgbGen identity - } - { - clampmap textures/ctf/blue_telep2.tga - blendFunc add - //depthWrite - //tcMod stretch sin .9 0.1 0 .1 - tcmod rotate -211 - rgbGen identity - } - { - clampmap textures/ctf/telep.tga - alphaFunc GE128 - depthWrite - tcmod rotate 20 - rgbGen identity - } - { - clampmap textures/ctf/telep.tga - alphaFunc GE128 - depthWrite - tcMod stretch sin .7 0 0 0 - tcmod rotate -20 - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } - - - -} - -textures/ctf/ctf_arch_b_shiny -{ - qer_editorimage textures/ctf/ctf_arch_b.tga - { - map textures/ctf/ctf_arch_b.tga - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/sfx/specular.tga - blendFunc GL_ONE GL_ONE - tcGen environment - tcmod scale 10 10 - rgbGen identity - } - { - map textures/ctf/ctf_arch_b.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - -} - -textures/ctf/ctf_arch_r_shiny -{ - qer_editorimage textures/ctf/ctf_arch_r.tga - { - map textures/ctf/ctf_arch_r.tga - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/sfx/specular.tga - blendFunc GL_ONE GL_ONE - tcGen environment - tcmod scale 10 10 - rgbGen identity - } - { - map textures/ctf/ctf_arch_r.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - -} - -textures/ctf/ctf_blueflag -{ - tessSize 64 - deformVertexes wave 194 sin 0 3 0 .4 - deformVertexes normal .5 .1 - surfaceparm nomarks - cull none - - { - map textures/ctf/ctf_blueflag.tga - rgbGen identity - } - { - map textures/effects/redflagmap.tga - tcGen environment - tcmod scale 9 3 - tcmod scroll .1 .7 - - blendFunc GL_ONE GL_ONE - rgbGen identity - } - { - map textures/ctf/ctf_blueflag.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - { - map textures/sfx/shadow.tga - tcGen environment - //blendFunc GL_ONE GL_ONE - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/ctf/ctf_redflag -{ - tessSize 64 - deformVertexes wave 194 sin 0 3 0 .4 - deformVertexes normal .3 .2 - surfaceparm nomarks - cull none - - { - map textures/ctf/ctf_redflag.tga - rgbGen identity - } - { - map textures/effects/blueflagmap.tga - tcGen environment - tcmod scale 9 3 - tcmod scroll .1 .7 - - blendFunc GL_ONE GL_ONE - rgbGen identity - } - { - map textures/ctf/ctf_redflag.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - { - - map textures/sfx/shadow.tga - tcGen environment - //blendFunc GL_ONE GL_ONE - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/ctf/ctf_tower_bluefin_shiny -{ -qer_editorimage textures/ctf/ctf_tower_bluefin.tga - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/ctf_tower_bluefin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/ctf_tower_redfin_shiny -{ -qer_editorimage textures/ctf/ctf_tower_redfin.tga - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/ctf_tower_redfin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/killblockctf_b -{ - qer_editorimage textures/gothic_block/killblockgeomtrn.tga - - { - map textures/sfx/fire_ctfblue.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 2 2 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/gothic_block/blocks18cgeomtrn2.tga - //blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - blendFunc blend - tcmod rotate 30 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - map textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 20 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - map textures/gothic_block/killblockgeomtrn.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/ctf/killblockctf_r -{ - qer_editorimage textures/gothic_block/blocks15cgeomtrn.tga - - { - map textures/sfx/fire_ctfred.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 2 2 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/gothic_block/blocks18cgeomtrn2.tga - //blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - blendFunc blend - tcmod rotate 30 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - map textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 20 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - map textures/gothic_block/blocks15cgeomtrn.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/ctf/metalbase09_bluekillblock_shiny -{ -qer_editorimage textures/ctf/metalbase09_bluekillblock.tga - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/metalbase09_bluekillblock.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/red_scary4_cfin -{ - - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/red_scary4_cfin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/red_scary4_csansfacefin -{ - - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/red_scary4_csansfacefin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/red_scary4_d3fin -{ - - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/red_scary4_d3fin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/red_telep -{ - cull disable - surfaceparm nomarks - surfaceparm trans - - { - - clampmap textures/ctf/red_telep.tga - blendFunc add - //tcMod stretch sin .9 0.1 0 .5 - tcmod rotate 327 - rgbGen identity - } - { - clampmap textures/ctf/red_telep2.tga - blendFunc add - //tcMod stretch sin .9 0.1 0 .1 - tcmod rotate -211 - rgbGen identity - } - { - clampmap textures/ctf/telep.tga - alphaFunc GE128 - tcmod rotate 20 - rgbGen identity - } - { - clampmap textures/ctf/telep.tga - alphaFunc GE128 - tcMod stretch sin .7 0 0 0 - tcmod rotate -20 - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } - - - -} - -textures/ctf/tallblue_1L_fin_shiny -{ -qer_editorimage textures/ctf/tallblue_1L_fin.tga - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/tallblue_1L_fin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/tallblue_1R_fin_shiny -{ -qer_editorimage textures/ctf/tallblue_1R_fin.tga - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/tallblue_1R_fin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/tallblue_2_fin -{ - - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/tallblue_2_fin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/tallblue_2b_fin -{ - - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/tallblue_2b_fin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/tallblue_4bsmall_fin -{ - - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/tallblue_4bsmall_fin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/tallblue_4c_fin_shiny -{ -qer_editorimage textures/ctf/tallblue_4c_fin.tga - - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/tallblue_4c_fin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/tallblue_5esmallb_fin -{ - - { - map $lightmap - rgbGen identity - } - - - { - map textures/ctf/tallblue_5esmallb_fin.tga - blendFunc GL_dst_color GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } - -} - -textures/ctf/test2_r_trans -{ - qer_editorimage textures/ctf/test2_r.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/ctf/test2_r.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } -} - -textures/ctf/test2_trans -{ - qer_editorimage textures/ctf/test2.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - } - { - map textures/ctf/test2.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } - -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/missionpack/scripts/ctf2.shader b/install/installs/Q3Pack/install/missionpack/scripts/ctf2.shader deleted file mode 100644 index d15e6d5..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/ctf2.shader +++ /dev/null @@ -1,343 +0,0 @@ -textures/ctf2/test2_trans_vert -{ - qer_editorimage textures/ctf/test2.tga - surfaceparm nonsolid - surfaceparm pointlight - - { - map textures/ctf/test2.tga - rgbGen vertex - } -} - -textures/ctf2/test2_r_trans_vert -{ - qer_editorimage textures/ctf/test2_r.tga - surfaceparm nonsolid - surfaceparm pointlight - { - map textures/ctf/test2_r.tga - rgbGen vertex - } -} - -textures/ctf2/redteam02 -{ - qer_editorimage textures/ctf2/redteam01.tga - cull none - surfaceparm alphashadow - surfaceparm nomarks - { - map textures/ctf2/redteam01.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } - -} -textures/ctf2/blueteam02 -{ - qer_editorimage textures/ctf2/blueteam01.tga - cull none - surfaceparm alphashadow - surfaceparm nomarks - { - map textures/ctf2/blueteam01.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } - -} -textures/ctf2/redteam01 -{ - cull none - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - { - map textures/ctf2/redteam01.tga - blendFunc Add - //rgbgen wave triangle 0.2 0.5 0 0.2 - rgbGen wave sin 1 .5 0 .2 - - } - -} - -textures/ctf2/xredteam01x -// Non Flashy version -{ - qer_editorimage textures/ctf2/redteam01.tga - cull none - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - { - map textures/ctf2/redteam01.tga - blendFunc Add - rgbgen identity - - } - -} - - -textures/ctf2/xblueteam01 -// non flashy version -{ - qer_editorimage textures/ctf2/blueteam01.tga - cull none - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - { - map textures/ctf2/blueteam01.tga - blendFunc Add - rgbgen identity - } - -} - - -textures/ctf2/blueteam01 -{ - cull none - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - { - map textures/ctf2/blueteam01.tga - blendFunc Add - //rgbgen wave triangle 0.2 0.5 0 0.2 - rgbGen wave sin 1 .8 0 .2 - - } - -} - - -textures/ctf2/red_banner02 -{ - surfaceparm alphashadow - cull none - - { - map textures/ctf2/red_banner02.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } - -} - -textures/ctf2/blue_banner02 -{ - surfaceparm alphashadow - cull none - - { - map textures/ctf2/blue_banner02.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } - -} -textures/ctf2/tin_redpanel -{ - surfaceparm metalsteps - qer_editorimage textures/proto2/tin_panel.tga - - { - map textures/effects/envmapred.tga - tcGen environment - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/proto2/tin_panel.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} -textures/ctf2/tin_blupanel -{ - surfaceparm metalsteps - qer_editorimage textures/proto2/tin_panel.tga - - { - map textures/effects/envmapblue.tga - tcGen environment - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/proto2/tin_panel.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} -textures/ctf2/blue_banner01 -{ - surfaceparm alphashadow - cull none - - { - map textures/ctf2/blue_banner01.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } - - { - map textures/ctf2/b_dummy.tga - blendFunc Add - rgbGen wave sin 1 .5 0 .5 - - } - -} -textures/ctf2/blue_techsign01 -{ - surfaceparm alphashadow - cull none - - { - map textures/ctf2/blue_techsign01.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } - - { - map textures/ctf2/b_dummy.tga - blendFunc Add - rgbGen wave sin 1 .5 0 .5 - - } - -} - -textures/ctf2/pj_baseboardr -{ - //q3map_lightimage textures/ctf2/pj_baseboardr_l.tga - //q3map_surfacelight 300 - - { - map textures/ctf2/pj_baseboardr.tga - rgbGen identity - } - { - map $lightmap - blendFunc filter - rgbGen identity - } - { - map textures/ctf2/pj_baseboardr_l.tga - blendFunc add - rgbGen wave sin .9 .5 0 .1 - } - -} -textures/ctf2/pj_baseboardb -{ - //q3map_lightimage textures/ctf2/pj_baseboardb_l.tga - //q3map_surfacelight 300 - - { - map textures/ctf2/pj_baseboardb.tga - rgbGen identity - } - { - map $lightmap - blendFunc filter - rgbGen identity - } - { - map textures/ctf2/pj_baseboardb_l.tga - blendFunc add - rgbGen wave sin .9 .5 0 .1 - } - -} - -textures/ctf2/jaildr_bluescroll -{ - qer_editorimage textures/ctf2/jaildr_blue.tga - q3map_lightimage textures/ctf2/jaildr_blue.tga - surfaceparm nomarks - q3map_surfacelight 1000 - { - map $lightmap - rgbGen identity - } - { - map textures/ctf2/jaildr_blue.tga - blendFunc GL_DST_COLOR GL_ZERO - tcMod scroll 0 -.25 - rgbGen identity - } - { - map textures/ctf2/jaildr_blue.blend.tga - rgbGen wave sin 0.5 0.5 1 1 - tcMod scroll 0 -.25 - blendfunc GL_ONE GL_ONE - } -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/missionpack/scripts/default_shaderlist.txt b/install/installs/Q3Pack/install/missionpack/scripts/default_shaderlist.txt deleted file mode 100644 index eb4da10..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/default_shaderlist.txt +++ /dev/null @@ -1,23 +0,0 @@ -base_floor -base_floor2 -base_light -base_wall -base_wall2 -common -ctf -ctf2 -gothic_trim -gothic_wall -liquids -liquids2 -museum -outdoors -proto2 -sfx -sfx2 -skies -skies2 -stone2 -terrain -tim -team diff --git a/install/installs/Q3Pack/install/missionpack/scripts/entities-ta.def b/install/installs/Q3Pack/install/missionpack/scripts/entities-ta.def deleted file mode 100644 index a5eee7a..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/entities-ta.def +++ /dev/null @@ -1,374 +0,0 @@ -//INSTRUCTIONS -//This document contains the editor descriptions for all the new entities in -//use in Quake III: Team Arena. -// -//===================================================================== -/*QUAKED ammo_nails (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Nailgun ammo. Gives the player 25 by default. --------- KEYS -------- -wait : value is the time in seconds before the item respawns after being picked up (default 40, -1 = never respawn). -random : a random time variance in seconds is added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when picked up (default 10). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot: (NEW KEY PROPERTY) when set to 1, a bot will never seek out this item. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : the valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/nailgunam.md3"*/ - -//===================================================================== - -/*QUAKED ammo_mines (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Prox Launcher ammo. Gives the player 5 by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when picked up (default 10). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). Any teamed item with the same value will be part of this team. -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot: (NEW KEY PROPERTY) when set to 1, a bot will never seek out this item. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : The valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/proxmineam.md3"*/ - -//=========================================================================== - -/*QUAKED ammo_belt (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Chaingun ammo. Gives the player 100 by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when picked up (default 10). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot: (NEW KEY PROPERTY) when set to 1, a bot will never seek out this item. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : The valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/chaingunam.md3"*/ - -//=========================================================================== - -HOLDABLE_* ENTITIES - -//=========================================================================== - -/*QUAKED holdable_kamikaze (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -One use kamikaze item that can be picked up and used later. Does an initial wave of shock damage, knockback, then 200 damage to everything in a 256 radius. It kills the using player when used. Player can only carry one holdable item at a time. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 60, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot: (NEW KEY PROPERTY) when set to 1, a bot will never seek out this item. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : The valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/kamikazi.md3"*/ - -/*QUAKED holdable_invulnerability (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Invulnerability. Creates an energy shield that protects the player against all weapons except proximity mines. Effect lasts XX seconds. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 60, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot: (NEW KEY PROPERTY) when set to 1, a bot will never seek out this item. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : The valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/holdable/invulnerability.md3"*/ - -//=========================================================================== - -PERSISTANT POWERUPS (instant use, last until death) - -//=========================================================================== - -/*QUAKED item_scout (0.3 0.3 1) (-16 -16 -16) (16 16 16) SUSPENDED REDTEAM BLUETEAM -Scout power-up. Player moves at 2/3 haste speed. Increases rate of fire. Lasts until death. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 0, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count : time in seconds power-up will last when picked up (default 30). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot: (NEW KEY PROPERTY) when set to 1, a bot will never seek out this item. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : The valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. -REDTEAM: only player on the red team may pick up this item -BLUETEAM: only player on the blue team may pick up this item --------- NOTES -------- -These team entities are intended to respawn instantly. The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/scout.md3"*/ - -//=========================================================================== - -/*QUAKED item_guard (0.3 0.3 1) (-16 -16 -16) (16 16 16) SUSPENDED REDTEAM BLUETEAM -Guard power-up. Gives player 200 regenerating health and 200 armor (without decay over time). Lasts until death. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 0, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count : time in seconds power-up will last when picked up (default 30). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot: (NEW KEY PROPERTY) when set to 1, a bot will never seek out this item. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : The valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. -REDTEAM: only player on the red team may pick up this item -BLUETEAM: only player on the blue team may pick up this item --------- NOTES -------- -These team entities are intended to respawn instantly. The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/guard.md3"*/ - -//=========================================================================== - -/*QUAKED item_doubler (0.3 0.3 1) (-16 -16 -16) (16 16 16) SUSPENDED REDTEAM BLUETEAM -Doubler power-up. Doubles the damage of player's weapons. Lasts until death. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 0, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count : time in seconds power-up will last when picked up (default 30). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot: (NEW KEY PROPERTY) when set to 1, a bot will never seek out this item. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : The valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. -REDTEAM: only player on the red team may pick up this item -BLUETEAM: only player on the blue team may pick up this item --------- NOTES -------- -These team entities are intended to respawn instantly. The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/doubler.md3"*/ - -//=========================================================================== - -/*QUAKED item_ammoregen (0.3 0.3 1) (-16 -16 -16) (16 16 16) SUSPENDED REDTEAM BLUETEAM -Ammo Regen power-up. Slowly regenerates ammo count for all weapons currently possessed by the player. --------- KEYS -------- -gametype : the values for this key determine which gametype the entity appears in. They are tournament, ffa, single, teamdm, oneflag, obelisk, harvester -wait : time in seconds before item respawns after being picked up (default 0, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot: (NEW KEY PROPERTY) when set to 1, a bot will never seek out this item. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : The valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. -REDTEAM: only player on the red team may pick up this item -BLUETEAM: only player on the blue team may pick up this item --------- NOTES -------- -These team entities are intended to respawn instantly. The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo.md3"*/ - -//=========================================================================== -TEAM ARENA TEAMPLAY ENTITIES [NEW] - -//============================================================================= - -/*QUAKED team_CTF_neutralflag (1 .2 1) (-16 -16 -24) (16 16 32) SUSPENDED -Neutral flag (One Flag CTF only). --------- KEYS -------- -angle : an angle facing needs to be set for this entity. This item has a specific facing. -gametype : The valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/flags/n_flag.md3"*/ - -//============================================================================= - -/*QUAKED team_redobelisk (1 .2 0) (-16 -16 0) (16 16 88) -Red team Obelisk. Used for Overload, CTF, Oneflag, and Harvester game types for various functions. Facing needs to be set. --------- KEYS -------- -angle : an angle facing needs to be set for this entity. This item has a specific facing. -gametype : The valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas. --------- NOTES -------- -Do not assign a gametype to this item unless the location of your CTF flags and your Overload obelisk will be different. It is used in all four team game types. The game will call for it as needed. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/overload_base.md3"*/ - -//============================================================================= - -/*QUAKED team_blueobelisk (0 .2 1) (-16 -16 0) (16 16 88) -Blue team Obelisk. Used for Overload and Harvester game types. Facing needs to be set. --------- KEYS -------- -angle : an angle facing needs to be set for this entity. This item has a specific facing. -gametype : The valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas. --------- NOTES -------- -Do not assign a gametype to this item. It is used in all four team game types. the The game will call for it as needed. --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/overload_base.md3"*/ - -//============================================================================= - -/*QUAKED team_neutralobelisk (1 .2 1) (-16 -16 0) (16 16 88) -Neutral Obelisk (Harvester only). --------- KEYS -------- -gametype : The valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas. --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/obelisk/obelisk.md3"*/ - - - -//=========================================================================== -TEAM ARENA WEAPONS - -//=========================================================================== - -/*QUAKED weapon_chaingun (0 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Chaingun. A rapid fire instant hit weapon. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when weapon is picked up (default 10). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot: (NEW KEY PROPERTY) when set to 1, a bot will never seek out this item. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : The valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons/vulcan/vulcan.md3"*/ - -//============================================================================= - -/*QUAKED weapon_nailgun (0 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Nailgun. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when weapon is picked up (default 10). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot: (NEW KEY PROPERTY) when set to 1, a bot will never seek out this item. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons/nailgun/nailgun.md3"*/ - -//=========================================================================== - -/*QUAKED weapon_prox_launcher (0 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Proximity Mine Launcher. Lobs a mine which checks for proximity of a player or a time out. In team play, the mines are differentiated by teams. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when weapon is picked up (default 10). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot: (NEW KEY PROPERTY) when set to 1, a bot will never seek out this item. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -gametype : The valid values are ffa, tournament, single, team, ctf, oneflag, obelisk, harvester. Once a value for this key is set, it will ONLY appear in the listed gametype(s). Separate gametypes by commas. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons/proxmine/proxmine.md3"*/ - - - diff --git a/install/installs/Q3Pack/install/missionpack/scripts/gothic_trim.shader b/install/installs/Q3Pack/install/missionpack/scripts/gothic_trim.shader deleted file mode 100644 index 100fa7c..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/gothic_trim.shader +++ /dev/null @@ -1,296 +0,0 @@ - -textures/gothic_trim/baseboard09_p_shiny -{ - - - { - map $lightmap - rgbGen identity - } - - { - map textures/gothic_trim/baseboard09_p_shiny.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - alphagen lightingspecular - rgbGen identity - } -} - -textures/gothic_trim/border6_trans -{ - qer_editorimage textures/gothic_trim/border6.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/gothic_trim/border6.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - } -} - -textures/gothic_trim/column2c_trans -{ - qer_editorimage textures/gothic_trim/column2c_test.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/gothic_trim/column2c_test.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/gothic_trim/gothgrate2 -{ - surfaceparm metalsteps - cull none - - { - map textures/gothic_trim/gothgrate2.tga - blendFunc GL_ONE GL_ZERO - rgbGen identity - alphaFunc GT0 - depthWrite - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - depthFunc equal - } -} - -textures/gothic_trim/km_arena1tower4_shiny -{ - - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_trim/km_arena1tower4_shiny.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/gothic_trim/metalsupport4b_trans -{ - qer_editorimage textures/gothic_trim/metalsupport4b.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/gothic_trim/metalsupport4b.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/gothic_trim/metalsupport4h_shiny -{ - - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_trim/metalsupport4h_shiny.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/gothic_trim/metalsupport4h_trans -{ - qer_editorimage textures/gothic_trim/metalsupport4h_shiny.tga - surfaceparm nonsolid - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_trim/metalsupport4h_shiny.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/gothic_trim/metalsupport4j_trans -{ - qer_editorimage textures/gothic_trim/metalsupport4j.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_trim/metalsupport4j.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } -} - -textures/gothic_trim/metlsupport4i_shiney -{ - qer_editorimage textures/gothic_trim/xmetalsupport4i_alpha.tga - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_trim/xmetalsupport4i_alpha.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/gothic_trim/pitted_rust2_trans -{ - qer_editorimage textures/gothic_trim/pitted_rust2.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/gothic_trim/pitted_rust2.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/gothic_trim/pitted_rust3_trans -{ - qer_editorimage textures/gothic_trim/pitted_rust3.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/gothic_trim/pitted_rust3.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - - - } -} - -textures/gothic_trim/supportborderside_shiney -{ - qer_editorimage textures/gothic_trim/xsupportborderside_shiney.tga - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_trim/xsupportborderside_shiney.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } - - -} - -textures/gothic_trim/tongue_bone -{ - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_trim/tongue_bone.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_trim/tongue_bone.blend.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin 0.5 0.5 0 0.2 - } -} - -textures/gothic_trim/x_noblight -{ - q3map_lightimage textures/gothic_trim/x_noblightfx.tga - q3map_surfacelight 100 - { - map textures/sfx/firegorre2.tga - tcmod scroll .1 1 - tcmod scale 1 1 - } - { - map textures/gothic_trim/x_noblight.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - { - map textures/gothic_trim/x_noblightfx.tga - blendFunc add - rgbGen wave sin .5 .5 0 .1 - } -} - -textures/gothic_trim/zinc_shiny -{ - - { - map textures/effects/tinfx.tga - tcGen environment - rgbGen identity - } - { - map textures/gothic_trim/zinc_shiny.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/missionpack/scripts/gothic_wall.shader b/install/installs/Q3Pack/install/missionpack/scripts/gothic_wall.shader deleted file mode 100644 index 4203aec..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/gothic_wall.shader +++ /dev/null @@ -1,120 +0,0 @@ - -textures/gothic_wall/iron01_m -{ - qer_editorimage textures/gothic_wall/iron01_m.tga - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_wall/iron01_m.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/gothic_wall/iron01_ndark -{ - qer_editorimage textures/gothic_wall/iron01_ndark.tga - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_wall/iron01_ndark.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/gothic_wall/streetbricks10_shiny -{ - qer_editorimage textures/gothic_wall/streetbricks11.tga - q3map_globaltexture - sort opaque - - { - map $lightmap - tcmod scale 2 2 - rgbgen identity - } - - { - map textures/gothic_wall/streetbricks11.tga - rgbGen identity - blendfunc gl_one gl_src_color - } - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbgen identity - } - - -} - -textures/gothic_wall/window_evil6a - -{ - q3map_lightimage textures/gothic_wall/window_evil6a_glow.tga - q3map_surfacelight 50 - - { - map $lightmap - rgbGen identity - } - - { - map textures/gothic_wall/window_evil6a.tga - blendfunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - { - map textures/gothic_wall/window_evil6a_glow.tga - blendfunc GL_ONE GL_ONE - rgbGen identity - } - -} - -textures/gothic_wall/xoct20c_shiney -{ - qer_editorimage textures/gothic_wall/xoct20c_shiney.tga - { - map $lightmap - rgbgen identity - } - - { - map textures/gothic_wall/xoct20c_shiney.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - } -} - -textures/gothic_wall/xpipecolumn_gray_shiny -{ - - { - map textures/effects/tinfx.tga - tcGen environment - rgbGen identity - } - { - map textures/gothic_wall/xpipecolumn_gray_shiny.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/missionpack/scripts/liquids.shader b/install/installs/Q3Pack/install/missionpack/scripts/liquids.shader deleted file mode 100644 index fd2d50c..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/liquids.shader +++ /dev/null @@ -1,1153 +0,0 @@ -textures/liquids/x_calm_pool_nolight - { - // ************************************************* - // * CALM GREEN WATER POOL oct.6.2000 - // * same as calm water but emits NO light -Xian * - // * IF YOU CHANGE THIS PLEASE COMMENT THE CHANGE * - // ************************************************* - - - qer_editorimage textures/liquids/pool3d_4b.tga - q3map_globaltexture - qer_trans .75 - - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - - cull disable - tesssize 256 - deformVertexes wave 100 sin 1 1 1 .1 - - - - { - map textures/liquids/pool3d_5c2.tga - blendFunc GL_dst_color GL_zero - rgbgen identity - tcmod scale .5 .5 - tcmod transform 1.5 0 1.5 1 1 2 - tcmod scroll -.05 .001 - } - - { - map textures/liquids/pool3d_6c2.tga - blendFunc GL_dst_color GL_zero - rgbgen identity - tcmod scale .5 .5 - tcmod transform 0 1.5 1 1.5 2 1 - tcmod scroll .025 -.001 - } - - { - map textures/liquids/pool3d_3c2.tga - blendFunc GL_dst_color GL_zero - rgbgen identity - tcmod scale .25 .5 - tcmod scroll .001 .025 - } - { - map textures/liquids/pool3d_4b2.tga - blendfunc add - tcmod scale .125 .125 - rgbgen identity - } - - - // END - } - - - -textures/liquids/calm_pool_nolight - { - // ************************************************* - // * CALM GREEN WATER POOL oct.6.2000 - // * same as calm water but emits NO light -Xian * - // * IF YOU CHANGE THIS PLEASE COMMENT THE CHANGE * - // ************************************************* - - - qer_editorimage textures/liquids/pool3d_4b.tga - q3map_globaltexture - qer_trans .75 - - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - - cull disable - tesssize 64 - deformVertexes wave 100 sin 1 1 1 .1 - - - - { - map textures/liquids/pool3d_5c2.tga - blendFunc GL_dst_color GL_zero - rgbgen identity - tcmod scale .5 .5 - tcmod transform 1.5 0 1.5 1 1 2 - tcmod scroll -.05 .001 - } - - { - map textures/liquids/pool3d_6c2.tga - blendFunc GL_dst_color GL_zero - rgbgen identity - tcmod scale .5 .5 - tcmod transform 0 1.5 1 1.5 2 1 - tcmod scroll .025 -.001 - } - - { - map textures/liquids/pool3d_3c2.tga - blendFunc GL_dst_color GL_zero - rgbgen identity - tcmod scale .25 .5 - tcmod scroll .001 .025 - } - { - map textures/liquids/pool3d_4b2.tga - blendfunc add - tcmod scale .125 .125 - rgbgen identity - } - - - // END - } - - - -textures/liquids/protolava -{ - - q3map_globaltexture - surfaceparm trans - //surfaceparm nonsolid - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 600 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/protolava2.tga - tcmod scale .2 .2 - tcmod scroll .04 .03 - tcMod turb 0 .1 0 .01 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/liquids/protolava.tga - blendfunc blend - tcMod turb 0 .2 0 .1 - } - -} - -textures/liquids/watertest - -// ************************************************************ -// * Water test with environmentmap. Created September 21* -// ************************************************************ - - { - qer_editorimage textures/liquids/pool3d_3b.tga - qer_trans .5 - q3map_globaltexture - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - - cull disable - tessSize 32 - deformVertexes normal .15 2 - deformVertexes bulge 128 5 2 - { - map $lightmap - blendfunc filter - } - - { - map textures/liquids/pool3d_4byell2.tga - blendfunc add - tcgen environment - // tcMod scroll .05 .05 - } - - - } - - - - -textures/liquids/flatripplewater_1500 -{ - // Added to g3map_global texture on May 11, 1999 - qer_editorimage textures/liquids/pool2.tga - q3map_globaltexture - q3map_lightsubdivide 32 - //surfaceparm trans - //surfaceparm nonsolid - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 500 - cull disable - -// tesssize 128 -// cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/pool2.tga - tcMod turb 0 .2 0 .1 - } -} - -textures/liquids/xctf_painwater - { - qer_editorimage textures/liquids/pool2.tga - q3map_globaltexture - qer_trans .5 - - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - q3map_surfacelight 450 - - cull disable - tesssize 64 - deformVertexes wave 100 sin 1 1 1 .1 - { - map textures/liquids/pool2.tga - blendfunc GL_ONE GL_SRC_COLOR - tcMod scale .03 .03 - tcMod scroll .001 .001 - } - { - map textures/liquids/pool3.tga - blendfunc GL_DST_COLOR GL_ONE - tcMod turb .1 .1 0 .01 - tcMod scale .5 .5 - tcMod scroll -.025 .02 - } - { - map textures/sfx/bolts.tga - blendfunc GL_ONE GL_ONE - tcMod scale .2 .2 - //tcGen environment - tcMod scroll .1 .1 - tcmod rotate 290 - //rgbgen wave sin .1 1 5 .1 - } - } -textures/liquids/clear_calm1 - -// ********************************************************* -// * Medium clear calm water. Created September 9 * -// ********************************************************* - - { - qer_editorimage textures/liquids/pool3d_3e.tga - qer_trans .5 - q3map_globaltexture - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - - cull disable - deformVertexes wave 64 sin .25 .25 0 .5 - { - map textures/liquids/pool3d_5e.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod scroll .025 .01 - } - - { - map textures/liquids/pool3d_3e.tga - blendFunc GL_dst_color GL_one - tcmod scale -.5 -.5 - tcmod scroll .025 .025 - } - - - { - map $lightmap - blendFunc GL_dst_color GL_zero - rgbgen identity - } - - - -// END - } - -textures/liquids/clear_ripple3 - -// ********************************************************* -// * Medium clear ripple water. Created September 9 * -// ********************************************************* - - { - qer_editorimage textures/liquids/pool3d_3c.tga - qer_trans .5 - q3map_globaltexture - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - - cull disable - deformVertexes wave 64 sin .5 .5 0 .5 - - { - map textures/liquids/pool3d_5c.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 1.5 0 1.5 1 1 2 - tcmod scroll -.05 .001 - } - - { - map textures/liquids/pool3d_6c.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 0 1.5 1 1.5 2 1 - tcmod scroll .025 -.001 - } - - { - map textures/liquids/pool3d_3c.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .25 .5 - tcmod scroll .001 .025 - } - - { - map $lightmap - blendFunc GL_dst_color GL_zero - rgbgen identity - } - - -// END - } - - -textures/liquids/clear_ripple2 - -// ********************************************************* -// * Small clear ripple water. Created September 9 * -// ********************************************************* - - { - qer_editorimage textures/liquids/pool3d_3b.tga - qer_trans .5 - q3map_globaltexture - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - - cull disable - deformVertexes wave 64 sin .5 .5 0 .5 - - { - map textures/liquids/pool3d_5b.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 1.5 0 1.5 1 1 2 - tcmod scroll -.05 .001 - } - - { - map textures/liquids/pool3d_6b.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 0 1.5 1 1.5 2 1 - tcmod scroll .025 -.001 - } - - { - map textures/liquids/pool3d_3b.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .25 .5 - tcmod scroll .001 .025 - } - - { - map $lightmap - blendFunc GL_dst_color GL_zero - rgbgen identity - } - - -// END - } - - -textures/liquids/clear_ripple1 - -// ********************************************************* -// * Large clear ripple water. Created September 9 * -// ********************************************************* - - { - qer_editorimage textures/liquids/pool3d_3.tga - qer_trans .5 - q3map_globaltexture - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - - cull disable - deformVertexes wave 64 sin .5 .5 0 .5 - - - { - map textures/liquids/pool3d_5.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 1.5 0 1.5 1 1 2 - tcmod scroll -.05 .001 - } - - { - map textures/liquids/pool3d_6.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 0 1.5 1 1.5 2 1 - tcmod scroll .025 -.001 - } - - { - map textures/liquids/pool3d_3.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .25 .5 - tcmod scroll .001 .025 - } - - { - map $lightmap - blendFunc GL_dst_color GL_zero - rgbgen identity - } -// END - } - -textures/liquids/clear_ripple1_q3dm1 - -// ********************************************************* -// * Large clear ripple water. Created September 9 * -// ********************************************************* - - { - qer_editorimage textures/liquids/pool3d_3.tga - qer_trans .5 - q3map_globaltexture - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - - cull disable - deformVertexes wave 64 sin .5 .5 0 .5 - - - { - map textures/liquids/pool3d_5.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 1.5 0 1.5 1 1 2 - tcmod scroll -.05 .001 - } - - { - map textures/liquids/pool3d_6.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 0 1.5 1 1.5 2 1 - tcmod scroll .025 -.001 - } - - { - map textures/liquids/pool3d_3.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .25 .5 - tcmod scroll .001 .025 - } - - { - map $lightmap - blendFunc GL_dst_color GL_zero - rgbgen identity - } -} - -textures/liquids/lavahell -{ - q3map_globaltexture - surfaceparm noimpact - surfaceparm trans - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 600 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } - - - -// END -} - -textures/liquids/lavahell_xdm1 -{ - qer_editorimage textures/liquids/lavahell.tga - // Added to g3map_global texture on May 11, 1999 - q3map_globaltexture - //surfaceparm trans - //surfaceparm nonsolid - surfaceparm nodlight - surfaceparm noimpact - //surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 600 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } - -// END -} - -textures/liquids/lavahell_1000 -{ - // Added to g3map_global texture on May 11, 1999 - qer_editorimage textures/liquids/lavahell.tga - q3map_globaltexture - surfaceparm trans - //surfaceparm nonsolid - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 1000 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } -} - -textures/liquids/lavahell_2000 -{ - // Added to g3map_global texture on May 11, 1999 - qer_editorimage textures/liquids/lavahell.tga - q3map_globaltexture - surfaceparm trans - //surfaceparm nonsolid - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 2000 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } -} -textures/liquids/lavahell_750 -{ - // Added to g3map_global texture on May 11, 1999 - qer_editorimage textures/liquids/lavahell.tga - q3map_globaltexture - q3map_lightsubdivide 32 - surfaceparm trans - //surfaceparm nonsolid - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 500 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } -} - -textures/liquids/flatlavahell_1500 -{ - // Added to g3map_global texture on May 11, 1999 - qer_editorimage textures/liquids/lavahell.tga - q3map_globaltexture - q3map_lightsubdivide 32 - //surfaceparm trans - //surfaceparm nonsolid - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 1500 - cull disable - -// tesssize 128 -// cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } - -} - - -textures/liquids/lavahell_2500 -{ - // Added to g3map_global texture on May 11, 1999 - qer_editorimage textures/liquids/lavahell.tga - q3map_globaltexture - surfaceparm trans - //surfaceparm nonsolid - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 2500 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } -} - -textures/liquids/lavahelldark -{ - // Added to g3map_global texture on May 11, 1999 - qer_editorimage textures/liquids/lavahell.tga - q3map_globaltexture - surfaceparm trans - //surfaceparm nonsolid - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 150 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } - -// END -} - -textures/liquids/lavahellflat_400 -{ - // Added to g3map_global texture on May 11, 1999 - qer_editorimage textures/liquids/lavahell.tga - q3map_globaltexture - surfaceparm trans - //surfaceparm nonsolid - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 400 - cull disable - - tesssize 128 - cull disable - //deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } - -} - -textures/liquids/calm_pool - { - // ************************************************* - // * CALM GREEN WATER POOL Feb 19, 1998 * - // * IF YOU CHANGE THIS PLEASE COMMENT THE CHANGE * - // ************************************************* - - // Added to g3map_global texture on May 11, 1999 - qer_editorimage textures/liquids/pool2.tga - qer_trans .5 - q3map_globaltexture - - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - - cull disable - tesssize 64 - deformVertexes wave 100 sin 1 1 1 .1 - - - - { - map textures/liquids/pool2.tga - blendfunc GL_ONE GL_SRC_COLOR - tcMod scale .03 .03 - tcMod scroll .001 .001 - } - - { - map textures/liquids/pool3.tga - blendfunc GL_DST_COLOR GL_ONE - tcMod turb .1 .1 0 .01 - tcMod scale .5 .5 - tcMod scroll -.025 .02 - } - - - // END -} - -textures/liquids/calm_poollight - { - // ************************************************* - // * CALM GREEN WATER POOL may 5 1999 - // * same as calm water but emits light * - // * IF YOU CHANGE THIS PLEASE COMMENT THE CHANGE * - // ************************************************* - - - qer_editorimage textures/liquids/pool3d_4b.tga - q3map_globaltexture - qer_trans .75 - - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - q3map_surfacelight 50 - - cull disable - tesssize 64 - deformVertexes wave 100 sin 1 1 1 .1 - - - - { - map textures/liquids/pool3d_5c2.tga - blendFunc GL_dst_color GL_zero - rgbgen identity - tcmod scale .5 .5 - tcmod transform 1.5 0 1.5 1 1 2 - tcmod scroll -.05 .001 - } - - { - map textures/liquids/pool3d_6c2.tga - blendFunc GL_dst_color GL_zero - rgbgen identity - tcmod scale .5 .5 - tcmod transform 0 1.5 1 1.5 2 1 - tcmod scroll .025 -.001 - } - - { - map textures/liquids/pool3d_3c2.tga - blendFunc GL_dst_color GL_zero - rgbgen identity - tcmod scale .25 .5 - tcmod scroll .001 .025 - } - { - map textures/liquids/pool3d_4b2.tga - blendfunc add - tcmod scale .125 .125 - rgbgen identity - } - -} - -textures/liquids/calm_poollight2 - { - // ************************************************* - // * CALM GREEN WATER POOL may 5 1999 - // * same as calm water but emits light * - // * IF YOU CHANGE THIS PLEASE COMMENT THE CHANGE * - // ************************************************* - - - qer_editorimage textures/liquids/pool3d_4b.tga - q3map_globaltexture - qer_trans .75 - - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - q3map_surfacelight 50 - - cull disable - tesssize 512 - deformVertexes wave 100 sin 1 1 1 .1 - - - - { - map textures/liquids/pool3d_5c2.tga - blendFunc GL_dst_color GL_zero - rgbgen identity - tcmod scale .5 .5 - tcmod transform 1.5 0 1.5 1 1 2 - tcmod scroll -.05 .001 - } - - { - map textures/liquids/pool3d_6c2.tga - blendFunc GL_dst_color GL_zero - rgbgen identity - tcmod scale .5 .5 - tcmod transform 0 1.5 1 1.5 2 1 - tcmod scroll .025 -.001 - } - - { - map textures/liquids/pool3d_3c2.tga - blendFunc GL_dst_color GL_zero - rgbgen identity - tcmod scale .25 .5 - tcmod scroll .001 .025 - } - { - map textures/liquids/pool3d_4b2.tga - blendfunc add - tcmod scale .125 .125 - rgbgen identity - } - - - // END -} - -textures/liquids/calm_pool_bgtess - { - // ************************************************* - // * CALM GREEN WATER POOL Feb 19, 1998 * - // * IF YOU CHANGE THIS PLEASE COMMENT THE CHANGE * - // * Large tesselations added on May 26, '99 - // ************************************************* - - // Added to g3map_global texture on May 11, 1999 - qer_editorimage textures/liquids/pool2.tga - qer_trans .5 - q3map_globaltexture - - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - - cull disable - tesssize 256 - deformVertexes wave 256 sin 1 1 1 .1 - - - - { - map textures/liquids/pool2.tga - blendfunc GL_ONE GL_SRC_COLOR - tcMod scale .03 .03 - tcMod scroll .001 .001 - } - - { - map textures/liquids/pool3.tga - blendfunc GL_DST_COLOR GL_ONE - tcMod turb .1 .1 0 .01 - tcMod scale .5 .5 - tcMod scroll -.025 .02 - } - - - // END -} - - textures/liquids/proto_poolpass - { - /////////////////////////////////////////// - //Electric Slime. FOUR passes of FURY ---// - /////////////////////////////////////////// - - q3map_globaltexture - //qer_editorimage textures/liquids/proto_pool3.tga - q3map_lightimage textures/liquids/proto_pool3.tga - q3map_globaltexture - q3map_surfacelight 240 - // tesssize 256 - //deformVertexes wave 100 sin 1 5 .1 .5 - surfaceparm slime - - { - map textures/liquids/proto_gruel2.tga - //tcMod scale 1 1 - tcMod scale .5 .6 - //tcMod scroll .4 .01 - tcMod turb .1 .25 0 -.1 - - } - //{ - // map textures/liquids/proto_poolpass2.tga - // blendfunc GL_ONE GL_ONE - // tcMod scale .5 .6 - // //tcMod scroll .6 .04 - // tcMod turb .1 .25 0 .01 - //} - { - map textures/liquids/proto_poolpass.tga - blendfunc GL_ONE GL_ONE - tcMod scale .2 .2 - //tcMod scroll .5 .05 - tcMod turb .1 .25 0 .07 - } - { - map $lightmap - rgbgen identity - blendfunc GL_DST_COLOR GL_ZERO - } - { - map textures/sfx/bolts.tga - blendfunc GL_ONE GL_ONE - tcMod scale .2 .2 - //tcGen environment - tcMod scroll .1 .1 - tcmod rotate 290 - //rgbgen wave sin .1 1 5 .1 - } - - -} - -ripplewater2_back - { - // Added to g3map_global texture on May 11, 1999 - q3map_globaltexture - // this is used when looking from inside the water to the outside - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - -// fogonly - { - map textures/liquids/ripplewater3.tga - blendfunc GL_DST_COLOR GL_SRC_COLOR - tcMod scale .05 .05 - tcGen environment - tcMod scroll .001 .001 - } - - // END -} - -textures/liquids/slime1 - { - // ************************************************* - // * SLIME Feb 11 1999 * - // * IF YOU CHANGE THIS PLEASE COMMENT THE CHANGE * - // ************************************************* - - // Added to g3map_global texture on May 11, 1999 - qer_editorimage textures/liquids/slime7.tga - q3map_lightimage textures/liquids/slime7.tga - q3map_globaltexture - qer_trans .5 - - surfaceparm noimpact - surfaceparm slime - surfaceparm nolightmap - surfaceparm trans - - q3map_surfacelight 100 - tessSize 32 - cull disable - - deformVertexes wave 100 sin 0 1 .5 .5 - - { - map textures/liquids/slime7c.tga - tcMod turb .3 .2 1 .05 - tcMod scroll .01 .01 - } - - { - map textures/liquids/slime7.tga - blendfunc GL_ONE GL_ONE - tcMod turb .2 .1 1 .05 - tcMod scale .5 .5 - tcMod scroll .01 .01 - } - - { - map textures/liquids/bubbles.tga - blendfunc GL_ZERO GL_SRC_COLOR - tcMod turb .2 .1 .1 .2 - tcMod scale .05 .05 - tcMod scroll .001 .001 - } - - // END - } - -textures/liquids/slime1_2000 - { - // ************************************************* - // * SLIME Feb 11 1999 * - // * IF YOU CHANGE THIS PLEASE COMMENT THE CHANGE * - // ************************************************* - - // Added to g3map_global texture on May 11, 1999 - qer_editorimage textures/liquids/slime7.tga - q3map_lightimage textures/liquids/slime7.tga - q3map_globaltexture - qer_trans .5 - - surfaceparm noimpact - surfaceparm slime - surfaceparm nolightmap - surfaceparm trans - - q3map_surfacelight 2000 - tessSize 32 - cull disable - - deformVertexes wave 100 sin 0 1 .5 .5 - - { - map textures/liquids/slime7c.tga - tcMod turb .3 .2 1 .05 - tcMod scroll .01 .01 - } - - { - map textures/liquids/slime7.tga - blendfunc GL_ONE GL_ONE - tcMod turb .2 .1 1 .05 - tcMod scale .5 .5 - tcMod scroll .01 .01 - } - - { - map textures/liquids/bubbles.tga - blendfunc GL_ZERO GL_SRC_COLOR - tcMod turb .2 .1 .1 .2 - tcMod scale .05 .05 - tcMod scroll .001 .001 - } - - // END -} - -textures/hell/lavasolid -{ - // Added to g3map_global texture on May 11, 1999 - q3map_globaltexture - surfaceparm noimpact - surfaceparm nolightmap - q3map_surfacelight 450 - - tesssize 64 - deformVertexes wave 100 sin 2 2 0 0.1 - - { - map textures/hell/lava2d.tga - tcGen environment - tcMod turb 0 0.25 0 0.05 - } - - { - map textures/hell/lava2d.tga - blendfunc GL_ONE GL_ONE - tcMod turb 0 0.25 0 0.05 - } -} - -textures/liquids/lavahell_2500_subd -{ - // Added to g3map_global texture on May 11, 1999 - qer_editorimage textures/liquids/lavahell.tga - q3map_lightsubdivide 32 - q3map_globaltexture - surfaceparm trans - //surfaceparm nonsolid - surfaceparm noimpact - surfaceparm lava - surfaceparm nolightmap - q3map_surfacelight 2500 - cull disable - - tesssize 128 - cull disable - deformVertexes wave 100 sin 3 2 .1 0.1 - - { - map textures/liquids/lavahell.tga - tcMod turb 0 .2 0 .1 - } -} - diff --git a/install/installs/Q3Pack/install/missionpack/scripts/liquids2.shader b/install/installs/Q3Pack/install/missionpack/scripts/liquids2.shader deleted file mode 100644 index 244dab4..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/liquids2.shader +++ /dev/null @@ -1,243 +0,0 @@ -textures/liquids2/calm_poollight2nt - { - - - - qer_editorimage textures/liquids/pool3d_4b.tga - q3map_globaltexture - qer_trans .75 - - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - surfaceparm nolightmap - q3map_surfacelight 50 - - cull disable - - - - { - map textures/liquids/pool3d_5c2.tga - blendFunc GL_dst_color GL_zero - rgbgen identity - tcmod scale .5 .5 - tcmod transform 1.5 0 1.5 1 1 2 - tcmod scroll -.05 .001 - } - - { - map textures/liquids/pool3d_6c2.tga - blendFunc GL_dst_color GL_zero - rgbgen identity - tcmod scale .5 .5 - tcmod transform 0 1.5 1 1.5 2 1 - tcmod scroll .025 -.001 - } - - { - map textures/liquids/pool3d_3c2.tga - blendFunc GL_dst_color GL_zero - rgbgen identity - tcmod scale .25 .5 - tcmod scroll .001 .025 - } - { - map textures/liquids/pool3d_4b2.tga - blendfunc add - tcmod scale .125 .125 - rgbgen identity - } - - - // END - } - -textures/liquids2/water_volume - - { - qer_editorimage textures/liquids/pool3d_3.tga - qer_trans .5 - surfaceparm nodraw - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - - cull disable - -// END - } - - -textures/liquids2/clear_ripple1v - - { - qer_editorimage textures/liquids/pool3d_3.tga - qer_trans .5 - q3map_globaltexture - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - - cull disable - deformVertexes wave 64 sin .5 .5 0 .5 - - - { - map textures/liquids/pool3d_5.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 1.5 0 1.5 1 1 2 - tcmod scroll -.05 .001 - } - - { - map textures/liquids/pool3d_6.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 0 1.5 1 1.5 2 1 - tcmod scroll .025 -.001 - } - - { - map textures/liquids/pool3d_3.tga - blendFunc GL_dst_color GL_one - rgbgen vertex - tcmod scale .25 .5 - tcmod scroll .001 .025 - } - -// END - } - -textures/liquids2/clear_ripple1_q3dm1v - - { - qer_editorimage textures/liquids/pool3d_3.tga - qer_trans .5 - q3map_globaltexture - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - - cull disable - deformVertexes wave 64 sin .5 .5 0 .5 - - - { - map textures/liquids/pool3d_5.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 1.5 0 1.5 1 1 2 - tcmod scroll -.05 .001 - } - - { - map textures/liquids/pool3d_6.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod transform 0 1.5 1 1.5 2 1 - tcmod scroll .025 -.001 - } - - { - map textures/liquids/pool3d_3.tga - blendFunc GL_dst_color GL_one - rgbgen vertex - tcmod scale .25 .5 - tcmod scroll .001 .025 - } - -// END - } -textures/liquids2/clear_calm1v - - { - qer_editorimage textures/liquids/pool3d_3e.tga - qer_trans .5 - q3map_globaltexture - surfaceparm trans - surfaceparm nonsolid - surfaceparm water - - cull disable - deformVertexes wave 64 sin .25 .25 0 .5 - { - map textures/liquids/pool3d_5e.tga - blendFunc GL_dst_color GL_one - rgbgen identity - tcmod scale .5 .5 - tcmod scroll .025 .01 - - } - - { - map textures/liquids/pool3d_3e.tga - blendFunc GL_dst_color GL_one - tcmod scale -.5 -.5 - tcmod scroll .025 .025 - rgbGen vertex - } - - - - - -// END - } -textures/liquids2/pjslime - { - // ************************************************* - // * ORIGINAL SLIME Feb 11 1999 * - // * IF YOU CHANGE THIS PLEASE COMMENT THE CHANGE * - // * - // ************************************************* - //Changed light value to 400 on May 17, 2000 - // Added to g3map_global texture on May 11, 1999 - q3map_lightimage textures/proto2/concrete_blue.tga - q3map_globaltexture - qer_trans .5 - - surfaceparm noimpact - surfaceparm lava - surfaceparm trans - - q3map_surfacelight 500 - tessSize 64 - //cull disable - deformVertexes wave 100 sin 1 2 0 .5 - - - { - map $lightmap - rgbgen identity - } - - - { - map textures/liquids2/pjslime.tga - blendFunc GL_DST_COLOR GL_SRC_ALPHA - rgbGen identity - alphaGen lightingSpecular - tcMod turb 0 .2 .5 .05 - tcmod scroll .01 .01 - } - - - - { - map textures/liquids2/pjslime2.tga - blendfunc add - rgbgen wave inversesawtooth 0 1 0 4 - tcMod turb 0 .2 .5 .05 - tcmod scroll .01 .01 - } - -} - - - \ No newline at end of file diff --git a/install/installs/Q3Pack/install/missionpack/scripts/museum.shader b/install/installs/Q3Pack/install/missionpack/scripts/museum.shader deleted file mode 100644 index c33ec1e..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/museum.shader +++ /dev/null @@ -1,28 +0,0 @@ - -////////////////////////////// -// Rainy Concrete floor // -////////////////////////////// - -textures/base_floor/concfloor_rain -{ - tessSize 32 - deformVertexes normal 1 15 - { - map textures/base_floor/concfloor_rain.tga - rgbGen identity - } - { - map textures/liquids/pj_e3_reflection2b.tga - Blendfunc add - tcgen environment - rgbgen wave sin .3 0 0 0 - tcmod scale 2 2 - tcMod scroll .5 .5 - } - { - map $lightmap - blendFunc filter - rgbGen identity - } -} - diff --git a/install/installs/Q3Pack/install/missionpack/scripts/proto2.shader b/install/installs/Q3Pack/install/missionpack/scripts/proto2.shader deleted file mode 100644 index 9682be1..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/proto2.shader +++ /dev/null @@ -1,1833 +0,0 @@ -textures/proto2/winframe -{ - - { - map models/weapons/nailgun/nailgun_env.tga - //tcMod scale 2 2 - tcGen environment - rgbGen identity - } - { - map textures/proto2/winframe.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/proto2/mpintro -{ - - qer_editorimage textures/proto2/ed_movie.tga - surfaceparm trans - surfaceparm nolightmap - cull disable - - { - map textures/proto2/shiny_black.tga - tcGen environment - rgbGen identity - } - - { - videoMap mpteam6.roq - blendFunc add - rgbGen identity - } - - -} -textures/proto2/mpteam1 -{ - - qer_editorimage textures/proto2/ed_movie.tga - surfaceparm trans - surfaceparm nolightmap - cull disable - - { - map textures/proto2/shiny_black.tga - tcGen environment - rgbGen identity - } - - { - videoMap mpteam1.roq - blendFunc add - rgbGen identity - } - - -} - -textures/proto2/mpteam3_movie -{ - - qer_editorimage textures/proto2/ed_movie.tga - surfaceparm trans - surfaceparm nolightmap - cull disable - - { - map textures/proto2/shiny_black.tga - tcGen environment - rgbGen identity - } - - { - videoMap mpteam3.roq - blendFunc add - rgbGen identity - } - - -} - - -textures/proto2/mpteam5_mv -{ - - qer_editorimage textures/proto2/ed_movie.tga - surfaceparm trans - surfaceparm nolightmap - cull disable - - { - map textures/proto2/shiny_black.tga - tcGen environment - rgbGen identity - } - - { - videoMap mpteam5.roq - blendFunc add - rgbGen identity - } - -} - -textures/proto2/mpterra2_mv -{ - - qer_editorimage textures/proto2/ed_movie.tga - surfaceparm trans - surfaceparm nolightmap - cull disable - - { - map textures/proto2/shiny_black.tga - tcGen environment - rgbGen identity - } - - { - videoMap mpterra2.roq - blendFunc add - rgbGen identity - } - -} - - -textures/proto2/redflag -{ - - surfaceparm trans - surfaceparm nolightmap - nopicmip - - { - map textures/proto2/redflag.tga - alphaFunc GE128 - } - - -} - -textures/proto2/blueflag -{ - - surfaceparm trans - surfaceparm nolightmap - nopicmip - - { - map textures/proto2/blueflag.tga - alphaFunc GE128 - } - - -} - - -textures/proto2/oneflag -{ - - surfaceparm trans - surfaceparm nolightmap - nopicmip - - { - map textures/proto2/oneflag.tga - alphaFunc GE128 - } - - -} - -textures/proto2/harvest -{ - - surfaceparm trans - surfaceparm nolightmap - nopicmip - - { - map textures/proto2/harvest.tga - alphaFunc GE128 - } - - -} - -textures/proto2/redob -{ - - surfaceparm trans - surfaceparm nolightmap - nopicmip - - { - map textures/proto2/redob.tga - alphaFunc GE128 - } - - -} -textures/proto2/blueob -{ - - surfaceparm trans - surfaceparm nolightmap - nopicmip - - { - map textures/proto2/blueob.tga - alphaFunc GE128 - } - - -} - - -textures/proto2/urhere -{ - - surfaceparm trans - surfaceparm nolightmap - nopicmip - - { - map textures/proto2/urhere.tga - alphaFunc GE128 - } - - -} - - -textures/proto2/terramap01 -{ - - surfaceparm trans - surfaceparm nolightmap - nopicmip - - { - map textures/proto2/terramap01.tga - blendFunc add - rgbGen wave sin 1 .2 0 .75 - } - { - map textures/proto2/terramap02.tga - BlendFunc add - tcmod scale 1.75 1 - tcmod scroll -3.75 0 - rgbGen wave inversesawtooth 1 .2 0 .75 - } - -} - -ui/assets/logo01 -{ - - nopicmip - - { - map ui/assets/logo01.tga - BlendFunc add - rgbGen wave triangle 1 1 0 .25 - } - { - map ui/assets/logo02.tga - BlendFunc add - tcmod scroll .43 0 - rgbGen wave triangle 1 1 0 .75 - } - { - map ui/assets/logo02.tga - BlendFunc add - tcmod scroll -.51 0 - rgbGen wave triangle 1 1 0 1 - } - { - map ui/assets/logo03.tga - BlendFunc add - tcmod scroll -.3 0 - } - { - map ui/assets/logo03.tga - BlendFunc add - tcmod scroll .25 0 - } - -} - -textures/proto2/xflag01 -{ - surfaceparm alphashadow - cull none - - { - map textures/proto2/xflag01.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } - -} - -textures/proto2/grill03b -{ - - - surfaceparm alphashadow - surfaceparm nomarks - cull none - - { - map textures/proto2/grill03b.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/proto2/vertex_greenstone -{ - qer_editorimage textures/gothic_block/blocks17i.tga - surfaceparm pointlight - - { - map textures/gothic_block/blocks17i.tga - rgbGen vertex - } - -} - -textures/proto2/vertex_cavestone -{ - qer_editorimage textures/stone/pjrock5.tga - surfaceparm pointlight - - { - map textures/stone/pjrock5.tga - rgbGen vertex - } - -} - -textures/proto2/marbledoor_blue -{ - surfaceparm metalsteps - - { - map textures/effects/tinfx2.tga - tcGen environment - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/proto2/marbledoor_blue.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} -textures/proto2/marbledoor_red -{ - surfaceparm metalsteps - - { - map textures/effects/tinfx2.tga - tcGen environment - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/proto2/marbledoor_red.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/proto2/vertex_con -{ - - qer_editorimage textures/proto2/concrete03c.tga - surfaceparm pointlight - - { - map textures/proto2/concrete03c.tga - rgbGen vertex - } - -} - -textures/proto2/concrete03c_aqua -{ - surfaceparm pointlight - - { - map textures/proto2/concrete03c_aqua.tga - rgbGen vertex - } - -} - -textures/proto2/pulsebeam -{ - surfaceparm metalsteps - - - { - map textures/proto2/pulsebeam.tga - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/proto2/pulsebeam2.tga - BlendFunc add - rgbGen wave inversesawtooth -.3 1.3 0 1 - } -} - -textures/proto2/concrete_rednfx -{ - surfaceparm metalsteps - qer_editorimage textures/proto2/concrete_red.tga - - { - map textures/proto2/concrete_red.tga - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} -textures/proto2/concrete_bluenfx -{ - surfaceparm metalsteps - qer_editorimage textures/proto2/concrete_blue.tga - - { - map textures/proto2/concrete_blue.tga - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/proto2/cheapfloor -{ - qer_editorimage textures/proto2/marble02b_floor.tga - - { - map textures/effects2/xtourney_fx3.tga - //tcGen environment - //tcmod scale .5 .5 - tcGen environment - rgbGen identity - - } - { - map textures/proto2/marble02b_floor.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - -} - -textures/proto2/redlight_on -{ - surfaceparm nolightmap - - { - map textures/proto2/redlight_on.tga - rgbGen identity - } - - -} - -textures/proto2/bluelight_on -{ - surfaceparm nolightmap - - { - map textures/proto2/bluelight_on.tga - rgbGen identity - } - - -} - -////////////////////////////// Warning lights for mpterra2 -textures/proto2/bsredlight_on -//for team sides in mpterra2 (1 of 8) -{ - surfaceparm nolightmap - qer_editorimage textures/proto2/redlight_on.tga - - { - map textures/proto2/redlight_on.tga - rgbGen identity - } -} - -textures/proto2/bsbluelight_on -//for team sides in mpterra2 (2 of 8) -{ - surfaceparm nolightmap - qer_editorimage textures/proto2/bluelight_on.tga - { - map textures/proto2/bluelight_on.tga - rgbGen identity - } -} - -textures/proto2/rsredlight_off -//for team sides in mpterra2 (3 of 8) -{ - - qer_editorimage textures/proto2/redlight_off.tga - - { - map textures/proto2/redlight_off.tga - rgbGen identity - } -} - -textures/proto2/rsbluelight_off -//for team sides in mpterra2 (4 of 8) -{ - qer_editorimage textures/proto2/bluelight_off.tga - - { - map textures/proto2/bluelight_off.tga - rgbGen identity - } -} - -textures/proto2/bsredlight_off -//for team sides in mpterra2 (5 of 8) -{ - - qer_editorimage textures/proto2/redlight_off.tga - - { - map textures/proto2/redlight_off.tga - rgbGen identity - } -} - -textures/proto2/bsbluelight_off -//for team sides in mpterra2 (6 of 8) -{ - qer_editorimage textures/proto2/bluelight_off.tga - - { - map textures/proto2/bluelight_off.tga - rgbGen identity - } -} - -textures/proto2/rsbluelight_on -//for team sides in mpterra2 (7 of 8) -{ - surfaceparm nolightmap - qer_editorimage textures/proto2/bluelight_on.tga - { - map textures/proto2/bluelight_on.tga - rgbGen identity - } -} - -textures/proto2/rsredlight_on -//for team sides in mpterra2 (8 of 8) -{ - surfaceparm nolightmap - qer_editorimage textures/proto2/redlight_on.tga - { - map textures/proto2/redlight_on.tga - rgbGen identity - } -} - - - -textures/proto2/mirrorfloor -{ - qer_editorimage textures/proto2/marble02b_s.tga - portal - { - map textures/common/mirror1.tga - blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA - depthWrite - } - { - map textures/proto2/marble02b_floor.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - -} - -textures/proto2/bluetrim01 -{ - - - { - map textures/effects2/envmap_blu.tga - blendFunc GL_ONE GL_ZERO - tcmod scale .025 .05 - tcmod Scroll .005 .04 - - rgbGen identity - } - { - map textures/proto2/bluetrim01.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/proto2/redtrim01 -{ - qer_editorimage textures/proto2/bluetrim01 - - { - map textures/effects2/envmap_red.tga - blendFunc GL_ONE GL_ZERO - tcmod scale .025 .05 - tcmod Scroll .005 .04 - - rgbGen identity - } - { - map textures/proto2/bluetrim01.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/proto2/torchstone02_trans -{ - qer_editorimage textures/proto2/marbledge01.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/proto2/marbledge01.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } -} -textures/proto2/torchstone03_trans -{ - qer_editorimage textures/proto2/marble02b.tga - surfaceparm nonsolid - { - map $lightmap - rgbGen identity - - } - { - map textures/proto2/marble02b.tga - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } -} - - -textures/proto2/shiny_black -{ - surfaceparm nolightmap - - { - map textures/proto2/shiny_black.tga - tcGen environment - rgbGen identity - } - - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/proto2/light_nv -{ - surfaceparm nolightmap - - { - map textures/proto2/light_nv.tga - rgbGen identity - } - - { - map textures/effects/tinfx2b.tga - tcGen environment - blendFunc add - rgbGen identity - } - - -} -textures/proto2/marble02btrim03 -{ - - { - map textures/proto2/marble02btrim03.tga - rgbGen identity - } - { - map $lightmap - blendFunc filter - rgbGen identity - } - { - map textures/proto2/marble02btrim03_lt.tga - blendFunc add - rgbGen wave sin .9 .5 0 .2 - } - -} -textures/proto2/marble02rtrim03 -{ - - { - map textures/proto2/marble02rtrim03.tga - rgbGen identity - } - { - map $lightmap - blendFunc filter - rgbGen identity - } - { - map textures/proto2/marble02rtrim03_lt.tga - blendFunc add - rgbGen wave sin .9 .5 0 .2 - } - -} - - -textures/proto2/red_zot -{ - cull disable - deformVertexes move 0.2 0 .3 sin 0 5 0 10 - deformVertexes move 0 0.2 0 sin 0 5 0 13 - deformVertexes autoSprite2 - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - - { - map textures/proto2/red_zot.tga - blendFunc Add - rgbGen identity - } - -} - -textures/proto2/blue_zot -{ - cull disable - deformVertexes move 0.2 0 .3 sin 0 5 0 10 - deformVertexes move 0 0.2 0 sin 0 5 0 13 - deformVertexes autoSprite2 - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - - { - map textures/proto2/blue_zot.tga - blendFunc Add - rgbGen identity - } - -} - -textures/proto2/red_zot2 -{ - cull disable - qer_lightimage textures/proto2/red_zot2.tga - q3map_surfacelight 120 - deformVertexes move 0.2 0 .3 sin 0 5 0 10 - deformVertexes move 0 0.2 0 sin 0 5 0 13 - deformVertexes autoSprite2 - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - - { - map textures/proto2/red_zot2.tga - blendFunc Add - rgbGen identity - } - - -} -textures/proto2/blue_zot2 -{ - qer_editorimage textures/proto2/blue_zot.tga - cull disable - qer_lightimage textures/proto2/blue_zot.tga - q3map_surfacelight 120 - deformVertexes move 0.2 0 .3 sin 0 5 0 10 - deformVertexes move 0 0.2 0 sin 0 5 0 13 - deformVertexes autoSprite2 - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - - { - map textures/proto2/blue_zot.tga - blendFunc Add - rgbGen identity - } - - -} - - - -textures/proto2/door_right -{ - surfaceparm metalsteps - - { - map textures/effects2/envmap_sky.tga - tcGen environment - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/proto2/door_right.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} -textures/proto2/reda_dcl -{ - surfaceparm nomarks - surfaceparm trans - //nomipmaps - surfaceparm pointlight - - { - map textures/proto2/reda_dcl.tga - blendFunc add - rgbGen vertex - } -} -textures/proto2/bluea_dcl -{ - surfaceparm nomarks - surfaceparm trans - //nomipmaps - surfaceparm pointlight - - { - map textures/proto2/bluea_dcl.tga - blendFunc add - rgbGen vertex - } -} - -textures/proto2/blueat_dcl -{ - surfaceparm nomarks - surfaceparm trans - //nomipmaps - surfaceparm pointlight - - { - map textures/proto2/blueat_dcl.tga - blendFunc add - rgbGen vertex - } -} - -textures/proto2/concrete_red -{ - surfaceparm metalsteps - - { - map textures/effects2/redfx.tga - tcGen environment - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/proto2/concrete_red.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} -textures/proto2/concrete_blue -{ - surfaceparm metalsteps - - { - map textures/effects2/bluefx.tga - tcGen environment - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/proto2/concrete_blue.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} -textures/proto2/teamwerkz_red1 -{ - cull disable - surfaceparm trans - surfaceparm nolightmap - { - map textures/proto2/teamwerkz_red2.tga - blendFunc add - tcMod scroll 1 0 - rgbgen wave sin 0 1 0 9 - } - { - map textures/proto2/teamwerkz_red1.tga - blendFunc add - tcMod scroll -.2 0 - rgbgen wave sin 0 1 0 .19 - } - - - -} -textures/proto2/teamwerkz_blue1 -{ - cull disable - surfaceparm trans - surfaceparm nolightmap - { - map textures/proto2/teamwerkz_blue2.tga - blendFunc add - tcMod scroll 1 0 - rgbgen wave sin 0 1 0 9 - } - { - map textures/proto2/teamwerkz_blue1.tga - blendFunc add - tcMod scroll -.2 0 - rgbgen wave sin 0 1 0 .19 - } - - - -} -textures/proto2/gothic_light -{ - - - surfaceparm alphashadow - surfaceparm nomarks - cull none - - { - map textures/proto2/gothic_light.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/proto2/gothic_lightfx -{ - - q3map_surfacelight 2000 - surfaceparm alphashadow - surfaceparm nomarks - - { - map textures/proto2/gothic_lightfx.tga - blendfunc add - rgbGen identity - - } -} -textures/proto2/5_dcl -{ - - surfaceparm pointlight - surfaceparm alphashadow - surfaceparm nomarks - cull none - - { - map textures/proto2/5_dcl.tga - blendFunc add - depthWrite - rgbGen vertex - - } - -} - -textures/proto2/grill02 -{ - - - surfaceparm alphashadow - surfaceparm nomarks - cull none - - { - map textures/proto2/grill02.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} -textures/proto2/wirepipe -{ - - - surfaceparm alphashadow - surfaceparm nomarks - cull none - - { - map textures/proto2/wirepipe.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} -textures/proto2/wheel01 -{ - - - surfaceparm alphashadow - surfaceparm nomarks - cull none - - { - map textures/proto2/wheel01.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} -textures/proto2/c_zinc_shiny -{ - qer_editorimage textures/gothic_trim/zinc_shiny.tga - cull none - { - map textures/effects/tinfx.tga - tcGen environment - rgbGen identity - } - { - map textures/gothic_trim/zinc_shiny.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} -textures/proto2/stadlight01 -{ - - - surfaceparm alphashadow - surfaceparm nomarks - cull none - - { - map textures/proto2/stadlight01.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } - { - map textures/proto2/stadlight01fx.tga - blendfunc add - rgbGen wave sin .5 .5 0 2 - - } -} - -textures/proto2/v_support02 -{ - - - surfaceparm alphashadow - cull none - nomipmaps - { - map textures/proto2/v_support02.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} -textures/proto2/pipes01 -{ - - - surfaceparm alphashadow - cull none - - { - map textures/proto2/pipes01.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} -textures/proto2/floorvent01 -{ - - surfaceparm pointlight - surfaceparm alphashadow - cull none - - { - map textures/proto2/floorvent01.tga - blendFunc blend - depthWrite - rgbGen vertex - - } - -} - -textures/proto2/supportctfblu -{ - - - { - map textures/effects2/envmap_blu.tga - blendFunc GL_ONE GL_ZERO - tcmod scale .025 .05 - tcmod Scroll .005 .02 - - rgbGen identity - } - { - map textures/proto2/supportctfblu.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/proto2/supportctfred -{ - - - { - map textures/effects2/envmap_red.tga - blendFunc GL_ONE GL_ZERO - tcmod scale .025 .05 - tcmod Scroll .005 .02 - - rgbGen identity - } - { - map textures/proto2/supportctfred.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/proto2/marble02b_s -{ - surfaceparm metalsteps - - { - map textures/effects/tinfx2.tga - tcGen environment - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/proto2/marble02b_s.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/proto2/ceiling_pipe01 -{ - - - surfaceparm alphashadow - cull none - - { - map textures/proto2/ceiling_pipe01.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} -textures/proto2/duct01 -{ - surfaceparm metalsteps - - { - map textures/effects/tinfx.tga - tcGen environment - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/proto2/duct01.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} -textures/proto2/grate_trim -{ - surfaceparm metalsteps - - { - map textures/sfx/specular.tga - tcGen environment - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/proto2/grate_trim.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} -textures/proto2/techtrim02 -{ - surfaceparm metalsteps - - { - map textures/sfx/specular.tga - tcGen environment - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/proto2/techtrim02.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} -textures/proto2/steam01 -{ - qer_editorimage textures/proto2/steam_01_img.tga - cull disable - deformVertexes autoSprite2 - surfaceparm trans - //surfaceparm alphashadow - //surfaceparm nolightmap - surfaceparm pointlight - deformVertexes wave 50 sin 0 3 0 .3 - deformVertexes move .3 .1 0 sin 0 .5 0 0.2 - //deformVertexes move .6 .3 0 sin 0 .5 0 0.4 - { - map textures/proto2/steam01.tga - tcmod scroll 0 0.3 - blendFunc blend - rgbGen vertex - } - - - -} -textures/proto2/flare2 -{ - cull disable - deformVertexes autoSprite2 - surfaceparm trans - surfaceparm nolightmap - { - map textures/proto2/flare2.tga - blendFunc Add - rgbGen identity - } - - -} -textures/proto2/flare -{ - cull disable - deformVertexes autoSprite - surfaceparm trans - surfaceparm nolightmap - - { - clampmap textures/proto2/flare.tga - tcmod rotate 10 - blendFunc Add - rgbGen identity - } - - -} -textures/proto2/redflare2 -{ - cull disable - deformVertexes autoSprite2 - surfaceparm trans - surfaceparm nolightmap - { - map textures/proto2/redflare2.tga - blendFunc Add - rgbGen identity - } - - -} -textures/proto2/redflare -{ - cull disable - deformVertexes autoSprite - surfaceparm trans - surfaceparm nolightmap - - { - clampmap textures/proto2/redflare.tga - tcmod rotate 10 - blendFunc Add - rgbGen identity - } - - -} - -textures/proto2/xredflare2 -// No autosprite for xian_team4 fuckage -{ - cull disable - surfaceparm trans - surfaceparm nolightmap - - { - map textures/proto2/xredflare2.tga - blendFunc Add - rgbGen identity - } -} - -textures/proto2/blueflare2 -{ - cull disable - deformVertexes autoSprite2 - surfaceparm trans - surfaceparm nolightmap - { - map textures/proto2/blueflare2.tga - blendFunc Add - rgbGen identity - } - - -} -textures/proto2/blueflare -{ - cull disable - deformVertexes autoSprite - surfaceparm trans - surfaceparm nolightmap - - { - clampmap textures/proto2/blueflare.tga - tcmod rotate 10 - blendFunc Add - rgbGen identity - } - - -} -textures/proto2/pipewall01 -{ - - - surfaceparm alphashadow - cull none - - { - map textures/proto2/pipewall01.tga - alphaFunc GE128 - - rgbGen identity - - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} -textures/proto2/barbedwire -{ - surfaceparm pointlight - surfaceparm trans - surfaceparm alphashadow - deformVertexes autoSprite2 - cull twosided - //nopicmip - - { - map textures/proto2/barbedwire.tga - blendFunc Blend - //alphaFunc GE128 - //depthWrite - rgbGen vertex - } - //{ - // map $lightmap - // rgbGen identity - // blendFunc GL_DST_COLOR GL_ZERO - // depthFunc equal - //} -} - -textures/proto2/rail01 - -{ - - surfaceparm trans - surfaceparm alphashadow - cull none - //nopicmip - { - map textures/proto2/rail01.tga - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} -textures/proto2/grill01 -{ - - surfaceparm trans - surfaceparm alphashadow - cull none - //nopicmip - { - map textures/proto2/grill01.tga - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} -textures/proto2/vent01 -{ - - surfaceparm trans - surfaceparm alphashadow - cull none - //nopicmip - { - map textures/proto2/vent01.tga - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} -textures/proto2/girder05 -{ - - surfaceparm trans - surfaceparm alphashadow - cull none - //nopicmip - { - map textures/proto2/girder05.tga - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} -textures/proto2/girder04 -{ - - surfaceparm trans - surfaceparm alphashadow - cull none - //nopicmip - { - map textures/proto2/girder04.tga - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} -textures/proto2/gear02 -{ - - surfaceparm trans - surfaceparm alphashadow - cull none - //nopicmip - { - clampmap textures/proto2/gear02.tga - alphaFunc GE128 - tcmod rotate 123 - depthWrite - rgbGen identity - } - { - clampmap textures/proto2/gear02b.tga - blendFunc add - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/proto2/lightbulb -{ - cull disable - deformVertexes autoSprite2 - surfaceparm trans - surfaceparm nolightmap - { - map textures/proto2/lightbulb.tga - blendFunc Add - rgbGen identity - } - - -} -textures/proto2/lightbulb2 -{ - cull disable - deformVertexes autoSprite - surfaceparm trans - surfaceparm nolightmap - - { - map textures/proto2/lightbulb2.tga - blendFunc Add - rgbGen identity - } - - -} -textures/proto2/tin_panel -{ - surfaceparm metalsteps - - { - map textures/effects/tinfx.tga - tcGen environment - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/proto2/tin_panel.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } -} - -textures/proto2/girder03 -{ - - surfaceparm trans - surfaceparm alphashadow - cull none - nopicmip - { - map textures/proto2/girder03.tga - alphaFunc GE128 - //depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/proto2/chain -{ - cull disable - deformVertexes autoSprite2 - deformVertexes wave 100 sin 0 3 0 .05 - deformVertexes wave 100 sin 0 3 0 .3 - { - map textures/proto2/chain.tga - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } - - -} - -textures/proto2/concrete01wetwall - - { - - { - map textures/proto2/ooze.tga - tcmod scale 2 2 - tcmod scroll 0 -.1 - rgbGen identity - } - { - map textures/proto2/concrete01wetwall.tga - Blendfunc blend - rgbGen identity - } - { - map $lightmap - blendFunc filter - rgbGen identity - } - - -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/missionpack/scripts/sfx.shader b/install/installs/Q3Pack/install/missionpack/scripts/sfx.shader deleted file mode 100644 index 5edf979..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/sfx.shader +++ /dev/null @@ -1,3253 +0,0 @@ -textures/sfx/beam -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - cull none - - { - map textures/sfx/beam.tga - tcMod Scroll .3 0 - blendFunc add - } - -} - -textures/sfx/beam_blue - { - qer_editorimage textures/sfx/beam_blue4.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - qer_trans .6 - cull none - { - map textures/sfx/beam_blue4.tga - tcMod Scroll .3 0 - blendFunc add - } - -} - -textures/sfx/beam_dusty2 -{ - qer_editorimage textures/sfx/beam_1.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - cull none - { - map textures/sfx/beam_1.tga - blendFunc add - } -} - -textures/sfx/beam_red -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - qer_trans .5 - cull none - { - map textures/sfx/beam_red.tga - tcMod Scroll .3 0 - blendFunc add - } - -} - -textures/sfx/beam_waterlight2 -{ - qer_editorimage textures/sfx/beam_waterlight.tga - q3map_globaltexture - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - q3map_surfacelight 50 - qer_trans 0.6 - cull none - { - map textures/sfx/beam_waterlight.tga - tcMod turb 0 0.015 0.5 0.07 - tcMod Scroll .15 0 - blendFunc add - } - -} - -textures/sfx/blackness -{ - surfaceparm nolightmap - surfaceparm noimpact - surfaceparm nomarks - { - map textures/sfx/blackness.tga - } -} - -textures/sfx/blocks17final_pent -{ - qer_editorimage textures/sfx/blocks17final_pent.tga - { - map textures/sfx/blocks17final_pent.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/pentagramfloor_red_glow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 0 .5 - depthfunc equal - } -} - -textures/sfx/blocks17g_jumpad -{ - surfaceparm nodamage - q3map_surfacelight 400 - - - { - map textures/sfx/blocks17g_jumpad.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/blocks18ccomputer -{ - - surfaceparm nodamage - q3map_surfacelight 200 - - - { - map textures/sfx/blocks18ccomputer.tga - rgbGen identity - } - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - - { - animMap 2 textures/sfx/compscreen/letters1.tga textures/sfx/compscreen/letters2.tga textures/sfx/compscreen/letters3.tga textures/sfx/compscreen/letters5.tga textures/sfx/compscreen/letters4.tga textures/sfx/compscreen/letters5.tga textures/sfx/compscreen/letters5.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 2 - } - -} - -textures/sfx/border11c -{ - q3map_surfacelight 300 - q3map_lightimage textures/base_trim/border11c_pulse1.tga - qer_editorimage textures/base_trim/border11c.tga - - { - map textures/base_trim/border11c.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/base_trim/border11c_light.tga - blendfunc gl_one gl_one - rgbgen wave sin 1 .1 0 5 - } - - - { - map textures/base_trim/border11c_pulse1b.tga - blendfunc gl_one gl_one - tcmod scale .035 1 - tcmod scroll -0.65 0 - - - } - - -} - -textures/sfx/bounce_concrete -{ - - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/bounce_concrete.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc filter - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc add - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc add - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bounce_dirt -{ - - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/bounce_dirt.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc filter - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc add - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc add - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bounce_largeblock3 -{ - - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/bounce_largeblock3.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bounce_largeblock3b -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/bounce_largeblock3b.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bounce_metalbridge04 -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/bounce_metalbridge04.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bounce_xq1metalbig -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/bounce_xq1metalbig.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bouncepad01_block17 -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 1000 - - - { - map textures/sfx/bouncepad01_block17.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bouncepad01_metalbridge06b -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/bouncepad01_metalbridge06b.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bouncepad01_xarch -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/bouncepad01_xarch.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bouncepad01block18b -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 2000 - - - { - map textures/sfx/bouncepad01block18b.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bouncepad1q1metal7_99 -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 2000 - - - { - map textures/sfx/bouncepad1q1metal7_99.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/bugmirror -{ - qer_editorimage textures/sfx/mirrorkc.tga - surfaceparm nolightmap - portal - { - map textures/common/mirror1.tga - blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA - depthWrite - } - { - map textures/sfx/mirrorkc.tga - blendFunc add - depthfunc equal - } -} - -textures/sfx/bullseye -{ - cull disable - surfaceparm nomarks - surfaceparm nolightmap - deformVertexes autosprite - - { - clampmap textures/sfx/bullseye.tga - tcMod stretch sin .8 0.2 0 .2 - tcmod rotate 200 - blendFunc add - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - tcMod stretch sin .8 0.2 0 .3 - tcmod rotate 70 - alphaFunc GE128 - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - tcMod stretch sin .8 0.2 0 .2 - tcmod rotate 50 - alphaFunc GE128 - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - tcMod stretch sin .8 0.2 0 .1 - tcmod rotate 30 - alphaFunc GE128 - rgbGen identity - } - -} - -textures/sfx/clangdark_bounce -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/clangdark_bounce.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/computer_blocks17 -{ - surfaceparm nodamage - q3map_surfacelight 200 - - - { - map textures/sfx/computer_blocks17.tga - rgbGen identity - } - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - - { - animMap 2 textures/sfx/compscreen/letters1.tga textures/sfx/compscreen/letters2.tga textures/sfx/compscreen/letters3.tga textures/sfx/compscreen/letters5.tga textures/sfx/compscreen/letters4.tga textures/sfx/compscreen/letters5.tga textures/sfx/compscreen/letters5.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 2 - } - -} - -textures/sfx/computerblocks15 -{ - surfaceparm nodamage - q3map_surfacelight 200 - - - { - map textures/sfx/computerblocks15.tga - rgbGen identity - } - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - - { - animMap 2 textures/sfx/compscreen/letters1.tga textures/sfx/compscreen/letters2.tga textures/sfx/compscreen/letters3.tga textures/sfx/compscreen/letters5.tga textures/sfx/compscreen/letters4.tga textures/sfx/compscreen/letters5.tga textures/sfx/compscreen/letters5.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 2 - } -} - -textures/sfx/computerpurptileb -{ - surfaceparm nodamage - q3map_surfacelight 200 - - - { - map textures/sfx/computerpurptileb.tga - rgbGen identity - } - - { - map $lightmap - blendfunc gl_dst_color gl_zero - rgbGen identity - } - - - { - animMap 2 textures/sfx/compscreen/letters1.tga textures/sfx/compscreen/letters2.tga textures/sfx/compscreen/letters3.tga textures/sfx/compscreen/letters5.tga textures/sfx/compscreen/letters4.tga textures/sfx/compscreen/letters5.tga textures/sfx/compscreen/letters5.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 2 - } - -} - -textures/sfx/console01 -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - qer_trans .5 - q3map_surfacelight 150 - q3map_lightimage textures/sfx/console01.tga - cull none - { - clampmap textures/sfx/console01.tga - - tcMod rotate 20 - blendFunc GL_ONE GL_ONE - } - { - clampmap textures/sfx/console02.tga - - tcMod rotate -200 - blendFunc GL_ONE GL_ONE - } - -} - -textures/sfx/console03 -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - q3map_surfacelight 150 - q3map_lightimage textures/sfx/console03.tga - cull none - { - clampmap textures/sfx/console01.tga - - tcMod rotate 20 - blendFunc GL_ONE GL_ONE - } - { - clampmap textures/sfx/console02.tga - - tcMod rotate -400 - blendFunc GL_ONE GL_ONE - } - { - clampmap textures/sfx/console03.tga - - tcMod rotate 40 - blendFunc GL_ONE GL_ONE - } -} - -textures/sfx/constfog -{ - qer_editorimage textures/sfx/fog_grey.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - surfaceparm nodrop - q3map_surfacelight 100 - fogparms ( .8 .8 .8 ) 100 -} - -textures/sfx/demonltblackfinal -{ - q3map_lightimage textures/sfx/demonltblackfinal_glow2.tga - q3map_surfacelight 100 - surfaceparm nomarks - - { - map $lightmap - rgbgen identity - } - - { - map textures/sfx/demonltblackfinal.tga - blendfunc gl_dst_color gl_zero - rgbgen identity - } - - { - map textures/sfx/demonltblackfinal_glow2.tga - blendfunc gl_one gl_one - rgbgen wave sin .9 .1 0 5 - } - -} - -textures/sfx/diamond2cjumppad -{ - qer_editorimage textures/sfx/bouncepad01_diamond2cTGA.tga - //q3map_surfacelight 2000 - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 500 - - - { - map textures/sfx/bouncepad01_diamond2cTGA.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/dust_puppy2 -{ - - surfaceparm trans - surfaceparm alphashadow - surfaceparm nomarks - cull none - - { - map textures/sfx/dust_puppy2.tga - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/sfx/fan -{ - surfaceparm trans - surfaceparm nomarks - cull none - nopicmip - { - clampmap textures/sfx/fan.tga - tcMod rotate 256 - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/sfx/fan3 -{ - cull disable - surfaceparm alphashadow - sort 6 - { - map textures/sfx/fan3.tga - blendFunc blend - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - } -} - -textures/sfx/fan3bladeb -{ - cull disable - surfaceparm trans - surfaceparm nolightmap - sort 5 - { - clampmap textures/sfx/fan3bladeb.tga - blendFunc blend - tcmod rotate 999 - rgbGen identity - } - -} - -textures/sfx/fan_grate -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm metalsteps - cull none - nopicmip - { - map textures/sfx/fan_grate.tga - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/sfx/fanfx -{ - qer_editorimage textures/sfx/fanfx.tga - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - cull none - nopicmip - - { - clampmap textures/sfx/fanfx.tga - tcMod rotate 256 - blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR - rgbGen exactVertex - depthWrite - } -} - -textures/sfx/fishy -{ - tesssize 32 - deformVertexes wave 10 sin 0 3 0 .5 - cull disable - surfaceparm nolightmap - surfaceparm nomarks - - { - clampmap textures/sfx/fishy.tga - alphaFunc GE128 - tcMod stretch sin .8 0.10 0 .07 - depthWrite - - } - - -} - -textures/sfx/flame1 -{ - surfaceparm nomarks - surfaceparm nolightmap - surfaceparm trans - cull none - q3map_surfacelight 7500 - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flame1_hell -{ - qer_editorimage textures/sfx/flame1.tga - surfaceparm nomarks - surfaceparm nolightmap - surfaceparm trans - cull none - q3map_surfacelight 600 - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flame1dark -{ - qer_editorimage textures/sfx/flame1.tga - surfaceparm nomarks - surfaceparm nolightmap - surfaceparm trans - cull none - q3map_surfacelight 2000 - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flame1km -{ - qer_editorimage textures/sfx/flame1.tga - surfaceparm nomarks - surfaceparm nolightmap - surfaceparm trans - cull none - q3map_surfacelight 4000 - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flame1side -{ - qer_editorimage textures/sfx/flame1side.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - - surfaceparm nolightmap - cull none - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flame2 -{ - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 5500 - qer_editorimage textures/sfx/flame2.tga - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flameanim_blue -{ - qer_editorimage textures/sfx/b_flame1.tga - q3map_lightimage textures/sfx/b_flame7.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 1800 - { - animMap 10 textures/sfx/b_flame1.tga textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga textures/sfx/b_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/b_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flameanim_blue_nolight -{ - qer_editorimage textures/sfx/b_flame1.tga - q3map_lightimage textures/sfx/b_flame7.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - { - animMap 10 textures/sfx/b_flame1.tga textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga textures/sfx/b_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/b_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flameanim_blue_pj -{ - qer_editorimage textures/sfx/b_flame1.tga - q3map_lightimage textures/sfx/b_flame7.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 2500 - - { - animMap 10 textures/sfx/b_flame1.tga textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga textures/sfx/b_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/b_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flameanim_dimmer -{ - qer_editorimage textures/sfx/flame1.tga - q3map_lightimage textures/sfx/flame6.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 1500 - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flameanim_green_pj -{ - qer_editorimage textures/sfx/g_flame1.tga - q3map_lightimage textures/sfx/g_flame6.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 2500 - { - animMap 10 textures/sfx/g_flame1.tga textures/sfx/g_flame2.tga textures/sfx/g_flame3.tga textures/sfx/g_flame4.tga textures/sfx/g_flame5.tga textures/sfx/g_flame6.tga textures/sfx/g_flame7.tga textures/sfx/g_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - } - { - animMap 10 textures/sfx/g_flame2.tga textures/sfx/g_flame3.tga textures/sfx/g_flame4.tga textures/sfx/g_flame5.tga textures/sfx/g_flame6.tga textures/sfx/g_flame7.tga textures/sfx/g_flame8.tga textures/sfx/g_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - { - map textures/sfx/g_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } -} - -textures/sfx/flameanim_red -{ - qer_editorimage textures/sfx/r_flame1.tga - q3map_lightimage textures/sfx/r_flame3.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 1800 - { - animMap 10 textures/sfx/r_flame1.tga textures/sfx/r_flame2.tga textures/sfx/r_flame3.tga textures/sfx/r_flame4.tga textures/sfx/r_flame5.tga textures/sfx/r_flame6.tga textures/sfx/r_flame7.tga textures/sfx/r_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/r_flame2.tga textures/sfx/r_flame3.tga textures/sfx/r_flame4.tga textures/sfx/r_flame5.tga textures/sfx/r_flame6.tga textures/sfx/r_flame7.tga textures/sfx/r_flame8.tga textures/sfx/r_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/r_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flameanim_red_nolight -{ - qer_editorimage textures/sfx/r_flame1.tga - q3map_lightimage textures/sfx/r_flame3.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - animMap 10 textures/sfx/r_flame1.tga textures/sfx/r_flame2.tga textures/sfx/r_flame3.tga textures/sfx/r_flame4.tga textures/sfx/r_flame5.tga textures/sfx/r_flame6.tga textures/sfx/r_flame7.tga textures/sfx/r_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/r_flame2.tga textures/sfx/r_flame3.tga textures/sfx/r_flame4.tga textures/sfx/r_flame5.tga textures/sfx/r_flame6.tga textures/sfx/r_flame7.tga textures/sfx/r_flame8.tga textures/sfx/r_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/r_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/flameanim_red_pj -{ - qer_editorimage textures/sfx/r_flame1.tga - q3map_lightimage textures/sfx/r_flame3.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 2500 - { - animMap 10 textures/sfx/r_flame1.tga textures/sfx/r_flame2.tga textures/sfx/r_flame3.tga textures/sfx/r_flame4.tga textures/sfx/r_flame5.tga textures/sfx/r_flame6.tga textures/sfx/r_flame7.tga textures/sfx/r_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/r_flame2.tga textures/sfx/r_flame3.tga textures/sfx/r_flame4.tga textures/sfx/r_flame5.tga textures/sfx/r_flame6.tga textures/sfx/r_flame7.tga textures/sfx/r_flame8.tga textures/sfx/r_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/r_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/fog_intel -{ - qer_editorimage textures/sfx/fog_yel.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms ( .75 .38 0 ) 800 -} - -textures/sfx/fog_mkcdm4 -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms ( .5 0 0 ) 96 -} - -textures/sfx/fog_pjdm1 -{ - qer_editorimage textures/sfx/fog_grey.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms ( .733 .737 .620 ) 300 - -} - -textures/sfx/fog_q3dm10 -{ - qer_editorimage textures/sfx/fog_yel.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms ( 0.75 0.38 0 ) 128 -} - -textures/sfx/fog_timctf1 -{ - qer_editorimage textures/sfx/fog_grey.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms ( .729 .729 .780 ) 464 - -} - -textures/sfx/fog_timdm1 -{ - qer_editorimage textures/sfx/fog_yel.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms ( .615 .309 0 ) 616 -} - -textures/sfx/fog_timdm2 -{ - qer_editorimage textures/sfx/fog_yel.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms ( .615 .309 0 ) 356 -} - -textures/sfx/fog_timdm8 -{ - qer_editorimage textures/sfx/fog_green.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - - fogparms ( .211 .231 .094 ) 250 -} - -textures/sfx/healthfloor -{ - - { - map textures/sfx/proto_zzztblu2.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 2 2 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 130 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 80 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - clampmap textures/sfx/healthfloor.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/sfx/hellfog -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 100 - fogparms ( .55 .11 .1 ) 300 - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - -textures/sfx/hellfog_1k -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 200 - fogparms ( .5 .12 .1 ) 300 - - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - } -} - -textures/sfx/hellfog_mini_dm10 -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 50 - fogparms ( .5 .12 .1 ) 16 - - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - -textures/sfx/hellfog_pj_dm10 -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 50 - fogparms ( .5 .12 .1 ) 392 - - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - -textures/sfx/hellfog_tim_dm14 -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 50 - fogparms ( .55 .11 .1 ) 128 - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - - -} - -textures/sfx/hellfogdense -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 100 - fogparms ( .55 .11 .1 ) 128 - - - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - -textures/sfx/jacobs_x -{ - deformVertexes wave 100 sin 0 1 0 5 - q3map_surfacelight 300 - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - Map textures/sfx/jacobs_x.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle 1 2 0 7 - //tcMod rotate 103 - } -} - -textures/sfx/kc_hellfog_1k -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 300 - q3map_lightsubdivide 32 - fogparms ( .5 .12 .1 ) 225 - - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - -textures/sfx/kenelectric -{ - { - map textures/sfx/kenelectric.tga - blendFunc GL_ONE GL_ZERO - tcmod scale 7 7 - tcMod scroll 5 -5 - tcmod rotate 360 - rgbGen identity - } - { - map textures/effects/tinfx2.tga - tcGen environment - blendFunc GL_ONE GL_ONE - } -} - -textures/sfx/largerblock3b3_pent -{ - qer_editorimage textures/sfx/largerblock3b3_pent.tga - { - map textures/sfx/largerblock3b3_pent.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/pentagramfloor_red_glow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 0 .5 - depthfunc equal - } -} - -textures/sfx/largerblock3b3x128_pent -{ - q3map_lightimage textures/sfx/pentagramfloor_blue3glowtest.tga - q3map_surfacelight 100 - surfaceparm nomarks - - { - map $lightmap - rgbgen identity - } - - { - map textures/sfx/largerblock3b3x128_pent.tga - blendfunc gl_dst_color gl_zero - rgbgen identity - } - - { - map textures/sfx/pentagramfloor_blue3glowtest.tga - blendfunc gl_one gl_one - rgbgen wave sin .9 .1 0 5 - } - -} - -textures/sfx/largerblock3b3x128_pentred -{ - qer_editorimage textures/sfx/largerblock3b3x128_pent.tga - q3map_lightimage textures/gothic_floor/pent_glow.tga - q3map_surfacelight 500 - - { - map $lightmap - rgbGen identity - } - { - map textures/sfx/largerblock3b3x128_pent.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - map textures/gothic_floor/pent_glow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 0 0.5 - } -} - -textures/sfx/launchpad_blocks17 -{ - - { - map $lightmap - rgbGen identity - } - - { - map textures/sfx/launchpad_blocks17.tga - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/launchpad_dot.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 1 0 1 - } - - { - animmap 4 textures/sfx/launchpad_arrow.tga textures/sfx/launchpad_arrow2.tga textures/sfx/launchpad_arrow2.tga textures/sfx/launchpad_arrow2.tga - blendfunc gl_one gl_one - tcmod scroll 0 2 - } - -} - -textures/sfx/launchpad_blocks18d -{ - { - map $lightmap - rgbGen identity - } - - { - map textures/sfx/launchpad_blocks18d.tga - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/launchpad_dot.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 1 0 1 - } - - { - animmap 4 textures/sfx/launchpad_arrow.tga textures/sfx/launchpad_arrow2.tga textures/sfx/launchpad_arrow2.tga textures/sfx/launchpad_arrow2.tga - blendfunc gl_one gl_one - tcmod scroll 0 2 - } - -} - -textures/sfx/launchpad_diamond -{ - - { - map $lightmap - rgbGen identity - } - - { - map textures/sfx/launchpad_diamond.tga - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/launchpad_dot.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 1 0 1 - } - - { - animmap 4 textures/sfx/launchpad_arrow.tga textures/sfx/launchpad_arrow2.tga textures/sfx/launchpad_arrow2.tga textures/sfx/launchpad_arrow2.tga - blendfunc gl_one gl_one - tcmod scroll 0 2 - } - -} - -textures/sfx/launchpad_metalbridge04d -{ - - { - map $lightmap - rgbGen identity - } - - { - map textures/sfx/launchpad_metalbridge04d.tga - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/launchpad_dot.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 1 0 1 - } - - { - animmap 4 textures/sfx/launchpad_arrow.tga textures/sfx/launchpad_arrow2.tga textures/sfx/launchpad_arrow2.tga textures/sfx/launchpad_arrow2.tga - blendfunc gl_one gl_one - tcmod scroll 0 2 - } - -} - -textures/sfx/lavabeam -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - cull none - nomipmaps - { - map textures/sfx/lavabeam.tga - tcMod Scroll 999 0 - blendFunc add - } - -} - -textures/sfx/lightmap -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm nodrop - surfaceparm fog - fogparms ( .7 .1 .1 ) 64 - - - - { - map $lightmap - blendFunc GL_dst_color GL_one - tcmod scale 1 .01 - tcMod scroll 1 -2 - } - - -} - -textures/sfx/metalbridge06_bounce -{ - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/metalbridge06_bounce.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/metaltech12final_bounce -{ - - //q3map_surfacelight 2000 - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - - - { - map textures/sfx/metaltech12final_bounce.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - -} - -textures/sfx/mkc_bigflame -{ - - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - qer_editorimage textures/sfx/flame1.tga - q3map_surfacelight 500 - surfaceparm nolightmap - cull none - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/mkc_fog_ctfblue -{ - qer_editorimage textures/sfx/fog_blue.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - fogparms ( 0.2 0.2 0.25 ) 320 - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } -} - -textures/sfx/mkc_fog_ctfblue2 -{ - qer_editorimage textures/sfx/fog_blue.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - fogparms ( 0.1 0.1 0.3 ) 320 - - q3map_surfacelight 40 - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } -} - -textures/sfx/mkc_fog_ctfred -{ - qer_editorimage textures/sfx/fog_purp.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - fogparms ( 0.3 0.2 0.2 ) 320 - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } -} - -textures/sfx/mkc_fog_tdm3 -{ - qer_editorimage textures/sfx/fog_purp.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - fogparms ( 0.3 0.2 0.2 ) 320 - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } -} - -textures/sfx/omm -{ - - surfaceparm trans - surfaceparm alphashadow - surfaceparm nomarks - cull none - - { - map textures/sfx/omm.tga - blendFunc GL_ONE GL_ZERO - alphaFunc GE128 - depthWrite - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} - -textures/sfx/pentagramfloor_red3test -{ - { - map textures/sfx/pentagramfloor_red3test.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/pentagramfloor_red3glowtest.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 0 .5 - depthfunc equal - } -} - -textures/sfx/pentfloor_diamond2c -{ - qer_editorimage textures/sfx/pentfloor_diamond2c.tga - { - map textures/sfx/pentfloor_diamond2c.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/pentagramfloor_red_glow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 0 .5 - depthfunc equal - } -} - -textures/sfx/pj_a1_fog1 -{ - qer_editorimage textures/sfx/fog_grey.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - surfaceparm nodrop - q3map_surfacelight 30 - fogparms ( .5 .5 .5 ) 512 -} - -textures/sfx/portal2_sfx -{ - qer_editorimage textures/sfx/portalfog.tga - portal - surfaceparm nolightmap - deformVertexes wave 100 sin 0 2 0 .5 - - - { - map textures/sfx/portal_sfx3.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - depthWrite - } - - - { - map textures/sfx/portal_sfx1.tga - blendfunc gl_dst_color gl_zero - tcMod rotate 360 - } - - { - map textures/sfx/portal_sfx.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 .5 .2 .5 - } - - { - map textures/sfx/portalfog.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - //alphagen portal 128 - rgbGen identityLighting - tcmod rotate .1 //.1 - tcmod scroll .01 .03 - } -} - -textures/sfx/portal_sfx -{ - portal - surfaceparm nolightmap - deformVertexes wave 100 sin 0 2 0 .5 - - - { - map textures/sfx/portal_sfx3.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - depthWrite - } - - - { - map textures/sfx/portal_sfx1.tga - blendfunc gl_dst_color gl_zero - tcMod rotate 360 - } - - { - map textures/sfx/portal_sfx.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 .5 .2 .5 - } - - { - map textures/sfx/portalfog.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - alphagen portal 256 - rgbGen identityLighting - tcmod rotate .1 //.1 - tcmod scroll .01 .03 - } -} - -textures/sfx/portal_sfx_ring -{ - deformVertexes wave 100 sin 0 2 0 .5 - cull none - - { - map textures/sfx/portal_sfx_ring_blue1.tga - blendfunc gl_src_alpha gl_one_minus_src_alpha - } - - - { - map textures/sfx/portal_sfx_ring_electric.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 1 .2 .5 - tcmod scroll 0 .5 - - } - - { - map textures/sfx/portal_sfx1.tga - blendfunc gl_dst_color gl_zero - tcMod rotate 360 - } - - { - map textures/sfx/portal_sfx_ring.tga - blendfunc gl_one gl_one - rgbgen wave inversesawtooth 0 .5 .2 .5 - } - -} - -textures/sfx/proto_hellfog -{ -qer_editorimage textures/sfx/fog_red.tga -surfaceparm trans -surfaceparm nonsolid -surfaceparm fog -surfaceparm nolightmap - -fogparms ( .275 .012 0 ) 500 -} - -textures/sfx/proto_zzztblu3 -{ - surfaceparm nolightmap - surfaceparm nonsolid - cull twosided - { - map textures/sfx/proto_zzztblu3.tga - tcGen environment - tcMod turb 0 0.25 0 0.5 - tcmod scroll 1 1 - blendfunc GL_ONE GL_ONE - } -} - -textures/sfx/pureblack -{ - qer_editorimage textures/skies/blacksky.tga - surfaceparm noimpact - surfaceparm nolightmap - { - map textures/skies/blacksky.tga - } -} - -textures/sfx/q3dm14fog -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 100 - fogparms ( .55 .11 .1 ) 256 - - - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - -textures/sfx/q3dm9fog -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 100 - fogparms ( .55 .11 .1 ) 256 - - - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - -textures/sfx/q3tourney3fog -{ - qer_editorimage textures/sfx/fog_red.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 100 - fogparms ( .55 .11 .1 ) 384 - - - - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/liquids/kc_fogcloud3.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - -textures/sfx/rain -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - qer_trans .5 - deformVertexes move 3 1 0 sin 0 5 0 0.2 - deformVertexes move .6 3.3 0 sin 0 5 0 0.4 - deformVertexes wave 30 sin 0 10 0 .2 - cull none - - { - map textures/sfx/rain.tga - tcMod Scroll .5 -8 - tcMod turb .1 .25 0 -.1 - blendFunc GL_ONE GL_ONE - } - { - map textures/sfx/rain.tga - tcMod Scroll .01 -6.3 - - blendFunc GL_ONE GL_ONE - } - - -} - -textures/sfx/smallerblock3b3dim_pent -{ - qer_editorimage textures/sfx/smallerblock3b3dim_pent.tga - { - map textures/sfx/smallerblock3b3dim_pent.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/pentagramfloor_red_glow.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .5 .5 0 .5 - depthfunc equal - } -} - -textures/sfx/spawn_floor -{ - - { - map textures/sfx/firegorre2.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 2 2 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 130 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 80 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - map textures/sfx/spawn_floor.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/sfx/spawn_floord2c -{ - - { - map textures/sfx/proto_zzztblu.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 5.6 - tcmod scale 2 2 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 130 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - clampmap textures/gothic_block/blocks18cgeomtrn2.tga - blendFunc blend - tcmod rotate 80 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - map textures/sfx/spawn_floord2c.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/sfx/teslacoil -{ - cull none - q3map_lightimage textures/sfx/tesla1.tga - qer_editorimage textures/sfx/tesla1.tga - q3map_surfacelight 100 - - { - map $lightmap - tcgen environment - blendfunc filter - } - - { - map textures/sfx/tesla1.tga - blendfunc add - rgbgen wave sawtooth 0 1 0 5 - tcmod scale 1 .5 - tcmod turb 0 .1 0 1 - tcMod scroll -1 -1 - } - - - - { - map textures/sfx/electricslime.tga - blendfunc add - rgbgen wave sin 0 .5 0 1 - tcmod scale .5 .5 - tcmod turb 0 .1 0 1 - tcmod rotate 180 - tcmod scroll -1 -1 - } - - { - map textures/sfx/cabletest2.tga - blendfunc blend - } - - -} - -textures/sfx/teslacoil3 -{ - cull none - q3map_lightimage textures/sfx/tesla1b.tga - q3map_surfacelight 100 - qer_editorimage textures/sfx/cabletest2.tga - surfaceparm nolightmap - - - - { - map textures/sfx/cabletest2.tga - blendfunc blend - } - - - { - map textures/sfx/electricslime2.tga - blendfunc add - rgbGen wave square .25 .25 0 2.5 - tcmod scale 1 1 - tcMod scroll 1 1 - } - - - - { - map textures/sfx/tesla1b.tga - blendfunc add - rgbgen wave square 0 1 0 3 - tcmod scale 1 1 - tcMod scroll -2 1 - } - -} - -textures/sfx/testconstantfog -{ - qer_editorimage textures/sfx/fog_green.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - surfaceparm nodrop - q3map_surfacelight 100 - fogparms ( 0 1 0 ) 300 -} - -textures/sfx/x_conduit -{ - q3map_lightimage textures/sfx/x_conduit.tga - surfaceparm nomarks - q3map_surfacelight 100 - { - map $lightmap - rgbGen identity - } - { - map textures/sfx/x_conduit.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - - { animMap 10 textures/sfx/x_conduit2.tga textures/sfx/x_conduit3.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - } - { - map textures/sfx/x_conduit2.tga - blendfunc GL_ONE GL_ONE - tcmod scale -1 1 - rgbGen wave sin .5 0.5 0 7 - } - { - map textures/sfx/x_conduit3.tga - blendfunc GL_ONE GL_ONE - tcmod scale -1 1 - rgbgen wave triangle .2 1 0 9 - } -} - -textures/sfx/xblackfog -{ -qer_editorimage textures/sfx/fog_black.tga -qer_nocarve -surfaceparm trans -surfaceparm nonsolid -surfaceparm fog -surfaceparm nolightmap -fogparms ( 0 0 0 ) 128 - -} - -textures/sfx/xbluefog -{ - qer_editorimage textures/sfx/fog_blue.tga - q3map_surfacelight 300 - q3map_lightsubdivide 64 - q3map_lightimage textures/sfx/xbluelightimage.tga - - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - qer_nocarve - fogparms ( 0.3 0.3 0.9 ) 128 - -} - -textures/sfx/xbluefogx128 -{ - qer_editorimage textures/sfx/fog_blue.tga - q3map_surfacelight 300 - q3map_lightsubdivide 128 - - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - qer_nocarve - fogparms ( 0.3 0.3 0.9 ) 128 - -} - -textures/sfx/xdensegreyfog -{ - qer_editorimage textures/sfx/fog_grey.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - qer_nocarve - - fogparms ( 0.7 0.7 0.7 ) 1700 -} - -textures/sfx/xfinalfog -{ -qer_editorimage textures/sfx/fog_grey.tga -surfaceparm trans -surfaceparm nonsolid -surfaceparm fog -surfaceparm nolightmap -qer_nocarve -fogparms ( 0.7 0.7 0.7 ) 3000 - -} - -textures/sfx/xfinalfoginvert -{ -qer_editorimage textures/sfx/fog_black.tga -qer_nocarve -surfaceparm trans -surfaceparm nonsolid -surfaceparm fog -surfaceparm nolightmap -qer_nocarve -fogparms ( 0 0 0 ) 256 - -} - -textures/sfx/xflame1 -{ - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 7500 - qer_editorimage textures/sfx/flame1.tga - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/xflame1side -{ - surfaceparm trans - surfaceparm nomarks - qer_editorimage textures/sfx/flame1.tga - surfaceparm nolightmap - cull none - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/xflame2 -{ - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 5500 - qer_editorimage textures/sfx/flame1.tga - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/xflame2_1800 -{ - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 1800 - qer_editorimage textures/sfx/flame1.tga - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/xflame2_2250 -{ - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 2250 - qer_editorimage textures/sfx/flame1.tga - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx/xflamebright -{ - deformVertexes autoSprite2 - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 3000 - qer_editorimage textures/sfx/flame1.tga - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - } - { - animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - { - map textures/sfx/flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } -} - -textures/sfx/xian_dm3padwall - { - q3map_surfacelight 100 - q3map_lightimage textures/sfx/xian_dm3padwallglow.tga - qer_editorimage textures/sfx/xian_dm3padwall.tga - - { - map textures/sfx/xian_dm3padwall.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - - { - map textures/sfx/xian_dm3padwallglow.tga - blendfunc gl_one gl_one - rgbgen wave sin 0 1 0 .5 - tcmod scale 1 .05 - tcmod scroll 0 1 - } - -} - -textures/sfx/xlightgreyfog -{ -qer_editorimage textures/sfx/fog_grey.tga -surfaceparm trans -surfaceparm nonsolid -surfaceparm fog -surfaceparm nolightmap -qer_nocarve -fogparms ( 0.7 0.7 0.7 ) 1400 - -} - -textures/sfx/xmetalfloor_wall_14b -{ - qer_editorimage textures/sfx/metalfloor_wall_14b.tga - q3map_lightimage textures/sfx/metalfloor_wall_14bglow2.tga - q3map_surfacelight 50 - { - map textures/sfx/metalfloor_wall_14b.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/metalfloor_wall_14bglow2.tga - blendfunc gl_one gl_one - } -} - -textures/sfx/xmetalfloor_wall_5b -{ - qer_editorimage textures/sfx/metalfloor_wall_5b.tga - - { - map textures/sfx/metalfloor_wall_7b.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/metalfloor_wall_5bglowblu.tga - blendfunc gl_one gl_one - rgbgen wave sin .5 .2 0 .1 - } -} - -textures/sfx/xmetalfloor_wall_9b -{ - qer_editorimage textures/sfx/metalfloor_wall_9b.tga - - { - map textures/sfx/metalfloor_wall_9b.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/metalfloor_wall_9bglow.tga - blendfunc gl_one gl_one - } -} - -textures/sfx/xq1metalbig_jumppad -{ - qer_editorimage textures/gothic_floor/q1metal7_98d_256x256.tga - surfaceparm nodamage - { - map $lightmap - rgbGen identity - } - { - map textures/gothic_floor/q1metal7_98d_256x256.tga - blendFunc GL_DST_COLOR GL_ZERO - rgbGen identity - } - { - clampmap textures/sfx/surface6jumppad.blend.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin 0.75 0.25 0 .2 - tcMod stretch sin 0.80 0.20 0 1 - } -} - -textures/sfx/xredfog -{ - q3map_lightimage textures/sfx/xredlightimage.tga - qer_editorimage textures/sfx/fog_red.tga - q3map_surfacelight 300 - q3map_lightsubdivide 64 - - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nolightmap - qer_nocarve - fogparms ( 0.9 0.3 0.3 ) 128 - -} - -textures/sfx/zap_scroll -{ - q3map_surfacelight 300 - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - - { - Map textures/sfx/zap_scroll.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle .8 2 0 7 - tcMod scroll 0 1 - } - { - Map textures/sfx/zap_scroll.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle 1 1.4 0 5 - tcMod scale -1 1 - tcMod scroll 0 1 - } - { - Map textures/sfx/zap_scroll2.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle 1 1.4 0 6.3 - tcMod scale -1 1 - tcMod scroll 2 1 - } - { - Map textures/sfx/zap_scroll2.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle 1 1.4 0 7.7 - tcMod scroll -1.3 1 - } -} - -textures/sfx/zap_scroll1000 -{ - q3map_surfacelight 1000 - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - q3map_lightimage textures/sfx/zap_scroll.tga - qer_editorimage textures/sfx/zap_scroll2.tga - cull none - - { - map textures/sfx/zap_scroll.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle .8 2 0 7 - tcMod scroll 0 1 - } - { - map textures/sfx/zap_scroll.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle 1 1.4 0 5 - tcMod scale -1 1 - tcMod scroll 0 1 - } - { - map textures/sfx/zap_scroll2.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle 1 1.4 0 6.3 - tcMod scale -1 1 - tcMod scroll 2 1 - } - { - map textures/sfx/zap_scroll2.tga - blendFunc GL_ONE GL_ONE - rgbgen wave triangle 1 1.4 0 7.7 - tcMod scroll -1.3 1 - } -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/missionpack/scripts/sfx2.shader b/install/installs/Q3Pack/install/missionpack/scripts/sfx2.shader deleted file mode 100644 index b8b81cf..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/sfx2.shader +++ /dev/null @@ -1,1160 +0,0 @@ -textures/sfx2/senbouncenolit -{ - surfaceparm nodamage - surfaceparm nomarks - q3map_lightimage textures/sfx/jumppadsmall.tga - qer_editorimage textures/sfx/bouncepad01block18b.tga - - { - map textures/sfx/bouncepad01block18b.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } -} - - -textures/sfx2/flame_nolit_noshad -{ - surfaceparm nomarks - surfaceparm nolightmap - surfaceparm trans - cull none - qer_editorimage textures/sfx/flame1.tga - - - { - animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga - blendFunc GL_ONE GL_ONE - } - -} - -textures/sfx2/demonltblacknolight -{ - q3map_lightimage textures/sfx/demonltblackfinal_glow2.tga - surfaceparm nomarks - qer_editorimage textures/sfx/demonltblackfinal.tga - - { - map $lightmap - rgbgen identity - } - - { - map textures/sfx/demonltblackfinal.tga - blendfunc gl_dst_color gl_zero - rgbgen identity - } - - { - map textures/sfx/demonltblackfinal_glow2.tga - blendfunc gl_one gl_one - rgbgen wave sin .9 .1 0 5 - } - -} - -textures/sfx2/jumpadx -{ - - - { - map textures/sfx2/jumpadn.tga - blendFunc GL_ONE GL_ZERO - tcmod rotate 130 - //tcMod stretch sin .7 0.5 0 .2 - rgbGen identity - } - { - map textures/sfx2/fan01.tga - blendFunc blend - tcmod rotate -311 - rgbGen identity - } - { - clampmap textures/sfx2/jumpadn2.tga - blendfunc Add - tcmod rotate 130 - tcMod stretch sin 1.2 .8 0 1.4 - rgbGen wave square .5 .5 .25 1.4 - } - { - map textures/sfx2/jumpadx.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/sfx2/beam01 -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - cull none - nomipmaps - { - map textures/sfx2/beam01.tga - tcMod Scroll .1 0 - blendFunc add - } - -} - -textures/sfx2/ouchfog -{ - qer_editorimage textures/sfx/hellfog.tga - surfaceparm trans - surfaceparm nonsolid - surfaceparm fog - surfaceparm nodrop - surfaceparm nolightmap - q3map_globaltexture - q3map_surfacelight 50 - fogparms ( .66 0 0 ) 392 - - - - { - map textures/sfx2/ouchfog.tga - blendfunc gl_dst_color gl_zero - tcmod scale -.05 -.05 - tcmod scroll .01 -.01 - rgbgen identity - } - - { - map textures/sfx2/ouchfog.tga - blendfunc gl_dst_color gl_zero - tcmod scale .05 .05 - tcmod scroll .01 -.01 - rgbgen identity - } - -} - - -textures/sfx2/autorain -{ - surfaceparm trans - surfaceparm nomarks - surfaceparm nonsolid - surfaceparm nolightmap - qer_trans .5 - deformVertexes move 3 1 0 sin 0 5 0 0.2 - deformVertexes move .6 3.3 0 sin 0 5 0 0.4 - deformVertexes autoSprite2 - cull none - //nopicmip - - { - map textures/sfx2/autorain.tga - tcMod Scroll .5 -8 - tcMod turb .1 .25 0 -.1 - blendFunc GL_ONE GL_ONE - } - //{ - // map textures/sfx/rain.tga - // tcMod Scroll .01 -6.3 - // - // blendFunc GL_ONE GL_ONE - //} - - -} - -textures/sfx2/flameanim_red_lowlite -{ - - // ************************************************* - // * Red Flame * - // * April 24, 2000 Surface Light 1000 * - // * Please Comment Changes * - // ************************************************* - qer_editorimage textures/sfx/r_flame3.tga - q3map_lightimage textures/sfx/r_flame3.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 1000 - // surfacelight changed to 1000 on 04/24/00.... PAJ - - { - animMap 10 textures/sfx/r_flame1.tga textures/sfx/r_flame2.tga textures/sfx/r_flame3.tga textures/sfx/r_flame4.tga textures/sfx/r_flame5.tga textures/sfx/r_flame6.tga textures/sfx/r_flame7.tga textures/sfx/r_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/r_flame2.tga textures/sfx/r_flame3.tga textures/sfx/r_flame4.tga textures/sfx/r_flame5.tga textures/sfx/r_flame6.tga textures/sfx/r_flame7.tga textures/sfx/r_flame8.tga textures/sfx/r_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/r_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} -textures/sfx2/flameanim_blue_lowlite -{ - - // ************************************************* - // * Blue Flame * - // * April 24, 2000 Surface Light 1000 * - // * Please Comment Changes * - // ************************************************* - qer_editorimage textures/sfx/b_flame7.tga - q3map_lightimage textures/sfx/b_flame7.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 1000 - // texture changed to 1K surface light.... PAJ - - - { - animMap 10 textures/sfx/b_flame1.tga textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga textures/sfx/b_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/b_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} - -textures/sfx2/blue_jumpad05 -{ - qer_editorimage textures/sfx2/jumpad05.tga - - { - map textures/sfx2/jumpadb.tga - blendFunc GL_ONE GL_ZERO - tcmod rotate 130 - //tcMod stretch sin .7 0.5 0 .2 - rgbGen identity - } - { - map textures/sfx2/fan01.tga - blendFunc blend - tcmod rotate -311 - rgbGen identity - } - { - clampmap textures/sfx2/jumpadb2.tga - blendfunc Add - tcmod rotate 130 - tcMod stretch sin 1.2 .8 0 1.4 - rgbGen wave square .5 .5 .25 1.4 - } - { - map textures/sfx2/jumpad05.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/sfx2/red_jumpad05 -{ - qer_editorimage textures/sfx2/jumpad05.tga - - { - map textures/sfx2/jumpadr.tga - blendFunc GL_ONE GL_ZERO - tcmod rotate 130 - //tcMod stretch sin .7 0.5 0 .2 - rgbGen identity - } - { - map textures/sfx2/fan01.tga - blendFunc blend - tcmod rotate -311 - rgbGen identity - } - { - clampmap textures/sfx2/jumpadr2.tga - blendfunc Add - tcmod rotate 130 - tcMod stretch sin 1.2 .8 0 1.4 - rgbGen wave square .5 .5 .25 1.4 - } - { - map textures/sfx2/jumpad05.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} -textures/sfx2/screen01 -{ - cull disable - surfaceparm nomarks - - { - map textures/sfx2/screen01.tga - tcMod scroll 9 .1 - rgbGen identity - } - { - map textures/effects2/tinfx_scr.tga - blendfunc add - tcGen environment - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - - - -} - -textures/sfx2/blue_edge -{ - cull disable - surfaceparm trans - surfaceparm nolightmap - - { - map textures/sfx2/blue_edge.tga - blendFunc add - tcMod scale .2 .2 - tcMod scroll .2 .2 - rgbGen identity - } - - - -} -textures/sfx2/b_smack01 -{ - cull disable - surfaceparm trans - surfaceparm nolightmap - { - map textures/sfx2/b_smack01.tga - blendFunc add - tcMod turb 0 .05 .06 .25 - rgbgen wave sin 0 1 0 .19 - } - { - map textures/sfx2/b_smack03.tga - blendFunc add - tcMod turb 0 .05 .07 .33 - rgbgen wave sin 0 1 0 7 - } - { - map textures/sfx2/b_smack02.tga - blendFunc add - tcMod turb 0 .07 .05 .4 - rgbgen wave sin 0 1 0 .5 - } - - - -} -textures/sfx2/r_fight01 -{ - cull disable - surfaceparm trans - surfaceparm nolightmap - { - map textures/sfx2/r_fight01.tga - blendFunc add - tcMod turb 0 .05 .06 .25 - rgbgen wave sin 0 1 0 .19 - } - { - map textures/sfx2/r_fight02.tga - blendFunc add - tcMod turb 0 .05 .07 .33 - rgbgen wave sin 0 1 0 7 - } - { - map textures/sfx2/r_fight03.tga - blendFunc add - tcMod turb 0 .07 .05 .4 - rgbgen wave sin 0 1 0 .5 - } - - - -} - -textures/sfx2/ven_beam -{ - qer_editorimage textures/sfx2/ven_beam.tga - cull disable - surfaceparm trans - - { - map textures/sfx2/ven_beam.tga - blendFunc add - rgbGen identity - } - - - -} - -textures/sfx2/padwall_red - { - - q3map_lightimage textures/sfx2/dm3padwallglow_red.tga - qer_editorimage textures/sfx2/dm3padwall_red.tga - - { - map textures/sfx2/dm3padwall_red.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - - { - map textures/sfx2/dm3padwallglow_red.tga - blendfunc gl_one gl_one - rgbgen wave sin 0 1 0 .5 - tcmod scale 1 .05 - tcmod scroll 0 1 - } - -} - -textures/sfx2/padwall_red_light - { - - q3map_lightimage textures/sfx2/dm3padwallglow_red.tga - qer_editorimage textures/sfx2/dm3padwall_red.tga - q3map_surfacelight 100 - q3map_lightsubdivide 64 - { - map textures/sfx2/dm3padwall_red.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - - { - map textures/sfx2/dm3padwallglow_red.tga - blendfunc gl_one gl_one - rgbgen wave sin 0 1 0 .5 - tcmod scale 1 .05 - tcmod scroll 0 1 - } - -} - - - -textures/sfx2/padwall_ntl - { - - q3map_lightimage textures/sfx2/dm3padwallglow_ntl.tga - qer_editorimage textures/sfx2/dm3padwall_red.tga - - { - map textures/sfx2/dm3padwall_red.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - - { - map textures/sfx2/dm3padwallglow_ntl.tga - blendfunc gl_one gl_one - rgbgen wave sin 0 1 0 .5 - tcmod scale 1 .05 - tcmod scroll 0 1 - } - -} - -textures/sfx2/ntrl_launchpad -{ - qer_editorimage textures/sfx2/launchpad03.tga - - { - map textures/sfx2/tread.tga - blendFunc GL_ONE GL_ZERO - tcmod scroll 0 .7 - tcmod scale 1 2 - rgbGen identity - } - { - map textures/sfx2/nlaunch.tga - blendFunc Add - tcmod scale 1 .5 - tcmod scroll 0 2 - rgbgen wave square 0 1 0 2 - alphagen wave square 0 1 .1 2 - } - - { - map textures/sfx2/launchpad03.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - { - map textures/sfx2/nlaunch2.tga - blendFunc Add - rgbgen wave square 0 1 0 1 - alphagen wave square 0 1 .1 1 - - } - -} -textures/sfx2/blue_launchpad -{ - qer_editorimage textures/sfx2/launchpad03.tga - - { - map textures/sfx2/tread.tga - blendFunc GL_ONE GL_ZERO - tcmod scroll 0 .7 - tcmod scale 1 2 - rgbGen identity - } - { - map textures/sfx2/blaunch.tga - blendFunc Add - tcmod scale 1 .5 - tcmod scroll 0 2 - rgbgen wave square 0 1 0 2 - alphagen wave square 0 1 .1 2 - } - - { - map textures/sfx2/launchpad03.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - { - map textures/sfx2/blaunch2.tga - blendFunc Add - rgbgen wave square 0 1 0 1 - alphagen wave square 0 1 .1 1 - - } - -} -textures/sfx2/red_launchpad -{ - qer_editorimage textures/sfx2/launchpad03.tga - - { - map textures/sfx2/tread.tga - blendFunc GL_ONE GL_ZERO - tcmod scroll 0 .7 - tcmod scale 1 2 - rgbGen identity - } - { - map textures/sfx2/rlaunch.tga - blendFunc Add - tcmod scale 1 .5 - tcmod scroll 0 2 - rgbgen wave square 0 1 0 2 - alphagen wave square 0 1 .1 2 - } - - { - map textures/sfx2/launchpad03.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } - { - map textures/sfx2/rlaunch2.tga - blendFunc Add - rgbgen wave square 0 1 0 1 - alphagen wave square 0 1 .1 1 - - } - -} - - -textures/sfx2/tread2 -{ - - { - map textures/sfx2/tread2.tga - blendFunc GL_ONE GL_ZERO - tcmod scroll 0 1 - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} -textures/sfx2/ntrl_jumpad -{ - qer_editorimage textures/sfx2/jumpad02.tga - - { - map textures/sfx2/jumpadn.tga - blendFunc GL_ONE GL_ZERO - tcmod rotate 130 - //tcMod stretch sin .7 0.5 0 .2 - rgbGen identity - } - { - map textures/sfx2/fan01.tga - blendFunc blend - tcmod rotate -311 - rgbGen identity - } - { - clampmap textures/sfx2/jumpadn2.tga - blendfunc Add - tcmod rotate 130 - tcMod stretch sin 1.2 .8 0 1.4 - rgbGen wave square .5 .5 .25 1.4 - } - { - map textures/sfx2/jumpad02.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} -textures/sfx2/blue_jumpad -{ - qer_editorimage textures/sfx2/jumpad02.tga - - { - map textures/sfx2/jumpadb.tga - blendFunc GL_ONE GL_ZERO - tcmod rotate 130 - //tcMod stretch sin .7 0.5 0 .2 - rgbGen identity - } - { - map textures/sfx2/fan01.tga - blendFunc blend - tcmod rotate -311 - rgbGen identity - } - { - clampmap textures/sfx2/jumpadb2.tga - blendfunc Add - tcmod rotate 130 - tcMod stretch sin 1.2 .8 0 1.4 - rgbGen wave square .5 .5 .25 1.4 - } - { - map textures/sfx2/jumpad02.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/sfx2/red_jumpad -{ - qer_editorimage textures/sfx2/jumpad02.tga - - { - map textures/sfx2/jumpadr.tga - blendFunc GL_ONE GL_ZERO - tcmod rotate 130 - //tcMod stretch sin .7 0.5 0 .2 - rgbGen identity - } - { - map textures/sfx2/fan01.tga - blendFunc blend - tcmod rotate -311 - rgbGen identity - } - { - clampmap textures/sfx2/jumpadr2.tga - blendfunc Add - tcmod rotate 130 - tcMod stretch sin 1.2 .8 0 1.4 - rgbGen wave square .5 .5 .25 1.4 - } - { - map textures/sfx2/jumpad02.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} -textures/sfx2/ntrl_jumpad2 -{ - qer_editorimage textures/sfx2/jumpad01.tga - - { - map textures/sfx2/jumpadn.tga - blendFunc GL_ONE GL_ZERO - tcmod rotate 130 - //tcMod stretch sin .7 0.5 0 .2 - rgbGen identity - } - { - map textures/sfx2/fan01.tga - blendFunc blend - tcmod rotate -311 - rgbGen identity - } - { - clampmap textures/sfx2/jumpadn2.tga - blendfunc Add - tcmod rotate 130 - tcMod stretch sin 1.2 .8 0 1.4 - rgbGen wave square .5 .5 .25 1.4 - } - { - map textures/sfx2/jumpad01.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} -textures/sfx2/blue_jumpad2 -{ - qer_editorimage textures/sfx2/jumpad01.tga - - { - map textures/sfx2/jumpadb.tga - blendFunc GL_ONE GL_ZERO - tcmod rotate 130 - //tcMod stretch sin .7 0.5 0 .2 - rgbGen identity - } - { - map textures/sfx2/fan01.tga - blendFunc blend - tcmod rotate -311 - rgbGen identity - } - { - clampmap textures/sfx2/jumpadb2.tga - blendfunc Add - tcmod rotate 130 - tcMod stretch sin 1.2 .8 0 1.4 - rgbGen wave square .5 .5 .25 1.4 - } - { - map textures/sfx2/jumpad01.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/sfx2/red_jumpad2 -{ - qer_editorimage textures/sfx2/jumpad01.tga - - { - map textures/sfx2/jumpadr.tga - blendFunc GL_ONE GL_ZERO - tcmod rotate 130 - //tcMod stretch sin .7 0.5 0 .2 - rgbGen identity - } - { - map textures/sfx2/fan01.tga - blendFunc blend - tcmod rotate -311 - rgbGen identity - } - { - clampmap textures/sfx2/jumpadr2.tga - blendfunc Add - tcmod rotate 130 - tcMod stretch sin 1.2 .8 0 1.4 - rgbGen wave square .5 .5 .25 1.4 - } - { - map textures/sfx2/jumpad01.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -///// -textures/sfx2/ntrl_jumpad3 -{ - qer_editorimage textures/sfx2/jumpad03.tga - - { - map textures/sfx2/jumpadn.tga - blendFunc GL_ONE GL_ZERO - tcmod rotate 130 - //tcMod stretch sin .7 0.5 0 .2 - rgbGen identity - } - { - map textures/sfx2/fan01.tga - blendFunc blend - tcmod rotate -311 - rgbGen identity - } - { - clampmap textures/sfx2/jumpadn2.tga - blendfunc Add - tcmod rotate 130 - tcMod stretch sin 1.2 .8 0 1.4 - rgbGen wave square .5 .5 .25 1.4 - } - { - map textures/sfx2/jumpad03.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} -textures/sfx2/blue_jumpad3 -{ - qer_editorimage textures/sfx2/jumpad03.tga - - { - map textures/sfx2/jumpadb.tga - blendFunc GL_ONE GL_ZERO - tcmod rotate 130 - //tcMod stretch sin .7 0.5 0 .2 - rgbGen identity - } - { - map textures/sfx2/fan01.tga - blendFunc blend - tcmod rotate -311 - rgbGen identity - } - { - clampmap textures/sfx2/jumpadb2.tga - blendfunc Add - tcmod rotate 130 - tcMod stretch sin 1.2 .8 0 1.4 - rgbGen wave square .5 .5 .25 1.4 - } - { - map textures/sfx2/jumpad03.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/sfx2/red_jumpad3 -{ - qer_editorimage textures/sfx2/jumpad03.tga - - { - map textures/sfx2/jumpadr.tga - blendFunc GL_ONE GL_ZERO - tcmod rotate 130 - //tcMod stretch sin .7 0.5 0 .2 - rgbGen identity - } - { - map textures/sfx2/fan01.tga - blendFunc blend - tcmod rotate -311 - rgbGen identity - } - { - clampmap textures/sfx2/jumpadr2.tga - blendfunc Add - tcmod rotate 130 - tcMod stretch sin 1.2 .8 0 1.4 - rgbGen wave square .5 .5 .25 1.4 - } - { - map textures/sfx2/jumpad03.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/sfx2/redgoal2 -{ - surfaceparm nolightmap - //surfaceparm nonsolid - surfaceparm trans - cull twosided - { - map textures/sfx2/redgoal2.tga - tcGen environment - tcmod scale 2 2 - blendfunc GL_ONE GL_ONE - tcMod turb 0 0.25 0 0.5 - } -} - - -textures/sfx2/bluegoal2 -{ - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - cull twosided - { - map textures/sfx2/bluegoal2.tga - tcGen environment - tcmod scale 2 2 - blendfunc GL_ONE GL_ONE - tcMod turb 0 0.25 0 0.5 - } -} -textures/sfx2/swirl_b1 -{ - deformVertexes wave 100 sin 1 2 .1 1 - //q3map_surfacelight 300 - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - surfaceparm nonsolid - cull none - - { - clampmap textures/sfx2/swirl_b1.tga - blendFunc GL_ONE GL_ONE - tcMod rotate -188 - } - { - clampmap textures/sfx2/swirl_b2.tga - blendFunc GL_ONE GL_ONE - tcMod rotate 333 - } - -} -textures/sfx2/swirl_r1 -{ - deformVertexes wave 100 sin 1 2 .1 1 - //q3map_surfacelight 300 - - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - surfaceparm nonsolid - cull none - - { - clampmap textures/sfx2/swirl_r1.tga - blendFunc GL_ONE GL_ONE - tcMod rotate -188 - } - { - clampmap textures/sfx2/swirl_r2.tga - blendFunc GL_ONE GL_ONE - tcMod rotate 333 - } - -} -textures/sfx2/jumportal01 -{ - - - surfaceparm trans - cull none - - { - map textures/sfx2/jumportal01.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} -textures/sfx2/jumportal02 -{ - - - surfaceparm trans - cull none - - { - map textures/sfx2/jumportal02.tga - alphaFunc GE128 - depthWrite - rgbGen identity - - } - { - map $lightmap - rgbGen identity - blendFunc GL_DST_COLOR GL_ZERO - depthFunc equal - } -} -textures/sfx2/scrolling_red -{ - qer_editorimage textures/base_light/jaildr1_3.tga - surfaceparm nomarks - q3map_lightimage textures/base_light/jaildr1_3.blend.tga - q3map_surfacelight 1000 - { - map $lightmap - rgbGen identity - } - { - map textures/base_light/jaildr1_3.tga - blendFunc GL_DST_COLOR GL_ZERO - tcMod scroll 0 -.25 - rgbGen identity - } - { - map textures/base_light/jaildr1_3.blend.tga - rgbGen wave sin 0.5 0.5 1 1 - tcMod scroll 0 -.25 - blendfunc GL_ONE GL_ONE - } -} - -textures/sfx2/b_flame1 -{ - qer_editorimage textures/sfx/b_flame1.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - { - animMap 10 textures/sfx/b_flame1.tga textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - - } - { - animMap 10 textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga textures/sfx/b_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - - - { - map textures/sfx/b_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } - -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/missionpack/scripts/skies.shader b/install/installs/Q3Pack/install/missionpack/scripts/skies.shader deleted file mode 100644 index 27c2797..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/skies.shader +++ /dev/null @@ -1,1073 +0,0 @@ -textures/skies/blacksky -{ - qer_editorimage textures/skies/blacksky.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_surfacelight 25 - q3map_lightsubdivide 512 - q3map_sun 1 1 1 32 90 90 - { - map gfx/colors/black.tga - } -} - -textures/skies/hellsky -{ - qer_editorimage textures/skies/dimclouds.tga - surfaceparm noimpact - surfaceparm nomarks - surfaceparm nolightmap - - q3map_sun 4 3 3 65 290 75 - q3map_surfacelight 50 - skyparms - 512 - - - { - map textures/skies/dimclouds.tga - tcMod scroll 0.05 0 - tcMod scale 2 2 - depthWrite - } -} - -textures/skies/hellsky2 -{ - qer_editorimage textures/skies/dimclouds.tga - surfaceparm noimpact - surfaceparm nolightmap - - q3map_sun .9 .9 1 70 65 78 - q3map_surfacelight 60 - skyparms - 512 - - { - map textures/skies/dimclouds.tga - tcMod scroll 0.02 0 - tcMod scale 1 1 - depthWrite - } - { - map textures/skies/dimclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.02 0.01 - tcMod scale 3 3 - } - -} - -textures/skies/hellsky2bright -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_sun 1 1 1 100 220 50 - q3map_surfacelight 120 - - qer_editorimage textures/skies/inteldimredclouds.tga - - skyparms - 512 - - { - map textures/skies/inteldimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/kc_dm10sky -{ - q3map_lightimage textures/skies/pjbasesky.tga - q3map_lightsubdivide 512 - q3map_globaltexture - surfaceparm noimpact - surfaceparm nolightmap - - q3map_sun .5 .6 .8 90 225 55 - q3map_surfacelight 150 - - qer_editorimage textures/skies/bluetopclouds.tga - - skyparms - 512 - - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } - - -} - -textures/skies/kcbasesky_arena1_sky -{ - qer_editorimage textures/skies/pjbasesky.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 256 - q3map_sun 0.266383 0.274632 0.358662 150 60 85 - q3map_surfacelight 500 - - skyparms - 512 - - - { - map textures/skies/dimclouds.tga - tcMod scroll 0.01 0.01 - tcMod scale 3 3 - depthWrite - } - { - map textures/skies/pjbasesky.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -0.01 -0.01 - tcMod scale 5 5 - } -} - -textures/skies/killsky -{ - qer_editorimage textures/skies/killsky_1.tga - surfaceparm noimpact - surfaceparm nomarks - surfaceparm nolightmap - - q3map_sun 3 2 2 70 315 65 - q3map_surfacelight 75 - skyparms - 512 - - - - { - map textures/skies/killsky_1.tga - tcMod scroll 0.05 .1 - tcMod scale 2 2 - } - { - map textures/skies/killsky_2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 0.05 0.06 - tcMod scale 3 2 - } -} - -textures/skies/mkc_sky -{ - qer_editorimage textures/skies/pjbasesky.tga - surfaceparm noimpact - surfaceparm nolightmap - - q3map_sun 0.266383 0.274632 0.358662 150 60 80 - q3map_surfacelight 700 - - skyparms half 256 - - - { - map textures/skies/dimclouds.tga - tcMod scroll 0.01 0.01 - tcMod scale 3 3 - depthWrite - } - { - map textures/skies/pjbasesky.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -0.01 -0.01 - tcMod scale 5 5 - } -} - -textures/skies/nightsky_xian_dm1 -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_surfacelight 300 - q3map_sun 1 1 1 100 -41 58 - - qer_editorimage textures/skies/xnight2_up.tga - - - skyparms env/xnight2 - - -} - -textures/skies/nightsky_xian_dm15 -{ - qer_editorimage textures/skies/xnight2_up.tga - surfaceparm nolightmap - surfaceparm noimpact - - q3map_surfacelight 900 - q3map_sun 1 1 1 100 -58 58 - skyparms env/xnight2 - - - - -} - -textures/skies/nightsky_xian_dm4 -{ - qer_editorimage textures/skies/xnight2_up.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_sun 1 1 1 80 -41 58 - q3map_surfacelight 50 - skyparms env/xnight2 - - -} - -textures/skies/pj_arena2sky -{ - qer_editorimage textures/skies/pjbasesky.tga - - surfaceparm noimpact - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 512 - q3map_sun 0.266383 0.274632 0.358662 100 350 55 - q3map_surfacelight 100 - - skyparms full 200 - - - { - map textures/skies/dimclouds.tga - tcMod scroll 0.015 0.016 - tcMod scale 3 3 - depthWrite - } - { - map textures/skies/pjbasesky.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -0.01 -0.012 - tcMod scale 5 5 - } -} - -textures/skies/pj_arena4_sky -{ - qer_editorimage textures/skies/pjbasesky.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 512 - q3map_sun 0.266383 0.274632 0.358662 200 165 45 - q3map_surfacelight 100 - - skyparms full 128 - - - { - map textures/skies/dimclouds.tga - tcMod scroll 0.015 0.016 - tcMod scale 3 3 - depthWrite - } - { - map textures/skies/pjbasesky.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -0.01 -0.012 - tcMod scale 5 5 - } -} - -textures/skies/pj_ctf1sky -{ - qer_editorimage textures/skies/pjbasesky - - surfaceparm noimpact - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 512 - q3map_sun 0.266383 0.274632 0.358662 100 350 75 - q3map_surfacelight 150 - - skyparms full 200 - - - { - map textures/skies/dimclouds.tga - tcMod scroll 0.015 0.016 - tcMod scale 3 3 - depthWrite - } - { - map textures/skies/pjbasesky.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -0.01 -0.012 - tcMod scale 5 5 - } -} - -textures/skies/pj_ctf2_sky -{ - qer_editorimage textures/skies/bluetopclouds.tga - q3map_lightimage textures/skies/topclouds.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 512 - q3map_sun 0.266383 0.274632 0.358662 250 90 45 - q3map_surfacelight 100 - - skyparms full 128 - - - { - map textures/skies/bluedimclouds.tga - tcMod scroll 0.015 0.016 - tcMod scale 3 3 - depthWrite - } - { - map textures/skies/topclouds.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -0.01 -0.012 - tcMod scale 5 5 - } -} - -textures/skies/pj_dm10sky -{ - q3map_lightimage textures/common/white.tga - q3map_lightsubdivide 512 - q3map_globaltexture - surfaceparm noimpact - surfaceparm nolightmap - - q3map_sun .5 .6 .8 90 225 55 - q3map_surfacelight 150 - - qer_editorimage textures/skies/bluetopclouds.tga - - skyparms - 512 - - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } - -} - -textures/skies/pj_dm9sky -{ - qer_editorimage textures/skies/bluetopclouds.tga - q3map_lightimage textures/skies/topclouds.tga - surfaceparm noimpact - surfaceparm nomarks - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 512 - - q3map_sun .5 .6 .8 140 165 60 - q3map_surfacelight 80 - - skyparms - 512 - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/pjbasesky_arena1_sky -{ - qer_editorimage textures/skies/pjbasesky.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 256 - q3map_sun 0.266383 0.274632 0.358662 150 60 85 - q3map_surfacelight 100 - - skyparms - 512 - - - { - map textures/skies/dimclouds.tga - tcMod scroll 0.01 0.01 - tcMod scale 3 3 - depthWrite - } - { - map textures/skies/pjbasesky.tga - blendfunc GL_ONE GL_ONE - tcMod scroll -0.01 -0.01 - tcMod scale 5 5 - } -} - -textures/skies/q3dm0 - -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_sun .5 .6 .8 60 80 75 - q3map_surfacelight 80 - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/bluetopclouds.tga - - skyparms - 512 - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/skybox -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/space1_bk.tga - q3map_sun 1 1 1 100 -58 58 - q3map_surfacelight 400 - - skyparms env/space1 - - - { - map textures/skies/killsky_2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 0.05 0.06 - tcMod scale 3 2 - } -} - -textures/skies/stars_arena7 -{ - qer_editorimage textures/skies/black_up.tga - - surfaceparm noimpact - surfaceparm nolightmap - - q3map_surfacelight 10 - q3map_sun .6 .6 .6 30 35 78 - - skyparms env/black - - -} - -textures/skies/tim_dm14 -{ - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/killsky_1.tga - surfaceparm noimpact - surfaceparm nomarks - surfaceparm nolightmap - q3map_sun 3 2 2 90 314 60 - q3map_surfacelight 80 - skyparms - 512 - - - //cloudparms 512 full - //lightning - - { - map textures/skies/killsky_1.tga - tcMod scroll 0.05 .1 - tcMod scale 2 2 - depthWrite - } - { - map textures/skies/killsky_2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 0.05 0.06 - tcMod scale 3 2 - } -} - -textures/skies/tim_dm14red -{ - q3map_lightimage textures/skies/stars_red.tga - qer_editorimage textures/skies/killsky_1.tga - surfaceparm noimpact - surfaceparm nomarks - surfaceparm nolightmap - q3map_sun .5 .37 .19 70 314 60 - - q3map_surfacelight 80 - skyparms - 512 - - - { - map textures/skies/killsky_1.tga - tcMod scroll 0.05 .1 - tcMod scale 2 2 - depthWrite - } - { - map textures/skies/killsky_2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 0.05 0.06 - tcMod scale 3 2 - } -} - -textures/skies/tim_dm3_red -{ - q3map_lightimage textures/skies/stars_red.tga - qer_editorimage textures/skies/killsky_1.tga - surfaceparm noimpact - surfaceparm nomarks - surfaceparm nolightmap - - q3map_sun .5 .37 .19 70 30 70 - - q3map_surfacelight 80 - skyparms - 512 - - - { - map textures/skies/killsky_1.tga - tcMod scroll 0.05 .1 - tcMod scale 2 2 - depthWrite - } - { - map textures/skies/killsky_2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 0.05 0.06 - tcMod scale 3 2 - } -} - -textures/skies/tim_hell -{ - q3map_lightimage textures/skies/stars_red.tga - qer_editorimage textures/skies/killsky_1.tga - surfaceparm noimpact - surfaceparm nomarks - surfaceparm nolightmap - - q3map_sun 1 .77 .77 80 315 70 - q3map_surfacelight 130 - skyparms - 384 - - { - map textures/skies/killsky_1.tga - tcMod scroll 0.05 .1 - tcMod scale 2 2 - depthWrite - } - { - map textures/skies/killsky_2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 0.05 0.06 - tcMod scale 3 2 - } -} - -textures/skies/tim_km2 -{ - q3map_lightimage textures/skies/stars_red.tga - qer_editorimage textures/skies/killsky_1.tga - surfaceparm noimpact - surfaceparm nomarks - surfaceparm nolightmap - - q3map_sun .5 .37 .19 90 315 40 - q3map_surfacelight 80 - skyparms - 512 - - - { - map textures/skies/killsky_1.tga - tcMod scroll 0.05 .1 - tcMod scale 2 2 - depthWrite - } - { - map textures/skies/killsky_2.tga - blendfunc GL_ONE GL_ONE - tcMod scroll 0.05 0.06 - tcMod scale 3 2 - } -} - -textures/skies/toxicsky -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/inteldimredclouds.tga - q3map_surfacelight 80 - q3map_sun 1 1 0.5 100 30 60 - - - skyparms - 512 - - - { - map textures/skies/inteldimclouds.tga - tcMod scroll 0.1 0.1 - tcMod scale 3 2 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0.05 - tcMod scale 3 3 - } -} - -textures/skies/toxicskydim -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_surfacelight 100 - q3map_sun 1 1 0.5 80 30 70 - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - skyparms - 512 - - { - map textures/skies/inteldimclouds.tga - tcMod scroll 0.1 0.1 - tcMod scale 3 2 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0.05 - tcMod scale 3 3 - } -} - -textures/skies/toxicskytim_blue -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_sun .5 .6 .8 100 70 60 - q3map_surfacelight 120 - - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/bluetopclouds.tga - skyparms - 512 - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/toxicskytim_ctf1 -//used in tim_ctf1 -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_sun 1 1 0.5 90 70 40 - q3map_surfacelight 120 - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - skyparms - 512 - - { - map textures/skies/inteldimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/toxicskytim_dm2 - -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_sun .5 .6 .8 100 190 75 - q3map_surfacelight 120 - - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/bluetopclouds.tga - skyparms - 512 - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/toxicskytim_dm3 - -{ - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_surfacelight 80 - q3map_sun 1 1 0.5 100 30 60 - - skyparms - 512 - - - { - map textures/skies/inteldimclouds.tga - tcMod scroll 0.1 0.1 - tcMod scale 3 2 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0.05 - tcMod scale 3 3 - } -} - -textures/skies/toxicskytim_dm4 -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_sun 1 1 0.5 90 120 75 - q3map_surfacelight 80 - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - skyparms - 512 - - { - map textures/skies/inteldimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/toxicskytim_dm5 -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_sun 1 .78 .48 90 225 55 - q3map_surfacelight 120 - - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/bluetopclouds.tga - skyparms - 512 - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/toxicskytim_dm7 -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_sun .5 .6 .8 100 260 50 - q3map_surfacelight 120 - - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/bluetopclouds.tga - skyparms - 512 - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/toxicskytim_dm8 -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_sun 1 1 0.5 85 220 40 - q3map_surfacelight 120 - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - skyparms - 512 - - { - map textures/skies/inteldimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/toxicskytim_dm9 -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_sun .980 .835 .3 100 25 65 - q3map_surfacelight 80 - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - skyparms - 512 - - { - map textures/skies/inteldimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/xblacksky -{ - qer_editorimage textures/skies/blacksky.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_surfacelight 300 - q3map_lightsubdivide 512 - q3map_sun 1 1 1 32 45 90 - { - map gfx/colors/black.tga - } -} - -textures/skies/xblacksky_dm7 -{ - qer_editorimage textures/skies/blacksky.tga - surfaceparm noimpact - surfaceparm nolightmap - { - map gfx/colors/black.tga - } -} - -textures/skies/xtoxicsky_ctf -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - q3map_surfacelight 500 - q3map_sun 1 1 0.5 150 30 60 - skyparms - 512 - - - { - map textures/skies/inteldimclouds.tga - tcMod scroll 0.1 0.1 - tcMod scale 3 2 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0.05 - tcMod scale 3 3 - } -} - -textures/skies/xtoxicsky_dm14 -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_surfacelight 800 - q3map_sun 1 1 0.85 100 90 90 - - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - skyparms - 512 - - { - map textures/skies/inteldimclouds.tga - tcMod scroll 0.1 0.1 - tcMod scale 3 2 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0.05 - tcMod scale 3 3 - } -} - -textures/skies/xtoxicsky_dm3 -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - q3map_surfacelight 400 - q3map_sun 1 1 0.5 150 30 60 - skyparms - 512 - - - { - map textures/skies/inteldimclouds.tga - tcMod scroll 0.1 0.1 - tcMod scale 3 2 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0.05 - tcMod scale 3 3 - } -} - -textures/skies/xtoxicsky_dm9 -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - q3map_surfacelight 400 - q3map_sun 1 1 0.5 150 30 60 - skyparms - 512 - - - { - map textures/skies/inteldimclouds.tga - tcMod scroll 0.1 0.1 - tcMod scale 3 2 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0.05 - tcMod scale 3 3 - } -} - -textures/skies/xtoxicsky_q3ctf3 -{ - surfaceparm noimpact - surfaceparm nolightmap - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/bluetopclouds.tga - q3map_surfacelight 500 - q3map_sun 1 1 0.5 150 30 60 - skyparms - 512 - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} - -textures/skies/xtoxicsky_tourney -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_lightimage textures/skies/toxicsky.tga - qer_editorimage textures/skies/inteldimredclouds.tga - q3map_surfacelight 495 - q3map_sun 1 1 0.5 150 75 60 - skyparms - 512 - - - { - map textures/skies/inteldimclouds.tga - tcMod scroll 0.1 0.1 - tcMod scale 3 2 - depthWrite - } - { - map textures/skies/intelredclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scroll 0.05 0.05 - tcMod scale 3 3 - } -} - -textures/skies/xtoxicskytim_q3dm5 - -{ - surfaceparm noimpact - surfaceparm nolightmap - - q3map_surfacelight 400 - q3map_sun .5 .6 .8 150 30 60 - - - q3map_lightimage textures/common/white.tga - qer_editorimage textures/skies/bluetopclouds.tga - skyparms - 512 - - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.15 0.15 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/missionpack/scripts/skies2.shader b/install/installs/Q3Pack/install/missionpack/scripts/skies2.shader deleted file mode 100644 index 45ff6f8..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/skies2.shader +++ /dev/null @@ -1,245 +0,0 @@ -textures/skies2/ctf6sky -{ - qer_editorimage textures/skies2/ctf6sky.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 256 - q3map_sun 0.266383 0.274632 0.358662 150 60 85 - q3map_surfacelight 100 - - skyparms - 512 - - - { - map textures/skies2/ctf6sky2.tga - - tcMod scale 3 3 - tcMod scroll 0.01 0.01 - depthWrite - } - { - map textures/skies2/ctf6sky.tga - - blendfunc Add - tcMod scale 1.2 0.9 - tcMod scroll .013 .002 - - } -} - -textures/skies2/ctf6sky_ter -//sky for mpterra2 -{ - qer_editorimage textures/skies2/ctf6skyb.tga - qer_lightimage textures/skies2/ctf6sky2b.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 512 - q3map_sun 1 1 1 185 180 85 - q3map_surfacelight 300 - skyparms - 512 - - - { - map textures/skies2/ctf6sky2b.tga - - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - depthWrite - } - { - map textures/skies2/ctf6skyb.tga - - blendfunc Add - tcMod scale 1.2 0.9 - tcMod scroll .013 .002 - - } -} - -textures/skies2/nebulax -{ - qer_editorimage textures/skies2/nebula3.tga - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm sky - - skyparms textures/skies2/env/nebulax - - - - -} - -textures/skies2/nebula3 -{ - qer_editorimage textures/skies2/nebula3.tga - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm sky - q3map_lightimage textures/skies/proto_sky.tga - q3map_sun .90 .90 .95 80 315 40 - q3map_surfacelight 460 - - skyparms textures/skies2/env/nebula3 - - - - -} - -textures/skies2/x_nebula3 -{ - qer_editorimage textures/skies2/nebula3.tga - q3map_lightsubdivide 512 - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm sky - - q3map_lightimage textures/skies/proto_sky.tga - q3map_sun .90 .90 .95 150 135 50 - q3map_surfacelight 200 - - skyparms textures/skies2/env/nebula3 - - -} - - - -textures/skies2/nebula3halflit -{ - qer_editorimage textures/skies2/nebula3.tga - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm sky - q3map_lightimage textures/skies/proto_sky.tga - q3map_sun .90 .90 .95 80 315 40 - q3map_surfacelight 190 - - skyparms textures/skies2/env/nebula3 - - - - -} - -textures/skies2/nebula3nolit -{ - qer_editorimage textures/skies2/nebula3.tga - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm sky - skyparms textures/skies2/env/nebula3 - - - - -} - - -textures/skies2/nebula2 -{ - qer_editorimage textures/skies2/nebula3.tga - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm sky - q3map_lightimage textures/skies/stars.tga - q3map_sun .90 .90 .95 80 315 40 - q3map_surfacelight 60 - - skyparms textures/skies2/env/nebula2 - - - -} - -textures/skies2/nebula -{ - qer_editorimage textures/skies2/nebula3.tga - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm sky - q3map_lightimage textures/skies/stars.tga - q3map_sun .75 .37 .19 90 315 40 - q3map_surfacelight 80 - - skyparms textures/skies2/env/nebula - - - - -} - -textures/skies2/hell1 -{ - qer_editorimage textures/skies2/hell1.tga - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm sky - q3map_lightimage textures/skies/stars.tga - q3map_sun 1 1 1 55 -58 58 - q3map_surfacelight 400 - - skyparms textures/skies2/env/hell1 - - - -} - -textures/skies2/xhell1_nolight -{ - qer_editorimage textures/skies2/hell1.tga - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm sky - q3map_lightimage textures/skies/stars.tga - q3map_sun 1 1 1 55 -58 58 - - skyparms textures/skies2/env/hell1 - - - -} - - -textures/skies2/hell2 -{ - qer_editorimage textures/skies2/hell1.tga - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm sky - q3map_lightimage textures/skies/stars.tga - q3map_sun .75 .37 .19 90 315 40 - q3map_surfacelight 80 - - skyparms textures/skies2/env/hell2 - - - - -} - -textures/skies2/hell3 -{ - qer_editorimage textures/skies2/hell1.tga - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm sky - q3map_lightimage textures/skies/stars.tga - q3map_sun .75 .37 .19 90 315 40 - q3map_surfacelight 80 - - skyparms textures/skies2/env/hell3 - - - - -} - -textures/skies2/mpterra2 -//used terrain ctf map - -{ - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm sky - - q3map_sun 1 1 1 200 180 85 - q3map_surfacelight 90 - - qer_editorimage textures/skies/toxicbluesky.tga - - skyparms - 1024 - - - { - map textures/skies/bluedimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.0355 0.0355 - depthWrite - } - { - map textures/skies/topclouds.tga - blendFunc GL_ONE GL_ONE - tcMod scale 3 3 - tcMod scroll 0.0125 0.0125 - } -} diff --git a/install/installs/Q3Pack/install/missionpack/scripts/stone2.shader b/install/installs/Q3Pack/install/missionpack/scripts/stone2.shader deleted file mode 100644 index eab8972..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/stone2.shader +++ /dev/null @@ -1,10 +0,0 @@ - -textures/stone2/pjrock5_vertex -{ - surfaceparm nolightmap - qer_editorimage textures/stone/pjrock5.tga - { - map textures/stone/pjrock5.tga - rgbGen vertex - } -} diff --git a/install/installs/Q3Pack/install/missionpack/scripts/team.shader b/install/installs/Q3Pack/install/missionpack/scripts/team.shader deleted file mode 100644 index e05bb79..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/team.shader +++ /dev/null @@ -1,140 +0,0 @@ -"team_icon/the fallen_red" -{ - cull none - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - { - map team_icon/thefallen_red.tga - blendFunc Add - rgbgen wave triangle 0.2 0.5 0 0.2 - - } - -} -"team_icon/the fallen_blue" -{ - cull none - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - { - map team_icon/thefallen_blue.tga - blendFunc Add - rgbgen wave triangle 0.2 0.5 0 0.2 - - } - -} -team_icon/intruders_red -{ - cull none - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - { - map team_icon/intruders_red.tga - blendFunc Add - rgbgen wave triangle 0.2 0.5 0 0.2 - - } - -} -team_icon/intruders_blue -{ - cull none - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - { - map team_icon/intruders_blue.tga - blendFunc Add - rgbgen wave triangle 0.2 0.5 0 0.2 - - } - -} -team_icon/crusaders_red -{ - cull none - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - { - map team_icon/crusaders_red.tga - blendFunc Add - rgbgen wave triangle 0.2 0.5 0 0.2 - - } - -} -team_icon/crusaders_blue -{ - cull none - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - { - map team_icon/crusaders_blue.tga - blendFunc Add - rgbgen wave triangle 0.2 0.5 0 0.2 - - } - -} -team_icon/pagans_red -{ - cull none - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - { - map team_icon/pagans_red.tga - blendFunc Add - rgbgen wave triangle 0.2 0.5 0 0.2 - - } - -} -team_icon/pagans_blue -{ - cull none - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - { - map team_icon/pagans_blue.tga - blendFunc Add - rgbgen wave triangle 0.2 0.5 0 0.2 - - } - -} -team_icon/stroggs_red -{ - cull none - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - { - map team_icon/stroggs_red.tga - blendFunc Add - rgbgen wave triangle 0.2 0.5 0 0.2 - - } - -} -team_icon/stroggs_blue -{ - cull none - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - { - map team_icon/stroggs_blue.tga - blendFunc Add - rgbgen wave triangle 0.2 0.5 0 0.2 - - } - -} diff --git a/install/installs/Q3Pack/install/missionpack/scripts/terrain.shader b/install/installs/Q3Pack/install/missionpack/scripts/terrain.shader deleted file mode 100644 index fe72922..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/terrain.shader +++ /dev/null @@ -1,557 +0,0 @@ -// ************************************************* -// * -// * Vertex Lighting Replacement Shaders -// * -// ************************************************* - -textures/terrain/vxmpterra2 - -{ - qer_editorimage textures/stone/pjrock10bc.tga - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - - - { - - map textures/stone/pjrock10b_2.tga - rgbGen vertex - tcmod scale 0.125 0.125 - } - -} - - -textures/terrain/vxmpterra1 - -{ - qer_editorimage textures/stone/pjrock12c.tga - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - - - { - - map textures/stone/pjrock12c.tga - rgbGen vertex - tcmod scale 0.125 0.125 - } - -} - - -// ********************************************************* - -// ************************************************* -// * -// * MPTerra2 terrain shaders (PaulJ) -// * -// ************************************************* - - -textures/terrain/mpterra2_0 - -{ - qer_editorimage textures/stone/pjrock9b_2.tga - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - - { - - map textures/stone/pjrock9b_2.tga - rgbGen vertex - tcmod scale 0.125 0.125 - } - - { - - map textures/skies2/clouds.tga - blendfunc filter - detail - tcmod scale 0.01 0.01 - tcMod scroll -0.05 0.05 - tcmod transform 1 0 1 1 1 1 - - } - - -} - -textures/terrain/mpterra2_1 - -{ - qer_editorimage textures/stone/pjrock12b_2.tga - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - - { - - map textures/stone/pjrock12b_2.tga - rgbGen vertex - tcmod scale 0.1 0.1 - - } - - { - - map textures/skies2/clouds.tga - blendfunc filter - detail - tcmod scale 0.01 0.01 - tcMod scroll -0.05 0.05 - tcmod transform 1 0 1 1 1 1 - - } - - -} - -textures/terrain/mpterra2_2 -{ - qer_editorimage textures/stone/pjrock10b_2.tga - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - - { - - map textures/stone/pjrock10b_2.tga - tcmod scale 0.05 0.05 - rgbGen vertex - } - - { - map textures/skies2/clouds.tga - blendfunc filter - detail - tcmod scale 0.01 0.01 - tcMod scroll -0.05 0.05 - tcmod transform 1 0 1 1 1 1 - - } - -} - -textures/terrain/mpterra2_0to1 - -{ - qer_editorimage textures/stone/pjrock9b_2.tga - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - - { - map textures/stone/pjrock9b_2.tga - rgbGen vertex - alphaGen vertex - tcmod scale 0.125 0.125 - } - - { - map textures/stone/pjrock12b_2.tga - tcmod scale 0.1 0.1 - rgbGen vertex - alphaGen vertex - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - - { - map textures/skies2/clouds.tga - blendfunc filter - detail - tcmod scale 0.01 0.01 - tcMod scroll -0.05 0.05 - tcmod transform 1 0 1 1 1 1 - } - - -} - -textures/terrain/mpterra2_0to2 -{ - qer_editorimage textures/stone/pjrock9b_2.tga - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - { - map textures/stone/pjrock9b_2.tga - rgbGen vertex - alphaGen vertex - tcmod scale 0.125 0.125 - } - { - map textures/stone/pjrock10b_2.tga - rgbGen vertex - alphaGen vertex - tcmod scale 0.05 0.05 - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - - { - map textures/skies2/clouds.tga - blendfunc filter - detail - tcmod scale 0.01 0.01 - tcMod scroll -0.05 0.05 - tcmod transform 1 0 1 1 1 1 - - } - - -} - -textures/terrain/mpterra2_1to2 -{ - qer_editorimage textures/stone/pjrock12b_2.tga - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - - { - map textures/stone/pjrock12b_2.tga - rgbGen vertex - alphaGen vertex - tcmod scale 0.1 0.1 - } - - { - map textures/stone/pjrock10b_2.tga - tcmod scale 0.05 0.05 - rgbGen vertex - alphaGen vertex - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - - { - map textures/skies2/clouds.tga - blendfunc filter - detail - tcmod scale 0.01 0.01 - tcMod scroll -0.05 0.05 - tcmod transform 1 0 1 1 1 1 - } - - -} - -////////////////////////////////////////////// -// // -// x_mpterra // -// // -////////////////////////////////////////////// - -textures/terrain/vxmpterra3 - -{ - qer_editorimage textures/proto2/px02.tga - surfaceparm nolightmap - //q3map_novertexshadows - //q3map_forcesunlight - surfaceparm dust - { - map textures/proto2/px02.tga - tcmod scale .1 .1 - rgbGen vertex - } - -} - - - -textures/proto2/xproto_0to1 - -{ - qer_editorimage textures/proto2/px01.tga - surfaceparm nolightmap - //q3map_novertexshadows - //q3map_forcesunlight - surfaceparm dust - - { - map textures/proto2/px01.tga - tcmod scale .1 .1 - rgbGen vertex - - } - - { - map textures/proto2/px02.tga - rgbGen vertex - alphaGen vertex - tcmod scale .1 .1 - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - - -} - -textures/proto2/xproto_1to2 - -{ - qer_editorimage textures/proto2/px02.tga - surfaceparm nolightmap - //q3map_novertexshadows - //q3map_forcesunlight - surfaceparm dust - { - map textures/proto2/px02.tga - tcmod scale .1 .1 - rgbGen vertex - alphaGen vertex - } - - { - map textures/proto2/px03.tga - rgbGen vertex - alphaGen vertex - tcmod scale .1 .1 - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - - -} - -textures/proto2/xproto_0to2 - -{ - qer_editorimage textures/proto2/px02.tga - surfaceparm nolightmap - //q3map_novertexshadows - //q3map_forcesunlight - surfaceparm dust - - { - map textures/proto2/px01.tga - tcmod scale .1 .1 - rgbGen vertex - } - { - map textures/proto2/px03.tga - rgbGen vertex - alphaGen vertex - tcmod scale .1 .1 - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - - -} - - - -textures/proto2/xproto_0 - -{ - qer_editorimage textures/proto2/px01.tga - surfaceparm nolightmap - //q3map_novertexshadows - //q3map_forcesunlight - surfaceparm dust - - - { - map textures/proto2/px01.tga - tcmod scale .1 .1 - rgbGen vertex - } - - - -} - -textures/proto2/xproto_1 - -{ - qer_editorimage textures/proto2/px02.tga - surfaceparm nolightmap - //q3map_novertexshadows - //q3map_forcesunlight - surfaceparm dust - { - map textures/proto2/px02.tga - tcmod scale .1 .1 - rgbGen vertex - } - - - -} - -textures/proto2/xproto_2 - -{ - qer_editorimage textures/proto2/px03.tga - surfaceparm nolightmap - //q3map_novertexshadows - //q3map_forcesunlight - surfaceparm dust - { - map textures/proto2/px03.tga - tcmod scale .1 .1 - rgbGen vertex - } - -} - - - -// ************************************************* -// * -// * MPTerra1 terrain shaders (Tim) -// * -// ************************************************* - -textures/terrain/mpterra1_0 -{ - qer_editorimage textures/stone/pjrock9c.tga - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - { - map textures/stone/pjrock9c.tga - rgbGen vertex - tcmod scale 0.125 0.125 - } - { - map textures/skies2/clouds2.tga - blendfunc filter - tcmod scale 0.01 0.01 - tcMod scroll -0.1 0.1 - - } - -} - -textures/terrain/mpterra1_1 -{ - qer_editorimage textures/stone/pjrock12c.tga - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - { - map textures/stone/pjrock12c.tga - //tcmod transform 1 0 1 1 1 1 - rgbGen vertex - tcmod scale 0.125 0.125 - } - { - map textures/skies2/clouds2.tga - blendfunc filter - tcmod scale 0.01 0.01 - tcMod scroll -0.1 0.1 - - } - -} - -textures/terrain/mpterra1_2 -{ - qer_editorimage textures/stone/pjrock10c.tga - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - { - map textures/stone/pjrock10c.tga - tcmod scale 0.05 0.05 - rgbGen vertex - } - { - map textures/skies2/clouds2.tga - blendfunc filter - tcmod scale 0.01 0.01 - tcMod scroll -0.1 0.1 - - } - -} - -textures/terrain/mpterra1_0to1 -{ - qer_editorimage textures/stone/pjrock9c.tga - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - { - map textures/stone/pjrock9c.tga - rgbGen vertex - alphaGen vertex - tcmod scale 0.125 0.125 - } - { - map textures/stone/pjrock12c.tga - tcmod scale 0.125 0.125 - rgbGen vertex - alphaGen vertex - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - { - map textures/skies2/clouds2.tga - blendfunc filter - tcmod scale 0.01 0.01 - tcMod scroll -0.1 0.1 - - } - -} - -textures/terrain/mpterra1_0to2 -{ - qer_editorimage textures/stone/pjrock9c.tga - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - { - map textures/stone/pjrock9c.tga - rgbGen vertex - alphaGen vertex - tcmod scale 0.125 0.125 - } - { - map textures/stone/pjrock10c.tga - //tcmod transform 1 0 1 1 1 1 - tcmod scale 0.05 0.05 - rgbGen vertex - alphaGen vertex - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - { - map textures/skies2/clouds2.tga - blendfunc filter - tcmod scale 0.01 0.01 - tcMod scroll -0.1 0.1 - - } - -} - -textures/terrain/mpterra1_1to2 -{ - qer_editorimage textures/stone/pjrock12c.tga - surfaceparm nolightmap - q3map_novertexshadows - q3map_forcesunlight - { - map textures/stone/pjrock12c.tga - rgbGen vertex - alphaGen vertex - tcmod scale 0.125 0.125 - } - { - map textures/stone/pjrock10c.tga - //tcmod transform 1 0 1 1 1 1 - tcmod scale 0.05 0.05 - rgbGen vertex - alphaGen vertex - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - } - { - map textures/skies2/clouds2.tga - blendfunc filter - tcmod scale 0.01 0.01 - tcMod scroll -0.1 0.1 - - } -} \ No newline at end of file diff --git a/install/installs/Q3Pack/install/missionpack/scripts/tim.shader b/install/installs/Q3Pack/install/missionpack/scripts/tim.shader deleted file mode 100644 index c5c2b3d..0000000 --- a/install/installs/Q3Pack/install/missionpack/scripts/tim.shader +++ /dev/null @@ -1,213 +0,0 @@ -//Bwahahahahhaha - -textures/tim/red_flagbase -{ - qer_editorimage textures/tim/flagbase.tga - - { - map textures/tim/swirl_red.tga - blendFunc GL_ONE GL_ZERO - tcmod rotate 130 - tcMod stretch sin .7 0.5 0 .2 - rgbGen identity - } - { - map textures/tim/swirl_red.tga - blendFunc Add - tcmod rotate 80 - tcMod stretch sin .7 0.5 0 .1 - rgbGen identity - } - { - map textures/tim/flagbase.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/tim/blue_flagbase -{ - qer_editorimage textures/tim/flagbase.tga - - { - map textures/tim/swirl_blue.tga - blendFunc GL_ONE GL_ZERO - tcmod rotate 130 - tcMod stretch sin .7 0.5 0 .2 - rgbGen identity - } - { - map textures/tim/swirl_blue.tga - blendFunc Add - tcmod rotate 80 - tcMod stretch sin .7 0.5 0 .1 - rgbGen identity - } - { - map textures/tim/flagbase.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} -textures/tim/timborder11c -{ - q3map_surfacelight 300 - q3map_lightimage textures/tim/tim11c_pulse1.tga - qer_editorimage textures/base_trim/border11c.tga - - { - map textures/base_trim/border11c.tga - rgbGen identity - } - - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - - { - map textures/base_trim/border11c_light.tga - blendfunc gl_one gl_one - rgbgen wave sin 1 .1 0 5 - } - - - { - map textures/tim/tim11c_pulse1.tga - blendfunc gl_one gl_one - tcmod scale .035 1 - tcmod scroll -0.65 0 - - - } - - -} - -textures/tim/rmetaltechgeomtrn -{ - - - { - map textures/sfx/fire_ctfred.tga - tcmod scroll 0 1 - tcMod turb 0 .25 0 1.6 - tcmod scale 2 2 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/tim/rmetaltechgeomtrn.tga - blendFunc blend - tcmod rotate 30 - tcMod stretch sin .8 0.2 0 .2 - rgbGen identity - } - { - map textures/base_wall/metaltechgeomtrn2.tga - blendFunc blend - tcmod rotate 20 - tcMod stretch sin .8 0.2 0 .1 - rgbGen identity - } - { - map textures/tim/rmetaltechgeomtrn.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} - -textures/tim/redmetalsupport2fline -{ - q3map_surfacelight 100 - q3map_lightimage textures/tim/redmetalsupport2fline_glow.tga - - { - map textures/base_wall/chrome_env.tga - rgbGen identity - tcGen environment - tcmod scale .25 .25 - } - - { - map textures/tim/redmetalsupport2fline.tga - blendFunc blend - rgbGen identity - } - { - map $lightmap - blendfunc filter - rgbGen identity - } - - { - map textures/tim/redmetalsupport2fline_glow.tga - blendFunc add - rgbGen wave sin .5 .5 0 1 - } - - -} -textures/tim/symbol_redlt1 -{ - q3map_lightimage textures/tim/symbol_redlt1_mask.tga - q3map_surfacelight 100 -// light 1 - - { - map $lightmap - rgbGen identity - } - - - { - map textures/tim/symbol_redlt1.tga - blendfunc filter - rgbgen identity - } - - { - map textures/tim/symbol_redlt1_mask.tga - blendfunc add - rgbgen wave sawtooth .2 .05 0 7 - } -} - -textures/tim/rconcrete_ow -{ - - { - map textures/tim/proto_zzztred.tga - tcMod turb 0 .5 0 9.6 - tcmod scale 2 2 - tcmod scroll 9 5 - blendFunc GL_ONE GL_ZERO - rgbGen identity - } - { - map textures/tim/rconcrete_ow.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen identity - } - { - map $lightmap - blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA - rgbGen identity - } -} diff --git a/install/installs/Q3Pack/install/missionpack/terrademo-README.txt b/install/installs/Q3Pack/install/missionpack/terrademo-README.txt deleted file mode 100644 index ba17b47..0000000 --- a/install/installs/Q3Pack/install/missionpack/terrademo-README.txt +++ /dev/null @@ -1,40 +0,0 @@ -Terrain Map Demo for Quake III Arena (ver >= 1.27g) -All included media (c) Id Software -Archive built by qeradiant.com, - thanks for the help to Fubar - Fubar_@btinternet.com -version 2 - 1/9/2001 -===================================================== - -version 2 update: new q3map (patchlevel 2) included in this archive, solves the -shader blending bug on terrain maps. - -This archive contains a complete set of shaders, textures, models needed to -build a small terrain map that will run with a Quake III Arena installation -(version >= 1.27g) - -So far terrain maps have only been seen in Quake III: Team Arena, but the -terrain capabilities are indeed in the Quake III engine and will soon be used in -mods and maps. The aim of this archive is to provide a starting point to do -terrain maps if you don't have Quake III: Team Arena. If you have Quake III: -Team Arena installed and GtkRadiant configured for it, you can use -missionpack/maps/terrademo.map - -If you are going to write your own terrain maps, you will need to redistribute -some of the shaders in your pk3. Keep in mind that a default Quake III Arena -installation will not have common/terrain for example. - -We also include an update to the tree mapobjects, the shaders were missing. If -you use the trees in your maps you need to redistribute those shaders too. - -There is an update to q3map included, if q3map fails to load the alphamap for a -terrain entity, it will exit cleanly instead of crashing. - -Basic setup: - -1) Unzip the archive to your baseq3/ directory, move the new q3map where belongs - -2) In order to compile the sample map correctly you need to add a line with the -new .shader file name in your shaderlist.txt: add "terrademoQ3" at the end the -file. If you don't do that, q3map will simply not see those new shaders. - -3) You can now open terrademoQ3.map and compile it \ No newline at end of file diff --git a/install/installs/Q3Pack/install/missionpack/textures/.svn/entries b/install/installs/Q3Pack/install/missionpack/textures/.svn/entries deleted file mode 100644 index 6b7cb96..0000000 --- a/install/installs/Q3Pack/install/missionpack/textures/.svn/entries +++ /dev/null @@ -1,31 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/Q3Pack/trunk/install/missionpack/textures -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2006-02-09T00:07:34.157408Z -1 -spog - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -base_wall2 -dir - diff --git a/install/installs/Q3Pack/install/missionpack/textures/base_wall2/.svn/entries b/install/installs/Q3Pack/install/missionpack/textures/base_wall2/.svn/entries deleted file mode 100644 index bfd9744..0000000 --- a/install/installs/Q3Pack/install/missionpack/textures/base_wall2/.svn/entries +++ /dev/null @@ -1,62 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/Q3Pack/trunk/install/missionpack/textures/base_wall2 -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2006-02-09T00:07:34.157408Z -1 -spog - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -techfloor_kc_blue.tga -file - - - - -2012-04-01T16:51:40.299323Z -b84854f955fc6d41913f3d1c2f18ccb0 -2006-02-09T00:07:34.157408Z -1 -spog -has-props - - - - - - - - - - - - - - - - - - - - -42275 - diff --git a/install/installs/Q3Pack/install/missionpack/textures/base_wall2/.svn/prop-base/techfloor_kc_blue.tga.svn-base b/install/installs/Q3Pack/install/missionpack/textures/base_wall2/.svn/prop-base/techfloor_kc_blue.tga.svn-base deleted file mode 100644 index 5e9587e..0000000 --- a/install/installs/Q3Pack/install/missionpack/textures/base_wall2/.svn/prop-base/techfloor_kc_blue.tga.svn-base +++ /dev/null @@ -1,5 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bK#_Rxd*)|W)(AcU@ORc8q1(4@;J?2CM?(i9 diff --git a/install/installs/ReactionPack/install/Boomstick/scripts/.svn/entries b/install/installs/ReactionPack/install/Boomstick/scripts/.svn/entries deleted file mode 100644 index 214dbb4..0000000 --- a/install/installs/ReactionPack/install/Boomstick/scripts/.svn/entries +++ /dev/null @@ -1,164 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/ReactionPack/trunk/install/Boomstick/scripts -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2011-01-25T02:40:33.910936Z -66 -rambetter - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -shaderlist.txt -file - - - - -2012-04-01T16:52:39.930734Z -2dacd278744e75ce3c66a4de9382f029 -2011-01-20T04:25:31.635016Z -64 -rambetter - - - - - - - - - - - - - - - - - - - - - -7 - -reaction.def -file - - - - -2012-04-01T16:52:39.932734Z -2732bbe90e377d94e8e112a868d80169 -2011-01-20T04:25:31.635016Z -64 -rambetter - - - - - - - - - - - - - - - - - - - - - -107754 - -default_project.proj -file - - - - -2012-04-01T16:52:39.933734Z -d9f597d2e2532d909b794777937d0883 -2011-01-20T06:27:05.652569Z -65 -rambetter - - - - - - - - - - - - - - - - - - - - - -6514 - -common.shader -file - - - - -2012-04-01T16:52:40.051741Z -95d5c149dd9d06e354ad3631cf018738 -2011-01-25T02:40:33.910936Z -66 -rambetter - - - - - - - - - - - - - - - - - - - - - -14051 - diff --git a/install/installs/ReactionPack/install/Boomstick/scripts/.svn/text-base/common.shader.svn-base b/install/installs/ReactionPack/install/Boomstick/scripts/.svn/text-base/common.shader.svn-base deleted file mode 100644 index c57ebf2..0000000 --- a/install/installs/ReactionPack/install/Boomstick/scripts/.svn/text-base/common.shader.svn-base +++ /dev/null @@ -1,818 +0,0 @@ -textures/common/areaportal -{ - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm structural - surfaceparm trans - surfaceparm nomarks - surfaceparm areaportal -} - -textures/common/caulk -{ - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nomarks -} - -textures/common/clip -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip -} - -textures/common/clusterportal -{ - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm clusterportal -} - -textures/common/cushion -{ - qer_nocarve - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm nodamage -} - -textures/common/donotenter -{ - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm donotenter -} - -textures/common/full_clip // silly shader, use weapclip instead -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm playerclip -} - -textures/common/hint -{ - qer_nocarve - qer_trans 0.30 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm structural - surfaceparm trans - surfaceparm noimpact - surfaceparm hint -} - -textures/common/invisible // solid, transparent polygons, casts shadows -{ - surfaceparm nolightmap - { - map textures/common/invisible.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } -} - -textures/common/mirror1 -{ - qer_editorimage textures/common/mirror1.tga - surfaceparm nolightmap - portal - { - map textures/common/mirror1.tga - blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA - depthWrite - } -} - -textures/common/mirror2 -{ - qer_editorimage textures/common/qer_mirror.tga - surfaceparm nolightmap - portal - { - map textures/common/mirror1.tga - blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA - depthWrite - } - { - map textures/sfx/mirror.tga - blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR - } -} - -textures/common/missileclip -{ - qer_trans 0.40 - surfaceparm nodamage - surfaceparm nomarks - surfaceparm nodraw - //surfaceparm nonsolid - surfaceparm playerclip - surfaceparm trans -} - -textures/common/nodraw -{ - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks -} - -textures/common/nodrawnonsolid -{ - surfaceparm nonsolid - surfaceparm nolightmap - surfaceparm nodraw -} - -textures/common/nodrop -{ - qer_nocarve - qer_trans 0.5 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm nodrop -} - - -textures/common/noimpact -{ - qer_editorimage textures/common/nolightmap.tga - surfaceparm noimpact -} - -textures/common/nolightmap -{ - surfaceparm nolightmap -} - -textures/common/origin -{ - qer_nocarve - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm origin -} - -textures/common/portal -{ - qer_editorimage textures/common/qer_portal.tga - surfaceparm nolightmap - portal - { - map textures/common/mirror1.tga - tcMod turb 0 0.25 0 0.05 - blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA - depthWrite - } -} - -textures/common/slick -{ - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nomarks - surfaceparm trans - surfaceparm slick -} - -textures/common/terrain -{ - q3map_terrain - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nomarks -} - -textures/common/terrain2 -{ - q3map_terrain - qer_editorimage textures/common/terrain.tga - surfaceparm dust - surfaceparm nodraw - surfaceparm nomarks - surfaceparm nolightmap -} - -textures/common/timportal -{ - qer_editorimage textures/common/qer_portal.tga - portal - surfaceparm nolightmap - { - map textures/common/portal.tga - tcMod turb 0 0.25 0 0.05 - blendFunc GL_ONE GL_SRC_ALPHA - depthWrite - } -} - -textures/common/trigger -{ - qer_trans 0.50 - qer_nocarve - surfaceparm nodraw -} - -textures/common/weapclip -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks -} - -textures/common/metalclip -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm metalsteps -} - -textures/common/botclip -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm botclip -} - -// -// ydnar q3map lightgrid bounds -// -// the min/max bounds of brushes with this shader in a map -// will define the bounds of the map's lightgrid (model lighting) -// note: make it as small as possible around player space -// to minimize bsp size and compile time -// - -textures/common/lightgrid -{ - qer_trans 0.5 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm detail - surfaceparm nomarks - surfaceparm trans - surfaceparm lightgrid -} - -// ydnar: antiportal works like hint, but supresses portals -// add this to your common.shader file - -textures/common/antiportal -{ - qer_nocarve - qer_trans 0.30 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm structural - surfaceparm trans - surfaceparm noimpact - surfaceparm antiportal -} - -// ydnar: skip works like quake 2 hint: it doesn't generate bsp splits -// use on sides of hint brushes where you don't want bsp splits or portals -// add this to your common.shader file - -textures/common/skip -{ - qer_nocarve - qer_trans 0.30 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm structural - surfaceparm trans - surfaceparm noimpact - surfaceparm skip -} - -// alpha fade shaders - -textures/common/alpha_000 // primary texture only -{ - q3map_alphaMod volume - q3map_alphaMod set 0 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm trans - qer_trans 0.75 -} - -textures/common/alpha_025 -{ - q3map_alphaMod volume - q3map_alphaMod set 0.25 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm trans - qer_trans 0.75 -} - -textures/common/alpha_050 // perfect mix of both primary and secondary -{ - q3map_alphaMod volume - q3map_alphaMod set 0.50 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm trans - qer_trans 0.75 -} - -textures/common/alpha_075 -{ - q3map_alphaMod volume - q3map_alphaMod set 0.75 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm trans - qer_trans 0.75 -} - -textures/common/alpha_085 -{ - q3map_alphaMod volume - q3map_alphaMod set 0.85 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm trans - qer_trans 0.75 -} - -textures/common/alpha_100 // secondary texture only -{ - q3map_alphaMod volume - q3map_alphaMod set 1.0 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm trans - qer_trans 0.75 -} - -// -// reaction -// - -textures/common/ladderclip -{ - qer_trans 0.5 - surfaceparm playerclip - surfaceparm ladder - surfaceparm nodraw - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm nomarks - surfaceparm nonsolid -} - -// markerclip for showing CTB markers on terrain - -textures/common/markerclip -{ - surfaceparm trans - { - map textures/common/invisible.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } -} - -// custom player clips - -textures/common/clip_gravel -{ - qer_trans 0.4 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm rq3_gravel -} - -textures/common/clip_wood -{ - qer_trans 0.4 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm rq3_wood -} - -textures/common/clip_carpet -{ - qer_trans 0.4 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm rq3_carpet -} - -textures/common/clip_metal2 -{ - qer_trans 0.4 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm rq3_metal2 -} - -textures/common/clip_grass -{ - qer_trans 0.4 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm rq3_grass -} - -textures/common/clip_snow -{ - qer_trans 0.4 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm rq3_snow -} - -textures/common/clip_mud -{ - qer_trans 0.4 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm rq3_mud -} - -textures/common/clip_wood2 -{ - qer_trans 0.4 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm rq3_wood2 -} - -textures/common/clip_metalsteps -{ - qer_trans 0.4 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm metalsteps -} - -textures/common/clip_hardmetal -{ - qer_trans 0.4 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm rq3_hardmetal -} - -textures/common/clip_leaves -{ - qer_trans 0.4 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm rq3_leaves -} - -textures/common/clip_cement -{ - qer_trans 0.4 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm rq3_cement -} - -textures/common/clip_marble -{ - qer_trans 0.4 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm rq3_marble -} - -textures/common/clip_snow2 -{ - qer_trans 0.4 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm rq3_snow2 -} - -textures/common/clip_hardsteps -{ - qer_trans 0.4 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm rq3_hardsteps -} - -textures/common/clip_sand -{ - qer_trans 0.4 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm rq3_sand -} - -// custon weapon clips - -textures/common/weap_gravel -{ - qer_trans 0.6 - qer_editorimage textures/common/clip_gravel.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm rq3_gravel -} - -textures/common/weap_wood -{ - qer_trans 0.6 - qer_editorimage textures/common/clip_wood.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm rq3_wood -} - -textures/common/weap_carpet -{ - qer_trans 0.6 - qer_editorimage textures/common/clip_carpet.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm rq3_carpet -} - -textures/common/weap_metal2 -{ - qer_trans 0.6 - qer_editorimage textures/common/clip_metal2.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm rq3_metal2 -} - -textures/common/weap_glass -{ - qer_trans 0.3 - qer_editorimage textures/common/weap_glass.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm rq3_glass -} - -textures/common/weap_grass -{ - qer_trans 0.6 - qer_editorimage textures/common/clip_grass.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm rq3_grass -} - -textures/common/weap_snow -{ - qer_trans 0.6 - qer_editorimage textures/common/clip_snow.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm rq3_snow -} - -textures/common/weap_mud -{ - qer_trans 0.6 - qer_editorimage textures/common/clip_mud.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm rq3_mud -} - -textures/common/weap_wood2 -{ - qer_trans 0.6 - qer_editorimage textures/common/clip_wood2.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm rq3_wood2 -} - -textures/common/weap_metalsteps -{ - qer_trans 0.6 - qer_editorimage textures/common/clip_metalsteps.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm metalsteps -} - -textures/common/weap_hardmetal -{ - qer_trans 0.6 - qer_editorimage textures/common/clip_hardmetal.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm rq3_hardmetal -} - -textures/common/weap_leaves -{ - qer_trans 0.6 - qer_editorimage textures/common/clip_leaves.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm rq3_leaves -} - -textures/common/weap_cement -{ - qer_trans 0.6 - qer_editorimage textures/common/clip_cement.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm rq3_cement -} - -textures/common/weap_marble -{ - qer_trans 0.6 - qer_editorimage textures/common/clip_marble.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm rq3_marble -} - -textures/common/weap_snow2 -{ - qer_trans 0.6 - qer_editorimage textures/common/clip_snow2.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm rq3_snow2 -} - -textures/common/weap_hardsteps -{ - qer_trans 0.6 - qer_editorimage textures/common/clip_hardsteps.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm rq3_hardsteps -} - -textures/common/weap_sand -{ - qer_trans 0.6 - qer_editorimage textures/common/clip_sand.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm rq3_sand -} diff --git a/install/installs/ReactionPack/install/Boomstick/scripts/.svn/text-base/default_project.proj.svn-base b/install/installs/ReactionPack/install/Boomstick/scripts/.svn/text-base/default_project.proj.svn-base deleted file mode 100644 index f8cc11c..0000000 --- a/install/installs/ReactionPack/install/Boomstick/scripts/.svn/text-base/default_project.proj.svn-base +++ /dev/null @@ -1,63 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/install/installs/ReactionPack/install/Boomstick/scripts/.svn/text-base/reaction.def.svn-base b/install/installs/ReactionPack/install/Boomstick/scripts/.svn/text-base/reaction.def.svn-base deleted file mode 100644 index 487bbc0..0000000 --- a/install/installs/ReactionPack/install/Boomstick/scripts/.svn/text-base/reaction.def.svn-base +++ /dev/null @@ -1,1296 +0,0 @@ -// Reaction entity definition file -// Maintained by TTI: tti@rq3.com -// Website: http://www.rq3.com - -//============================================================================= - -Q3MAP2 - -//============================================================================= - -/*QUAKED _decal (0 .5 .8) ? -This is not an entity as such, it never reaches the game. It is strictly an editor utility to project decals surfaces over world brushes --------- KEYS -------- -target : The name of the entity targetted at for projection. --------- NOTES -------- -Compiler-only entity that specifies a decal to be projected. Should contain 1 or more patch meshes (curves) and target an info_null entity. The distance between the center of the _decal entity and the target is the axis and distance of projection.*/ - -//============================================================================= - -FUNC_* ENTITIES - -//============================================================================= - -/*QUAKED func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS -Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the "noise" key is set. Will crush the player when blocked. --------- KEYS -------- -speed : Amount of time in seconds for one complete oscillation cycle (default 4). -height : sets the amount of travel of the oscillation movement (default 32). -phase : sets the start offset of the oscillation cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0). -noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes). -model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3). -origin : alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes). -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : sets the sample size of the lightmap. A value of 1 (default) will create 16x16 pixel samples. A higher value generates smaller samples (for example a value of 2 will create 8x8 samples). -_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers;layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- SPAWNFLAGS -------- -X_AXIS : entity will bob along the X axis. -Y_AXIS : entity will bob along the Y axis. --------- NOTES -------- -In order for the sound to be emitted from the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.*/ - -//============================================================================= - -/*QUAKED func_breakable (0 .5 .8) ? CHIPPABLE UNBREAKABLE EXPLOSIVE NO_KICK -Breakable object entity that breaks, chips or explodes when damaged. --------- KEYS -------- -health : determines the strength of the breakable entity (default 5). -id : a unique identification. Each type of breakable in a given map needs to have a separate id. Valid values are 0 through 63. -type : type of breakable. See notes below. -type_id : alternate key indicating a breakable type defined in a different entity (another breakable or the worldspawn). -amount : sets the number of fragments to generate when the entity breaks. 0 ~ 10 pieces; 1 ~ 25 pieces; 2 ~ 50 pieces; 3 ~ lots of pieces (default 0). -force : sets the force at which the fragments scatter (default 7). Reasonable values are 2 to 12. -lift : sets the magnitude of the additional vertical force of the fragments (default 5). Reasonable values are 0 to 20. -damage : sets the amount of damage dealt to nearby players if the entity is made to be explosive. Default is grenade damage (default 170). -damage_radius : sets the maximum distance (in units) from the explosion players will take damage (default 340). -target : all entities with a matching targetname will be triggered when the entity is broken or exploded (not chipped or damaged). -pathtarget : will send a func_train to the path corner this key points to. Must be used in conjunction with the target key pointing to the targetname of the func_train. -targetname : if set, activating an entity with a matching target key will make the entity explode. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -CHIPPABLE : pieces will spawn when the entity is shot, but the entity will not be destroyed until the health of the entity is surpassed. -UNBREAKABLE : entity will never break. To make the entity chip, but never break, check the first two spawnflags. To make the entity chip and eventually break, only set the first spawnflag. -EXPLOSIVE : entity will explode. -NO_KICK : players will not be able to kick the entity. --------- NOTES -------- -Breakables are defined in sets by the 'type' key (e.g. type : glass, type : wood). Each set of unique keys used in a map must be given a unique id number (0-63; max 64 per map; no default value). Two different breakable entities with the same keys should have the same id. If two different breakable entities differ in type, force or lift they require separate id numbers. -Breakable types can also be defined in the worldspawn and used by their corresponding id's through the "type_id" key. See the worldspawn entity info for more details*/ - -//============================================================================= - -/*QUAKED func_button (0 .5 .8) ? -When a button is touched by a player, it moves in the direction set by the "angle" key, triggers all its targets, stays pressed by an amount of time set by the "wait" key, then returns to it's original position where it can be operated again. --------- KEYS -------- -angle : determines the direction in which the button will move (up = -1, down = -2). -target : all entities with a matching targetname will be triggered. -pathtarget : will send a func_train to the path corner this key points to. Must be used in conjunction with the target key pointing to the targetname of the func_train. -targetShaderName: the original shader in a shader swap (see notes). -targetShaderNewName: new shader in a shader swap (see notes). -targetname : if set, activating an entity with a matching target key will trigger the button. -speed : speed of button's displacement (default 40). -wait : number of seconds button stays pressed (default 1, -1 = return immediately). -lip : lip remaining at end of move (default 4 units). -health : if set to a non-zero value, the button must be damaged to operate. The actual value assigned to "health" is ignored. -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). -origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes). -sound: path/name of .wav file to play (eg: sound/mapname/soundname.wav) (default sound/movers/button.wav). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : sets the sample size of the lightmap. A value of 1 (default) will create 16x16 pixel samples. A higher value generates smaller samples (for example a value of 2 will create 8x8 samples). -_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers;layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. -To initiate a shader swap, use the targetShaderName key with the original shader path as the argument. Note this is always the original shader, not the current shader. Use the targetShaderNewName key with the path to the replacement shader as the argument. The shader swap will affect every surface in the map that was originally showing the shader specified as the targetShaderName.*/ - -//============================================================================= - -/*QUAKED func_door (0 .5 .8) ? START_OPEN CRUSHER AUTO_OPEN TOGGLE -Normal sliding door entity. By default, the door will not activate when player walks close to it. --------- KEYS -------- -angle : determines the opening direction of door (up = -1, down = -2). -speed : determines how fast the door moves (default 100). -wait : number of seconds before door returns (default 2, -1 = return immediately). -lip : lip remaining at end of move (default 8). -target : all entities with a matching targetname will be triggered when the entity is activated from its starting position. -pathtarget : will send a func_train to the path corner this key points to. Must be used in conjunction with the target key pointing to the targetname of the func_train. -targetShaderName: the original shader in a shader swap (see notes). -targetShaderNewName: new shader in a shader swap (see notes). -targetname : if set, another entity with a matching target key is required to activate the door. -alias : alternate way to attach other entities to this one. Use this when targetname is reserved for other purposes. -attachto : if set, this entity will be attached to another entity with a matching TARGET or ALIAS. -health : if set to a non-zero value, the door must be damaged to operate. The actual value assigned to "health" is ignored. -dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set. -activatename : used in order to allow target_activate entities targeting this trigger to activate/deactivate it -inactive : indicates that the door should start inactive. It can be activated by target_activate entities that have a "target" matching the "activatename" field of the entity -soundinactive : sound to be played when trying to open the door while it is inactive -targetinactive : target(s) to be fired when trying to open the door while it is inactive -team: assign the same team name to multiple regular doors that should operate together. Do not team with a rotating door. -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). -origin : alternate method of setting XYZ origin of .md3 model included with entity (see notes). -soundstart : path to sound file to play when door starts to open (eg: sound/mapname/soundname.wav) (default sound/movers/door_start.wav). -soundstop : path to sound file to play when door comes to a stop (eg: sound/mapname/soundname.wav) (default sound/movers/door_stop.wav). -soundmove : path to sound file to play when door is moving (eg: sound/mapname/soundname.wav) (default sound/misc/silence.wav). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -START_OPEN : the door will spawn in the open state and operate in reverse. -CRUSHER : door will not reverse direction when blocked and will keep damaging the player until he dies or gets out of the way. -AUTO_OPEN : the door will open automatically when approached by a player; 'opendoor' will not be necessary. -TOGGLE : wait in both the start and end states for a trigger event; the door will stay open until closed by another 'opendoor'. --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : sets the sample size of the lightmap. A value of 1 (default) will create 16x16 pixel samples. A higher value generates smaller samples (for example a value of 2 will create 8x8 samples). -_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers;layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. -To initiate a shader swap, use the targetShaderName key with the original shader path as the argument. Note this is always the original shader, not the current shader. Use the targetShaderNewName key with the path to the replacement shader as the argument. The shader swap will affect every surface in the map that was originally showing the shader specified as the targetShaderName.*/ - -//============================================================================= - -/*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN CRUSHER AUTO_OPEN TOGGLE X_AXIS Y_AXIS LOOK OPEN_AWAY -This is the rotating door entity. Just as the name suggests it's a door that rotates. --------- KEYS -------- -distance : determines how many degrees the door will open (default 90). -speed : determines how fast the door will open (degrees/second) (default 90). -wait : number of seconds before door returns (default 2, -1 = return immediately). -reach : max distance the door can be opened from. Value has to be less than or equal to 100. Generally used only in special situations (e.g. lockers and cabinets). -target : all entities with a matching targetname will be triggered when the entity is activated from its starting position. -targetname : if set, another entity with a matching target key is required to activate the door. -alias : alternate way to attach other entities to this one. Use this when targetname is reserved for other purposes. -attachto : if set, this entity will be attached to another entity with a matching TARGET or ALIAS. -pathtarget : will send a func_train to the path corner this key points to. Must be used in conjunction with the target key pointing to the targetname of the func_train. -targetShaderName: the original shader in a shader swap (see notes). -targetShaderNewName: new shader in a shader swap (see notes). -team: assign the same team name to multiple rotating doors that should operate together. Do not team with a regular door. -soundstart : path to sound file to play when door starts to open (eg: sound/mapname/soundname.wav) (default sound/movers/rdoor_stop.wav). -soundstop : path to sound file to play when door comes to a stop (eg: sound/mapname/soundname.wav) (default sound/misc/silence.wav). -soundmove : path to sound file to play when door is moving (eg: sound/mapname/soundname.wav) (default sound/movers/rdoor_move.wav). -health : if set to a non-zero value, the rotating door must be damaged to operate. The actual value assigned to "health" is ignored. -activatename : used in order to allow target_activate entities targeting this trigger to activate/deactivate it -inactive : indicates that the door should start inactive. It can be activated by target_activate entities that have a "target" matching the "activatename" field of the entity -soundInactive : sound to be played when trying to open the door while it is inactive -targetInactive : target(s) to be fired when trying to open the door while it is inactive -light : constantLight color of .md3 model included with entity (default 0). -color : constantLight color of .md3 model included with entity (defalt 1 1 1). -model2: path/name of model to include. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : sets the sample size of the lightmap. A value of 1 (default) will create 16x16 pixel samples. A higher value generates smaller samples (for example a value of 2 will create 8x8 samples). -_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers;layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- SPAWNFLAGS -------- -START_OPEN : the door will spawn in the open state and operate in reverse. -CRUSHER : door will not reverse direction when blocked and will keep damaging the player until he dies or gets out of the way. -AUTO_OPEN : the door will open automatically when approached by a player; 'opendoor' will not be necessary. -TOGGLE : wait in both the start and end states for a trigger event; the door will stay open until closed by another 'opendoor'. -X_AXIS : open on the X-axis instead of the Z-axis -Y_AXIS : open on the Y-axis instead of the Z-axis -LOOK : Door will only open if you look at it when pressing 'opendoor'. -OPEN_AWAY : Door will always open away from the player. --------- NOTES -------- -You need to have an origin brush as part of this entity. The center of the origin brush will be the point around which the door rotates. It will rotate around the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. -To initiate a shader swap, use the targetShaderName key with the original shader path as the argument. Note this is always the original shader, not the current shader. Use the targetShaderNewName key with the path to the replacement shader as the argument. The shader swap will affect every surface in the map that was originally showing the shader specified as the targetShaderName. - -Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/ - -//============================================================================= - -/*QUAKED func_group (0 .5 .8) ? -This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this. --------- KEYS -------- -alphamap : this is the path/name for the art file used to guide the mapping of textures on the terrain surface. -layers : this integer value is the number unique root shaders that will be use on the terrain. -shader : this is the path to the metashader used to assign textures to the terrain entity. -terrain : this is an on/off flag. When set to 1, the entity becomes a terrain entity. --------- Q3MAP2 KEYS -------- -_lightmapscale : sets the sample size of the lightmap. A value of 1 (default) will create 16x16 pixel samples. A higher value generates smaller samples (for example a value of 2 will create 8x8 samples). -_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers;layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation.*/ - -//============================================================================= - -/*QUAKED func_pendulum (0 .5 .8) ? -Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. Pendulum frequency is a physical constant based on the length of the beam and gravity. Blocking the pendulum pushes the player. --------- KEYS -------- -angle : angle offset of axis of rotation from default X axis (default 0). -speed : angle of swing arc in either direction from initial position (default 30). -phase : sets the start offset of the swinging cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0). -noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav). -model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3). -origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default "0 0 0" - See Notes). -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : sets the sample size of the lightmap. A value of 1 (default) will create 16x16 pixel samples. A higher value generates smaller samples (for example a value of 2 will create 8x8 samples). -_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers;layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Very crude operation: pendulum cannot rotate along Z axis, the speed of swing (frequency) is not adjustable. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.*/ - -//============================================================================= - -/*QUAKED func_plat (0 .5 .8) ? -Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position. The plat will stay in the raised position until the player steps off. --------- KEYS -------- -speed : determines how fast the plat moves (default 150). -lip : lip remaining at end of move (default 16). Has no effect if "height" is set. -height : if set, this will determine the total amount of vertical travel of the plat. -dmg : damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked. -target : all entities with a matching targetname will be triggered. -pathtarget : will send a func_train to the path corner this key points to. Must be used in conjunction with the target key pointing to the targetname of the func_train. -targetname : if set, another entity with a matching target key will raise the plat each time it is activated. The plat raises and comes back down a second later if no player is on it. -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). -origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes). -soundstart : path to sound file to play when door starts to open (eg: sound/mapname/soundname.wav) (default sound/movers/plat_start.wav). -soundstop : path to sound file to play when door comes to a stop (eg: sound/mapname/soundname.wav) (default sound/movers/plat_stop.wav). -soundmove : path to sound file to play when door is moving (eg: sound/mapname/soundname.wav) (default sound/movers/plat_move.wav). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : sets the sample size of the lightmap. A value of 1 (default) will create 16x16 pixel samples. A higher value generates smaller samples (for example a value of 2 will create 8x8 samples). -_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers;layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip value. But if the "height" key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat and regardless of the value of the "lip" key. Using the "height" key is the best method for any kind of platforms and the only possible one for thin plats which need to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. - -There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if you're up to it. Thanks to Fragzilla for the tip.*/ - -//============================================================================= - -/*QUAKED func_pressure (0 .5 .8) ? -Solid entity that spews steam, flames, or water when shot. --------- KEYS -------- -type : sets the appearance of the emission. Options are 'steam', 'air', or 'flame' (default steam). -speed : the speed at which the substance shoots out (default 200). -target : all entities with a matching targetname will be triggered. -pathtarget : will send a func_train to the path corner this key points to. Must be used in conjunction with the target key pointing to the targetname of the func_train. --------- NOTES -------- -The location and direction of the emission is a function of how the entity is shot and can not be set by the mapper. In using a func_pressure to target something, have it go through an intermediary entity that has a wait key (like a func_button).*/ - -//============================================================================= - -/*QUAKED func_rotating (0 .5 .8) ? - - X_AXIS Y_AXIS -Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable. --------- KEYS -------- -speed : determines how fast entity rotates (default 100). -noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav). -model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3). -origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default "0 0 0" - See Notes). -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : sets the sample size of the lightmap. A value of 1 (default) will create 16x16 pixel samples. A higher value generates smaller samples (for example a value of 2 will create 8x8 samples). -_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers;layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- SPAWNFLAGS -------- -X_AXIS : entity will rotate along the X axis. -Y_AXIS : entity will rotate along the Y axis. --------- NOTES -------- -You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.*/ - -//============================================================================= - -/*QUAKED func_static (0 .5 .8) ? START_OFF -Static non-solid bspmodel. Can be used for conditional walls and models. --------- KEYS -------- -model2 : path/name of model to include (eg: models/mapobjects/mailbox/mailbox.md3). -origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes). -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -targetname : if set, activating an entity with a matching target key can make entity disappear from the game (See Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : sets the sample size of the lightmap. A value of 1 (default) will create 16x16 pixel samples. A higher value generates smaller samples (for example a value of 2 will create 8x8 samples). -_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers;layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- SPAWNFLAGS -------- -START_OFF : entity will start in the off position. --------- NOTES -------- -When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. If a model is included with a targeted func_static, the brush(es) of the entity will be removed from the game but the .md3 model won't: it will automatically be moved to the (0 0 0) world origin so you should NOT include an .md3 model to a targeted func_static. - -By default, when activated a visible func_static will be shown and an invisible one will be hidden. To alter this behaviour, you can use a "pathtarget" key for the entity that points to the func_static. Possible values are: -- "on" - will always show the targeted entity -- "off" - will always hide the targeted entity -Any other value for "pathtarget" will make the func_train take the default action. - -Because the map has only a single bot navigation file, func_static's cannot be used to make significant changes in game play flow between differing game types.*/ - -//============================================================================= - -/*QUAKED func_timer (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON -Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off. --------- KEYS -------- -wait : delay in seconds between each triggering of its targets (default 1). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -target : this points to the entities to trigger. -pathtarget : will send a func_train to the path corner this key points to. Must be used in conjunction with the target key pointing to the targetname of the func_train. -targetname : activating an entity with a matching target key will toggle the timer on/off. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -START_ON : timer will start on in the game and continuously fire its targets. --------- NOTES -------- -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).*/ - -//============================================================================= - -/*QUAKED func_train (0 .5 .8) ? -Trains are moving solids that follow a string of path_corner entities. They require an origin brush (see Notes). --------- KEYS -------- -speed : speed of displacement of train (default 100 or overridden by speed value of path). -target : this points to the first path_corner of the path which is also the spawn location of the train's origin. -targetname : the name of the entity. This key must be set in order to make the entity behave like an elevator. -alias : alternate way to attach other entities to this one. Use this when targetname is reserved for other purposes. -attachto : if set, this entity will be attached to another entity with a matching TARGET or ALIAS. -dmg : damage to inflict on player when he blocks operation of the train (default 2). -model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). -origin : alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes). -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : sets the sample size of the lightmap. A value of 1 (default) will create 16x16 pixel samples. A higher value generates smaller samples (for example a value of 2 will create 8x8 samples). -_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers;layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -Trains will start on in the game unless the path_corner they start on has a wait of "-1". -Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.*/ - -//============================================================================= - -INFO_* ENTITIES - -//============================================================================= - -/*QUAKED info_camp (0 .5 0) (-8 -8 -8) (8 8 8) -This atttracts bots which have a camping preference in their AI characteristics. It should be placed at least 32 units away from any brush surface. --------- KEYS -------- -range : number of units that the bot can move away from camp entity while camping on it. -weight : number that is compared against the weight assigned to all the other camp spots in the map to determine if a bot chooses to camp there. The value is normalized against all other weight values. --------- NOTES -------- -Examples of bots which have a high camping preference are: Razor, Tank Jr., Grunt, Patriot and Doom. Examples of bots which have a low camping preference are: Klesk, Mynx, Sarge, Keel and Xaero.*/ - -//============================================================================= - -/*QUAKED info_notnull (0 .5 0) (-8 -8 -8) (8 8 8) -Used as a positional target for entities that can use directional pointing. A target_position can be used instead of this but was kept in Q3A for legacy purposes. --------- KEYS -------- -targetname : must match the target key of entity that uses this for pointing. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -/*QUAKED info_null (0 .5 0) (-8 -8 -8) (8 8 8) -Used as a positional target for light entities to create a spotlight effect. A target_position can be used instead of this but was kept in Q3A for legacy purposes. --------- KEYS -------- -targetname : must match the target key of entity that uses this for pointing. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -/*QUAKED info_player_deathmatch (1 0 0) (-16 -16 -24) (16 16 32) INITIAL -Normal player spawning location for Q3A levels. --------- KEYS -------- -angle : direction in which player will look when spawning in the game. Does not apply to bots. -target : this can point at a target_give entity for respawn freebies. -nobots : when set to 1, bots will never use this spawn point to respawn in the game. -nohumans : when set to 1, human players will never use this spawn point to respawn in the game. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -INITIAL : makes the spawnpoint the initial place for the player to spawn at the beginning of the game.*/ - -//============================================================================= - -/*QUAKED info_player_intermission (1 0 1) (-16 -16 -16) (16 16 16) -Camera for the map intermission / scoreboard at the end of a map. --------- KEYS -------- -angles: alternate "pitch, yaw, roll" angles method of aiming intermission camera (default 0 0 0). -target : point this to an info_notnull or target_position entity to set the camera's pointing angles. --------- NOTES -------- -Can be aimed by setting the "angles" key or targeting an pointing to an aiming entity. Use only one per level.*/ - -//============================================================================= - -/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32) -Player spawn location. Works the same as info_player_deathmatch. Also acts as the starting location for Radiant sessions. Only one of these should be placed in each map. --------- KEYS -------- -angle : direction in which player will look when spawning in the game. -target : this can point at a target_give entity for respawn freebies.*/ - -//============================================================================= - -ITEM_* ENTITIES - -//============================================================================= - -/*QUAKED item_botroam (1 0.5 0) (-8 -8 -8) (8 8 8) SUSPENDED -Game Function: An invisible entity which attracts a bot to it. Use to move bots to parts of a map that might otherwise not be used. --------- KEYS -------- -weight: non-zero floating point value, most often in the range 0 to 400. (Higher values are allowed but keep in mind that the bot should also be attracted to normal items. Don't make the weight value too high. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The item_botroam entity can be used when a bot does not roam the whole level or prefers to go to only specific areas. This (invisible) item can be placed in a map just like regular items. Nobody can actually pick up the item it's only used to attract bots to certain places of the map. The value is the weight of the roam_item is relative to the weight assigned other items in the map (each bot has its own weights). The bot character specific item weights are stored with the bot characters AI files ("botname"_i.c for items and "botname"_w.c for weapons) in the botfiles/bots/ sub-folder in the .pk3 file.*/ - -//============================================================================= - -LIGHT_* ENTITIES - -//============================================================================= - -/*QUAKED light (.65 .65 1) (-8 -8 -8) (8 8 8) LINEAR NOANGLE NOGRIDLIGHT -Non-displayed light entity. --------- KEYS -------- -light : value of light intensity (default 300). -_color : weighted RGB value of light color (default white - 1 1 1). -target : point this to an target_position, info_null or info_notnull to create a spotlight effect. -radius : sets radius of light cone for spotlights (default 64). Light must target a pointing entity. --------- Q3MAP2 KEYS -------- -_sun : Set this key to 1 on a spotlight to make an infinite sun light. -fade : Fades light attenuation. Only affects linear lights. -scale : Scales light attentation, from SOF2/JK2. Scales the "light" value. --------- SPAWNFLAGS -------- -LINEAR : light falloff will be linear instead of inverse square of distance from source. -NOANGLE : Ignore angle attenuation. -NOGRIDLIGHT :Do not affect the lightgrid (dynamic entity lighting). Setting this spawnflag will disable this light entirely.*/ - -//============================================================================= - -/*QUAKED lightJunior (0 0.7 0.3) (-6 -6 -6) (6 6 6) LINEAR NOANGLE NOGRIDLIGHT -Non-displayed point light source THAT ONLY AFFECTS ENTITIES (lightgrid). The -pointscale and -scale arguments to Q3Map2 affect the brightness of these lights. The -skyscale argument affects brightness of entity sun lights. --------- KEYS -------- -light : value of light intensity (default 300). -_color : weighted RGB value of light color (default white - 1 1 1). -target : point this to an target_position, info_null or info_notnull to create a spotlight effect. -radius : sets radius of light cone for spotlights (default 64). Light must target a pointing entity. --------- Q3MAP2 KEYS -------- -_sun : Set this key to 1 on a spotlight to make an infinite sun light. -fade : Fades light attenuation. Only affects linear lights. -scale : Scales light attentation, from SOF2/JK2. Scales the "light" value. --------- SPAWNFLAGS -------- -LINEAR : light falloff will be linear instead of inverse square of distance from source. -NOANGLE : Ignore angle attenuation. -NOGRIDLIGHT :Do not affect the lightgrid (dynamic entity lighting). Setting this spawnflag will disable this light entirely.*/ - -//============================================================================= - -/*QUAKED light_d (0 .5 0) (-8 -8 -8) (8 8 8) ADDITIVE FLICKER PULSE -Dynamic light entity. Not recommended. Use sparingly. --------- KEYS -------- -light : value of light intensity (default 300). -_color : weighted RGB value of light color (default white - 1 1 1). --------- SPAWNFLAGS -------- -ADDITIVE : Use additive instead of multiplicative dynamic lighting. -FLICKER : Intensity is slightly random. -PULSE : Smooth sine function.*/ - -//============================================================================= - -MISC_* ENTITIES - -//============================================================================= - -/*QUAKED misc_lens_flare (1 .5 .25) (-8 -8 -8) (8 8 8) -Entity for a lens flare. --------- KEYS -------- -alphamax : normalized value that determines the variety of maximum opacity of each flare sprite. -alphamin : normalized value that determines the variety of minimum opacity of each flare sprite. -count : " number of flare sprites. If set to 0, only the sun sprite is displayed. -sizemax : value that determines the variety of maximum size of each flare sprite. -sizemin : value that determines the variety of minimum size of each flare sprite. -sunalpha : normalized value that determines the opacity of the sun sprite. -sunsize : value that determines the size of the sun sprite. -target : point this to a target_position entity.*/ - -//============================================================================= - -/*QUAKED misc_model (1 .5 .25) (-16 -16 -16) (16 16 16) SOLID LIGHTMAP -Generic placeholder for inserting MD3 models in game. Requires compilation of map geometry to be added to level. If the map is compiled with Q3Map2, then ASE, 3DS, OBJ and other model formats are supported. --------- KEYS -------- -angle: direction in which model will be oriented. -model : path/name of model to use (eg: models/mapobjects/teleporter/teleporter.md3). --------- Q3MAP2 KEYS -------- -angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0). -modelscale : Floating-point value used to scale a model up or down (default 1.0). -modelscale_vec : Floating-point vector used to scale a model's axes individually (default 1.0 1.0 1.0). -_remap : Used to remap textures/shaders in the model. To remap all shaders to a given shader, use "*;models/mymodel/mytexture". To remap a specific shader, use "models/mymodel/old;models/mymodel/new". If you need to remap more than one shader, use _remap01, _remap02, etc. -target : Used to attach the misc_model to a brush entity, where its "targetname" key is the same value. -_lightmapscale : Floating point value scaling the resolution of lightmaps on this model (if model is using lightmapped shaders) (default 1.0). -_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader" : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- SPAWNFLAGS -------- -SOLID : Assigns q3map_clipModel to any shaders used by the model. -LIGHTMAP : Assigns q3map_forceMeta to any shaders used by the model.*/ - -//============================================================================= - -/*QUAKED misc_portal_camera (1 .5 .25) (-8 -8 -8) (8 8 8) SLOWROTATE FASTROTATE NOROTATE -Portal camera. This camera is used to project its view onto a portal surface in the level through the intermediary of a misc_portal_surface entity. Use the "angles" key or target a target_position or info_notnull entity to set the camera's pointing direction. --------- KEYS -------- -angles: this sets the pitch and yaw aiming angles of the portal camera (default 0 0). Use "roll" key to set roll angle. -target : point this to a target_position entity to set the camera's pointing direction. -targetname : a misc_portal_surface portal surface indicator must point to this. If this is one camera out of a sequence of camera angles, the targetname should be the target key of the misc_portal_surface appended with a #, where # is the order in which the cameras cycle (i.e. targetname1, targetname2, etc..). -roll: roll angle of camera. A value of 0 is upside down and 180 is the same as the player's view. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -SLOWROTATE : makes the portal camera rotate slowly along the roll axis. -FASTROTATE : makes the portal camera rotate faster along the roll axis. -NOROTATE : removes the rolling motion from the portal camera. --------- NOTES -------- -Both the setting "angles" key or "targeting a target_position" methods can be used to aim the camera. However, the target_position method is simpler. In both cases, the "roll" key must be used to set the roll angle. If either the SLOWROTATE or FASTROTATE spawnflag is set, then the "roll" value is irrelevant.*/ - -//============================================================================= - -/*QUAKED misc_portal_surface (1 .5 .25) (-8 -8 -8) (8 8 8) CYCLE -Portal surface indicator. This will "lock on" the brush face closest to it and identify as a portal. The view displayed on the portal surface is the view of the misc_portal_camera(s) that this entity targets. Also used for mirrors (see Notes). --------- KEYS -------- -target : point this to a misc_portal_camera that "sees" the view you want to display on the portal. If using multiple cameras, the targetnames for the misc_portal_cameras will need to be this name plus #, where # is the order in which the cameras will be cycled. -targetname : triggering this target will cycle through misc_portal_cameras if they are set to CYCLE (spawnflag 1). -count : number of misc_portal_cameras to cycle through. Only used when CYCLE (spawnflag 1) is on. Minimum value is 2 (default 2). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -CYCLE : indicates the surface will be used to cycle through multiple camera angles (generated by misc_portal_camera entities). --------- NOTES -------- -The entity must be no farther than 64 units away from the portal surface to lock onto it. To make a mirror, apply the common/mirror shader to the surface, place this entity near it but don't target a misc_portal_camera.*/ - -//============================================================================= - -/*QUAKED misc_sky_portal (.1 .3 .8) (-8 -8 -8) (8 8 8) -Entity for making sky portals. --------- KEYS -------- -target : point this to a target_position entity that is in the "sky" room. -targetname : a misc_sky_portal portal surface indicator must point to this. --------- NOTES -------- -Make the room that should be the sky. Set "skyportalent" to 1 for ALL the entities inside that room. Then add a target_position that will be the origin of the "camera." Then in the accessible parts of the level, add misc_sky_portal entities that target the target_position. In order for the sky portal entities to be rendered properly, the player must have a misc_sky_portal entity in his PVS ALL THE TIME. Also, replace all the sky surfaces with caulk (or anything that doesn't get drawn by the game) in order to be able to see the sky portal.*/ - -//============================================================================= - -/*QUAKED misc_teleporter_dest (1 .5 .25) (-32 -32 -24) (32 32 -16) -Teleport destination location point for trigger_teleporter entities. --------- KEYS -------- -angle : direction in which player will look when teleported. -targetname : make the trigger_teleporter point to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -PATH_* ENTITIES - -//============================================================================= - -/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8) ROTATE -Path corner entity that func_trains can be made to follow. --------- KEYS -------- -target : point to next path_corner in the path. Must be set for elevators as well. -rotate: 3 values specifying the amount the func_train should rotate while moving from this path_corner to its target. Format is "pitch yaw roll" -targetname : the name of the entity; the previous path_corner in the path points to this. If being used for an elevator, the pathtarget key of the entity triggering the move points to this key. -speed : speed of func_train while moving to the next path corner. This will override the speed value of the train. -wait : number of seconds func_train will pause on path corner before moving to next path corner. Setting this key to -1 will make the train stop on the path corner (default 0). -sound: path/name of .wav file to play (default silence). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -ROTATE: if set, the train will also rotate while moving from this path_corner to its target. A "rotate" key must also be included --------- NOTES -------- -In order to turn a func_train into a working elevator, the path corners must have the wait key set to -1. To get the train to move again, use the pathtarget key from a separate triggering entity pointing to another path corner.*/ - -//============================================================================= - -TARGET_* ENTITIES - -//============================================================================= - -/*QUAKED target_activate (.3 .3 .4) (-8 -8 -8) (8 8 8) -Activates/deactivates other entities, like doors or triggers. --------- KEYS -------- -target : this must match the "activatename" field of the entities you want to activate/deactivate -pathtarget : if set to "on", the entity will always activate its targets; if set to "off", it'll always deactivate them; if set to anything else, the entity will toggle its targets active/inactive. --------- NOTES -------- -If you want an entity to be inactive when the level is started set its "inactive" key to 1.*/ - -//============================================================================= - -/*QUAKED target_delay (0 .7 .7) (-8 -8 -8) (8 8 8) -Time delay trigger intermediary. Like a target_relay, this can only be fired by other triggers which will cause it in turn to fire its own targets. --------- KEYS -------- -targetname : activating trigger points to this. -target : this points to entities to activate when this entity is triggered. -pathtarget : will send a func_train to the path corner this key points to. Must be used in conjunction with the target key pointing to the targetname of the func_train. -targetShaderName: the original shader in a shader swap (see notes). -targetShaderNewName: new shader in a shader swap (see notes). -wait : delay in seconds from when this gets triggered to when it fires its own targets (default approx. 1). -delay : same as wait? replaces it? WTF?...I'm confused now. -random : random time variance in seconds added or subtracted from the delay (default 0 - see Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = delay - random) (max delay = delay + random). -To initiate a shader swap, use the targetShaderName key with the original shader path as the argument. Note this is always the original shader, not the current shader. Use the targetShaderNewName key with the path to the replacement shader as the argument. The shader swap will affect every surface in the map that was originally showing the shader specified as the targetShaderName.*/ - -//============================================================================= - -/*QUAKED target_give (0 .5 0) (-8 -8 -8) (8 8 8) -This is used to give ammo, weapons, health or items to the player who activates it. --------- KEYS -------- -target : this points to the item(s) to give when activated. -targetname : activating trigger or spawn entity points to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -There are 2 ways to use this entity. -a) automatically give items to players when they spawn in the game: make a spawn location entity like info_player_deathmatch or CTF respawn points target this entity, then make it target the item(s) to give to the player upon respawn. -b) give items to players during the game: make a trigger_multiple target this entity, then make it target the item(s) to give to the player when the trigger is touched.*/ - -//============================================================================= - -/*QUAKED target_kill (0 .5 0) (-8 -8 -8) (8 8 8) -This will kill the player who activates the trigger that fires this target. --------- KEYS -------- -targetname : the activating trigger points to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -/*QUAKED target_location (0 .5 0) (-8 -8 -8) (8 8 8) -Location marker used by bots and players for team orders and team chat in the course of Teamplay games. The closest target_location in sight is used for the location. If none is in sight, the closest in distance is used. --------- KEYS -------- -message : name of the location (text string). Displayed in parentheses in front of all team chat and order messages. -count : color of the location text displayed in parentheses during team chat. Set to 0-7 for color. - 0 : white (default) - 1 : red - 2 : green - 3 : yellow - 4 : blue - 5 : cyan - 6 : magenta - 7 : white -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -/*QUAKED target_position (0 .5 0) (-8 -8 -8) (8 8 8) -Aiming target for entities like light, misc_portal_camera and trigger_push (jump pads) in particular. --------- KEYS -------- -targetname : the entity that requires an aiming direction points to this. -portalspeed : when this key is used with a sky portal, these 3 values indicate how much the sky portal should move in the player's view. Default is "0 0 0" - static portals. A good value would be "0.025 0.025 0.025" (similar to kibuye) or "0.025 0.025 0" (the latter would disable vertical portal movement). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -To make a jump pad, place this entity at the highest point of the jump and target it with a trigger_push entity.*/ - -//============================================================================= - -/*QUAKED target_print (0 .5 0) (-8 -8 -8) (8 8 8) REDTEAM BLUETEAM PRIVATE -This will print a message on the center of the screen when triggered. By default, all the clients will see the message. --------- KEYS -------- -message : text string to print on screen. -targetname : the activating trigger points to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -REDTEAM : only the red team players will see the message. -BLUETEAM : only the blue team players will see the message. -PRIVATE : only the player that activates the target will see the message.*/ - -//============================================================================= - -/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) - -This can be used to create jump pads and launch ramps. The direction of push can be set by the "angles" key or pointing to a target_position or info_notnull entity. Unlike trigger_push, this is NOT client side predicted and must be activated by a trigger. --------- KEYS -------- -angles: this sets the pitch and yaw aiming angles of push entity (default 0 0). The roll angle does not apply. -speed : speed of push (default 1000). Has no effect if entity targets an aiming entity. -targetname : the activating trigger points to this. Push originates from the location of the trigger. -target : this points to the aiming entity to which the player will jump. -sound: path/name of .wav file to play. Defaults to silence (sound/misc/silence.wav). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -To make a jump pad or launch ramp, create a trigger_multiple where the jump must originate. Place the target_push directly above the trigger_multiple and place the target_position entity at the highest point of the jump. Target the trigger_multiple to the target_push and target the target_push to the target_position/info_notnull (or set the target_push's "angles" key). Note that the "angle" key also works.*/ - -//============================================================================= - -/*QUAKED target_relay (0 .7 .7) (-8 -8 -8) (8 8 8) RED_ONLY BLUE_ONLY RANDOM -This can only be activated by other triggers which will cause it in turn to activate its own targets. --------- KEYS -------- -targetname : activating trigger points to this. -target : this points to entities to activate when this entity is triggered. -pathtarget : will send a func_train to the path corner this key points to. Must be used in conjunction with the target key pointing to the targetname of the func_train. -targetShaderName: the original shader in a shader swap (see notes). -targetShaderNewName: new shader in a shader swap (see notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -RED_ONLY : only red team players can activate trigger. -BLUE_ONLY : only red team players can activate trigger. -RANDOM : one one of the targeted entities will be triggered at random. --------- NOTES -------- -To initiate a shader swap, use the targetShaderName key with the original shader path as the argument. Note this is always the original shader, not the current shader. Use the targetShaderNewName key with the path to the replacement shader as the argument. The shader swap will affect every surface in the map that was originally showing the shader specified as the targetShaderName.*/ - -//============================================================================= - -/*QUAKED target_speaker (0 .7 .7) (-8 -8 -8) (8 8 8) LOOPED_ON LOOPED_OFF GLOBAL ACTIVATOR NOPVS -Sound generating entity that plays .wav files. Normal non-looping sounds play each time the target_speaker is triggered. Looping sounds can be set to play by themselves (no activating trigger) or be toggled on/off by a trigger. --------- KEYS -------- -noise : path/name of .wav file to play (eg. sound/world/growl1.wav - see Notes). -wait : delay in seconds between each time the sound is played ("random" key must be set - see Notes). -random : random time variance in seconds added or subtracted from "wait" delay ("wait" key must be set - see Notes). -targetname : the activating button or trigger points to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -LOOPED_ON : sound will loop and initially start on in level (will toggle on/off when triggered). -LOOPED_OFF : sound will loop and initially start off in level (will toggle on/off when triggered). -GLOBAL : sound will play full volume throughout the level. -ACTIVATOR : sound will play only for the player that activated the target. -NOPVS : by default, looping sounds are only played while in the player's PVS. Checking this spawnflag will make the sound play no matter if it's in the PVS or not. --------- NOTES -------- -The path portion value of the "noise" key can be replaced by the implicit folder character "*" for triggered sounds that belong to a particular player model. For example, if you want to create a "bottomless pit" in which the player screams and dies when he falls into, you would place a trigger_multiple over the floor of the pit and target a target_speaker with it. Then, you would set the "noise" key to "*falling1.wav". The * character means the current player model's sound folder. So if your current player model is Visor, * = sound/player/visor, if your current player model is Sarge, * = sound/player/sarge, etc. This cool feature provides an excellent way to create "player-specific" triggered sounds in your levels. - -The combination of the "wait" and "random" keys can be used to play non-looping sounds without requiring an activating trigger but both keys must be used together. The value of the "random" key is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).*/ - -//============================================================================= - -/*QUAKED target_teleporter (0 .5 0) (-8 -8 -8) (8 8 8) -Activating this will teleport players to the location of the targeted misc_teleporter_dest entity. Unlike trigger_teleport, this entity must be activated by a trigger and does NOT allow client prediction of events. --------- KEYS -------- -targetname : activating trigger points to this. -target : this must point to a misc_teleporter_dest entity. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -TEAM_* ENTITIES - -//============================================================================= - -/*QUAKED team_CTF_blueflag (.15 .15 .15) (-16 -16 -16) (16 16 16) -Black briefcase for CTB games. --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/cases/b_case.md3"*/ - -//============================================================================= - -/*QUAKED team_CTF_blueplayer (.15 .15 .15) (-16 -16 -24) (16 16 32) -Initial Black team spawning position for CTB games. This is where players spawn when they join the Black team. --------- KEYS -------- -target : this can point at a target_give entity for respawn freebies.*/ - -//============================================================================= - -/*QUAKED team_CTF_bluespawn (.15 .15 .15) (-16 -16 -24) (16 16 32) -Black team respawning position for CTB games. This is where Black team players respawn after they get fragged. --------- KEYS -------- -target : this can point at a target_give entity for respawn freebies.*/ - -//============================================================================= - -/*QUAKED team_CTF_redflag (.9 .9 .9) (-16 -16 -16) (16 16 16) -Silver briefcase for CTB games. --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/cases/s_case.md3"*/ - -//============================================================================= - -/*QUAKED team_CTF_redplayer (.9 .9 .9) (-16 -16 -24) (16 16 32) -Initial Silver team spawning position for CTB games. This is where players spawn when they join the Silver team. --------- KEYS -------- -target : this can point at a target_give entity for respawn freebies.*/ - -//============================================================================= - -/*QUAKED team_CTF_redspawn (.9 .9 .9) (-16 -16 -24) (16 16 32) -Silver team respawning position for CTB games. This is where Silver team players respawn after they get fragged. --------- KEYS -------- -target : this can point at a target_give entity for respawn freebies.*/ - -//============================================================================= - -TRIGGER_* ENTITIES - -//============================================================================= - -/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8) -Automatic trigger. It will fire the entities it targets as soon as it spawns in the game. --------- KEYS -------- -target : this points to the entity to activate. -pathtarget : will send a func_train to the path corner this key points to. Must be used in conjunction with the target key pointing to the targetname of the func_train. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW -Any player that touches this will be hurt by "dmg" points of damage once per server frame (very fast). A sizzling sound is also played while the player is being hurt. --------- KEYS -------- -dmg : number of points of damage inflicted to player per server frame (default 5 - integer values only). -message : text string to print on screen. Default is "was in the wrong place". -targetname : activating trigger points to this. If no targetname is set, the entity can not be toggled. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -START_OFF : entity will start in the off position. Only useful with TOGGLE spawnflag. -TOGGLE : wait in both the on and off states for a trigger event. -SILENT : supresses the sizzling sound while player is being hurt. -NO_PROTECTION : not used in Reaction. -SLOW : changes the damage rate to once per second. --------- NOTES -------- -Triggering a trigger_hurt will have no effect if the TOGGLE spawnflag is not set.*/ - -//============================================================================= - -/*QUAKED trigger_multiple (.5 .5 .5) ? OPEN_DOOR -Variable size repeatable trigger. It will fire the entities it targets when touched by player. Can be made to operate like a trigger_once entity by setting the "wait" key to -1. It can also be activated by another trigger that targets it. --------- KEYS -------- -target : this points to the entity to activate. -targetInactive : if the trigger_multiple is set to inactive state by a target_activate entity, it can be set to fire other target instead of doing nothing. -pathtarget : will send a func_train to the path corner this key points to. Must be used in conjunction with the target key pointing to the targetname of the func_train. -targetShaderName: the original shader in a shader swap (see notes). -targetShaderNewName: new shader in a shader swap (see notes). -targetname : activating trigger points to this. -activatename : used in order to allow target_activate entities targeting this trigger to activate/deactivate it -inactive : indicates that the trigger should start inactive. It can be activated by target_activate entities that have a "target" matching the "activatename" field of the trigger -wait : time in seconds until trigger becomes re-triggerable after it's been touched (default 0.2, -1 = trigger once). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -alias : alternate way to attach other entities to this one. Use this when targetname is reserved for other purposes. -attachto : if set, this entity will be attached to another entity with a matching TARGET or ALIAS. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -OPEN_DOOR : must be manually activated by pressing 'opendoor'. --------- NOTES -------- -To initiate a shader swap, use the targetShaderName key with the original shader path as the argument. Note this is always the original shader, not the current shader. Use the targetShaderNewName key with the path to the replacement shader as the argument. The shader swap will affect every surface in the map that was originally showing the shader specified as the targetShaderName. -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).*/ - -//============================================================================= - -/*QUAKED trigger_push (.5 .5 .5) BOT_ONLY -This is used to create jump pads and launch ramps. It MUST point to a target_position or info_notnull entity to work. Unlike target_push, this is client side predicted. --------- KEYS -------- -target : this points to the target_position to which the player will jump. -pathtarget : will send a func_train to the path corner this key points to. Must be used in conjunction with the target key pointing to the targetname of the func_train. -sound: path/name of .wav file to play. Defaults to silence (sound/misc/silence.wav). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -BOT_ONLY : only bots will use this entity. --------- NOTES -------- -To make a jump pad or launch ramp, place the target_position/info_notnull entity at the highest point of the jump and target it with this entity.*/ - -//============================================================================= - -/*QUAKED trigger_teleport (.5 .5 .5) ? -Touching this will teleport players to the location of the targeted misc_teleporter_dest entity. This entity allows client prediction of events. --------- KEYS -------- -target : this must point to a misc_teleporter_dest entity. -pathtarget : will send a func_train to the path corner this key points to. Must be used in conjunction with the target key pointing to the targetname of the func_train. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -WORLDSPAWN ENTITY - -//============================================================================= - -/*QUAKED worldspawn (0 0 0) ? -Only used for the world. --------- KEYS -------- -message : text to print at user logon. Used for name of level. -music : path/name of looping .wav file used for level's music (eg. music/sonic5.wav). -ambient : adds a constant value to overall lighting. High values are not recommended. Ambient light will have a tendency to flatten out variations in light and shade. -_color : RGB value for ambient light color. -_rq3_fog_color : if set, the game will fill the screen with this color before drawing the actual scene. Useful for replacing the q3map2 foghulls -vertexremapshader : sets a shader to be used in vertex light mode instead of a normal shader. Value : normal_shader;vertex_shader (note the semi-colon). As many shaders can be remapped as needed by using the key. However, if more than one shader is remapped in a map, each one must have a unique identifier … either a number or a letter after the Key word, as shown by “vertexremapshaderX”, where X is a number or any character set. Examples, vertexremapshader01, vertexremapshader02, vertexremapshaderA, vertexremapshaderB, etc. -gravity : gravity of level (default is normal gravity: 800). -gridsize : granularity of the lightgrid created by q3map. Value is three integers separated by spaces, representing number of units between grid points in X Y Z. Default gridsize value is 128 128 256. Use larger powers of 2 to reduce BSP size and compile time on very large maps. -_blocksize : q3map always splits the BSP tree along the planes X=_blocksize*n and Y=_blocksize*n. Default _blocksize value is 1024. Increase the blocksize using larger powers of 2 to reduce compile times on very large maps with a low structural brush density. --------- Q3MAP2 KEYS -------- -_minlight : raises ambient light only where it's less than the minlight value (dark areas) and leaves the rest of your map alone. -_minvertexlight : (see above) -_mingridlight : Minimum lightgrid (dynamic entity lighting) levelwide. -_keeplights : Keep light entities in the BSP. Normally stripped out by the BSP process and read from the .map file by the lighting phase. -_noshadersun : shader suns still work, but this is a method to override/do_not_use shader suns, and only use entity suns. I.e., supresses q3map_sun in your sky shaders. -_farplanedist : Limit on how many units the vis phase of compilation can see. Used in combination with level-wide fog, it can help reduce r_speeds on large, open maps. -_foghull : Shader to use for "fog hull." Foghull shader should be a sky shader. Omit the "textures/" prefix. -_lightmapscale : sets the sample size of the lightmap. A value of 1 (default) will create 16x16 pixel samples. A higher value generates smaller samples (for example a value of 2 will create 8x8 samples). Can be overridden in func_group (or other entities). -_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. Overridable in entities. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers;layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- RQ3 KEYS -------- -numbreakabletypes : the number of breakable types to be defined in the worldspawn (0 by default) -b#i_type (where #i is a number between 0 and numbreakabletypes - 1, e.g. "b3_type". These are the id's of the breakable types) : breakable type #i (e.g. "glass", "wood_mahogany" etc.) -b#i_force, b#i_lift : the same as the "force" and "lift" keys from func_breakables. These two are optional, unlike the "b#i_type" key. If the "b#i_type" key is ommitted, then the code will skip to the next breakable definition (if there is one). -atmosphere : The supported atmospheric effects are 'rain' and 'snow'. The format string is something like: T=RAIN,B=5 10,C=0.5,G=0.5 2,BV=0,GV=0 100,W=1 2,D=300 - -The type must always come first (T=RAIN). The fields are as follows: - -Key Default Description: -T RAIN Type of effect (supports 'rain' or 'snow') -B 5 10 Base times (X seconds, or between X and Y seconds) -C 1 1 Time to move from base to gust (X seconds, or between X and Y seconds) -G 0 2 Gust times (X seconds, or between X and Y seconds) -BV 0 100 Base vector (x and y units/sec). -GV 0 100 Gust vector (x and y units/sec). -W 1 2 Weight of drops (X, or from X to Y depending on base/gust position) -S 1 1 Water and Splash shader. This are two boolean values, the first enables impactshaders on water (0 = off, 1 = on), the second on land. -D 300 300 Number of drops (X, or from X to Y depending on base/gust position)*/ - -//============================================================================= - -RQ3AMMO_* ENTITIES - -//============================================================================= - -/*QUAKED RQ3ammo_m4 (.3 .3 1) (-8 -8 -8) (8 8 8) SUSPENDED -M4 ammo. Gives the player 1 clip by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/ammo/m4.md3"*/ - -//============================================================================= - -/*QUAKED RQ3ammo_mk23 (.3 .3 1) (-8 -8 -8) (8 8 8) SUSPENDED -MK23 pistol ammo. Gives the player 1 clip by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/ammo/mk23.md3"*/ - -//============================================================================= - -/*QUAKED RQ3ammo_mp5 (.3 .3 1) (-8 -8 -8) (8 8 8) SUSPENDED -MP5 ammo. Gives the player 1 clip by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/ammo/mp5.md3"*/ - -//============================================================================= - -/*QUAKED RQ3ammo_shells (.3 .3 1) (-8 -4 -6) (8 12 10) SUSPENDED -M3 & HC ammo. Gives the player 1 box of 7 shells by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/ammo/m3.md3"*/ - -//============================================================================= - -/*QUAKED RQ3ammo_ssg3000 (.3 .3 1) (-8 -8 -8) (8 8 8) SUSPENDED -SSG3000 ammo. Gives the player 1 box of 6 rounds by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/ammo/ssg3000.md3"*/ - -//============================================================================= - -RQ3WEAPON_* ENTITIES - -//============================================================================= - -/*QUAKED RQ3weapon_grenade (1 0 .5) (-8 -8 -8) (8 8 8) SUSPENDED -Grenade. Gives the player 1 by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/grenade/grenade.md3"*/ - -//============================================================================= - -/*QUAKED RQ3weapon_handcannon (1 0 .5) (-6 -6 -6) (16 6 6) SUSPENDED -Handcannon. --------- KEYS -------- -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- - --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/handcannon/handcannon.md3"*/ - -//============================================================================= - -/*QUAKED RQ3weapon_knife (1 0 .5) (-6 -4 -4) (6 4 12) SUSPENDED -Knife. --------- KEYS -------- -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- - --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/knife/knife.md3"*/ - -//============================================================================= - -/*QUAKED RQ3weapon_m3 (1 0 .5) (-16 -8 -8) (28 8 4) SUSPENDED -M3 Shotgun. --------- KEYS -------- -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- - --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/m3/m3.md3"*/ - -//============================================================================= - -/*QUAKED RQ3weapon_m4 (1 0 .5) (-12 -8 -8) (20 8 8) SUSPENDED -M4. --------- KEYS -------- -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- - --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/m4/m4.md3"*/ - -//============================================================================= - -/*QUAKED RQ3weapon_mp5 (1 0 .5) (-16 -8 -8) (16 8 8) SUSPENDED -MP5. --------- KEYS -------- -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- - --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/mp5/mp5.md3"*/ - -//============================================================================= - -/*QUAKED RQ3weapon_pistol (1 0 .5) (-8 -4 -6) (8 4 6) SUSPENDED -MK23 Pistol. --------- KEYS -------- -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- - --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models\weapons2\mk23\mk23.md3"*/ - -//============================================================================= - -/*QUAKED RQ3weapon_ssg3000 (1 0 .5) (-16 -8 -6) (32 8 6) SUSPENDED -SSG3000 Sniper Rifle. --------- KEYS -------- -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- - --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/ssg3000/ssg3000.md3"*/ - -//============================================================================= - -//General Notes: -//The alias, attachto, targetShaderName and targetShaderNewName keys work for every entity that has a target key. For the sake of brevity, these keys were only added to entities where these keys would be commonly used. diff --git a/install/installs/ReactionPack/install/Boomstick/scripts/.svn/text-base/shaderlist.txt.svn-base b/install/installs/ReactionPack/install/Boomstick/scripts/.svn/text-base/shaderlist.txt.svn-base deleted file mode 100644 index 30e1159..0000000 --- a/install/installs/ReactionPack/install/Boomstick/scripts/.svn/text-base/shaderlist.txt.svn-base +++ /dev/null @@ -1 +0,0 @@ -common diff --git a/install/installs/ReactionPack/install/Boomstick/scripts/common.shader b/install/installs/ReactionPack/install/Boomstick/scripts/common.shader deleted file mode 100644 index c57ebf2..0000000 --- a/install/installs/ReactionPack/install/Boomstick/scripts/common.shader +++ /dev/null @@ -1,818 +0,0 @@ -textures/common/areaportal -{ - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm structural - surfaceparm trans - surfaceparm nomarks - surfaceparm areaportal -} - -textures/common/caulk -{ - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nomarks -} - -textures/common/clip -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip -} - -textures/common/clusterportal -{ - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm clusterportal -} - -textures/common/cushion -{ - qer_nocarve - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm nodamage -} - -textures/common/donotenter -{ - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm donotenter -} - -textures/common/full_clip // silly shader, use weapclip instead -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm playerclip -} - -textures/common/hint -{ - qer_nocarve - qer_trans 0.30 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm structural - surfaceparm trans - surfaceparm noimpact - surfaceparm hint -} - -textures/common/invisible // solid, transparent polygons, casts shadows -{ - surfaceparm nolightmap - { - map textures/common/invisible.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } -} - -textures/common/mirror1 -{ - qer_editorimage textures/common/mirror1.tga - surfaceparm nolightmap - portal - { - map textures/common/mirror1.tga - blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA - depthWrite - } -} - -textures/common/mirror2 -{ - qer_editorimage textures/common/qer_mirror.tga - surfaceparm nolightmap - portal - { - map textures/common/mirror1.tga - blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA - depthWrite - } - { - map textures/sfx/mirror.tga - blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR - } -} - -textures/common/missileclip -{ - qer_trans 0.40 - surfaceparm nodamage - surfaceparm nomarks - surfaceparm nodraw - //surfaceparm nonsolid - surfaceparm playerclip - surfaceparm trans -} - -textures/common/nodraw -{ - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks -} - -textures/common/nodrawnonsolid -{ - surfaceparm nonsolid - surfaceparm nolightmap - surfaceparm nodraw -} - -textures/common/nodrop -{ - qer_nocarve - qer_trans 0.5 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm nodrop -} - - -textures/common/noimpact -{ - qer_editorimage textures/common/nolightmap.tga - surfaceparm noimpact -} - -textures/common/nolightmap -{ - surfaceparm nolightmap -} - -textures/common/origin -{ - qer_nocarve - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm origin -} - -textures/common/portal -{ - qer_editorimage textures/common/qer_portal.tga - surfaceparm nolightmap - portal - { - map textures/common/mirror1.tga - tcMod turb 0 0.25 0 0.05 - blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA - depthWrite - } -} - -textures/common/slick -{ - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nomarks - surfaceparm trans - surfaceparm slick -} - -textures/common/terrain -{ - q3map_terrain - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nomarks -} - -textures/common/terrain2 -{ - q3map_terrain - qer_editorimage textures/common/terrain.tga - surfaceparm dust - surfaceparm nodraw - surfaceparm nomarks - surfaceparm nolightmap -} - -textures/common/timportal -{ - qer_editorimage textures/common/qer_portal.tga - portal - surfaceparm nolightmap - { - map textures/common/portal.tga - tcMod turb 0 0.25 0 0.05 - blendFunc GL_ONE GL_SRC_ALPHA - depthWrite - } -} - -textures/common/trigger -{ - qer_trans 0.50 - qer_nocarve - surfaceparm nodraw -} - -textures/common/weapclip -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks -} - -textures/common/metalclip -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm metalsteps -} - -textures/common/botclip -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm botclip -} - -// -// ydnar q3map lightgrid bounds -// -// the min/max bounds of brushes with this shader in a map -// will define the bounds of the map's lightgrid (model lighting) -// note: make it as small as possible around player space -// to minimize bsp size and compile time -// - -textures/common/lightgrid -{ - qer_trans 0.5 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm detail - surfaceparm nomarks - surfaceparm trans - surfaceparm lightgrid -} - -// ydnar: antiportal works like hint, but supresses portals -// add this to your common.shader file - -textures/common/antiportal -{ - qer_nocarve - qer_trans 0.30 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm structural - surfaceparm trans - surfaceparm noimpact - surfaceparm antiportal -} - -// ydnar: skip works like quake 2 hint: it doesn't generate bsp splits -// use on sides of hint brushes where you don't want bsp splits or portals -// add this to your common.shader file - -textures/common/skip -{ - qer_nocarve - qer_trans 0.30 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm structural - surfaceparm trans - surfaceparm noimpact - surfaceparm skip -} - -// alpha fade shaders - -textures/common/alpha_000 // primary texture only -{ - q3map_alphaMod volume - q3map_alphaMod set 0 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm trans - qer_trans 0.75 -} - -textures/common/alpha_025 -{ - q3map_alphaMod volume - q3map_alphaMod set 0.25 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm trans - qer_trans 0.75 -} - -textures/common/alpha_050 // perfect mix of both primary and secondary -{ - q3map_alphaMod volume - q3map_alphaMod set 0.50 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm trans - qer_trans 0.75 -} - -textures/common/alpha_075 -{ - q3map_alphaMod volume - q3map_alphaMod set 0.75 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm trans - qer_trans 0.75 -} - -textures/common/alpha_085 -{ - q3map_alphaMod volume - q3map_alphaMod set 0.85 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm trans - qer_trans 0.75 -} - -textures/common/alpha_100 // secondary texture only -{ - q3map_alphaMod volume - q3map_alphaMod set 1.0 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm trans - qer_trans 0.75 -} - -// -// reaction -// - -textures/common/ladderclip -{ - qer_trans 0.5 - surfaceparm playerclip - surfaceparm ladder - surfaceparm nodraw - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm nomarks - surfaceparm nonsolid -} - -// markerclip for showing CTB markers on terrain - -textures/common/markerclip -{ - surfaceparm trans - { - map textures/common/invisible.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } -} - -// custom player clips - -textures/common/clip_gravel -{ - qer_trans 0.4 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm rq3_gravel -} - -textures/common/clip_wood -{ - qer_trans 0.4 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm rq3_wood -} - -textures/common/clip_carpet -{ - qer_trans 0.4 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm rq3_carpet -} - -textures/common/clip_metal2 -{ - qer_trans 0.4 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm rq3_metal2 -} - -textures/common/clip_grass -{ - qer_trans 0.4 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm rq3_grass -} - -textures/common/clip_snow -{ - qer_trans 0.4 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm rq3_snow -} - -textures/common/clip_mud -{ - qer_trans 0.4 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm rq3_mud -} - -textures/common/clip_wood2 -{ - qer_trans 0.4 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm rq3_wood2 -} - -textures/common/clip_metalsteps -{ - qer_trans 0.4 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm metalsteps -} - -textures/common/clip_hardmetal -{ - qer_trans 0.4 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm rq3_hardmetal -} - -textures/common/clip_leaves -{ - qer_trans 0.4 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm rq3_leaves -} - -textures/common/clip_cement -{ - qer_trans 0.4 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm rq3_cement -} - -textures/common/clip_marble -{ - qer_trans 0.4 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm rq3_marble -} - -textures/common/clip_snow2 -{ - qer_trans 0.4 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm rq3_snow2 -} - -textures/common/clip_hardsteps -{ - qer_trans 0.4 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm rq3_hardsteps -} - -textures/common/clip_sand -{ - qer_trans 0.4 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm rq3_sand -} - -// custon weapon clips - -textures/common/weap_gravel -{ - qer_trans 0.6 - qer_editorimage textures/common/clip_gravel.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm rq3_gravel -} - -textures/common/weap_wood -{ - qer_trans 0.6 - qer_editorimage textures/common/clip_wood.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm rq3_wood -} - -textures/common/weap_carpet -{ - qer_trans 0.6 - qer_editorimage textures/common/clip_carpet.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm rq3_carpet -} - -textures/common/weap_metal2 -{ - qer_trans 0.6 - qer_editorimage textures/common/clip_metal2.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm rq3_metal2 -} - -textures/common/weap_glass -{ - qer_trans 0.3 - qer_editorimage textures/common/weap_glass.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm rq3_glass -} - -textures/common/weap_grass -{ - qer_trans 0.6 - qer_editorimage textures/common/clip_grass.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm rq3_grass -} - -textures/common/weap_snow -{ - qer_trans 0.6 - qer_editorimage textures/common/clip_snow.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm rq3_snow -} - -textures/common/weap_mud -{ - qer_trans 0.6 - qer_editorimage textures/common/clip_mud.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm rq3_mud -} - -textures/common/weap_wood2 -{ - qer_trans 0.6 - qer_editorimage textures/common/clip_wood2.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm rq3_wood2 -} - -textures/common/weap_metalsteps -{ - qer_trans 0.6 - qer_editorimage textures/common/clip_metalsteps.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm metalsteps -} - -textures/common/weap_hardmetal -{ - qer_trans 0.6 - qer_editorimage textures/common/clip_hardmetal.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm rq3_hardmetal -} - -textures/common/weap_leaves -{ - qer_trans 0.6 - qer_editorimage textures/common/clip_leaves.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm rq3_leaves -} - -textures/common/weap_cement -{ - qer_trans 0.6 - qer_editorimage textures/common/clip_cement.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm rq3_cement -} - -textures/common/weap_marble -{ - qer_trans 0.6 - qer_editorimage textures/common/clip_marble.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm rq3_marble -} - -textures/common/weap_snow2 -{ - qer_trans 0.6 - qer_editorimage textures/common/clip_snow2.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm rq3_snow2 -} - -textures/common/weap_hardsteps -{ - qer_trans 0.6 - qer_editorimage textures/common/clip_hardsteps.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm rq3_hardsteps -} - -textures/common/weap_sand -{ - qer_trans 0.6 - qer_editorimage textures/common/clip_sand.png - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm rq3_sand -} diff --git a/install/installs/ReactionPack/install/Boomstick/scripts/default_project.proj b/install/installs/ReactionPack/install/Boomstick/scripts/default_project.proj deleted file mode 100644 index f8cc11c..0000000 --- a/install/installs/ReactionPack/install/Boomstick/scripts/default_project.proj +++ /dev/null @@ -1,63 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/install/installs/ReactionPack/install/Boomstick/scripts/reaction.def b/install/installs/ReactionPack/install/Boomstick/scripts/reaction.def deleted file mode 100644 index 487bbc0..0000000 --- a/install/installs/ReactionPack/install/Boomstick/scripts/reaction.def +++ /dev/null @@ -1,1296 +0,0 @@ -// Reaction entity definition file -// Maintained by TTI: tti@rq3.com -// Website: http://www.rq3.com - -//============================================================================= - -Q3MAP2 - -//============================================================================= - -/*QUAKED _decal (0 .5 .8) ? -This is not an entity as such, it never reaches the game. It is strictly an editor utility to project decals surfaces over world brushes --------- KEYS -------- -target : The name of the entity targetted at for projection. --------- NOTES -------- -Compiler-only entity that specifies a decal to be projected. Should contain 1 or more patch meshes (curves) and target an info_null entity. The distance between the center of the _decal entity and the target is the axis and distance of projection.*/ - -//============================================================================= - -FUNC_* ENTITIES - -//============================================================================= - -/*QUAKED func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS -Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the "noise" key is set. Will crush the player when blocked. --------- KEYS -------- -speed : Amount of time in seconds for one complete oscillation cycle (default 4). -height : sets the amount of travel of the oscillation movement (default 32). -phase : sets the start offset of the oscillation cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0). -noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes). -model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3). -origin : alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes). -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : sets the sample size of the lightmap. A value of 1 (default) will create 16x16 pixel samples. A higher value generates smaller samples (for example a value of 2 will create 8x8 samples). -_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers;layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- SPAWNFLAGS -------- -X_AXIS : entity will bob along the X axis. -Y_AXIS : entity will bob along the Y axis. --------- NOTES -------- -In order for the sound to be emitted from the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.*/ - -//============================================================================= - -/*QUAKED func_breakable (0 .5 .8) ? CHIPPABLE UNBREAKABLE EXPLOSIVE NO_KICK -Breakable object entity that breaks, chips or explodes when damaged. --------- KEYS -------- -health : determines the strength of the breakable entity (default 5). -id : a unique identification. Each type of breakable in a given map needs to have a separate id. Valid values are 0 through 63. -type : type of breakable. See notes below. -type_id : alternate key indicating a breakable type defined in a different entity (another breakable or the worldspawn). -amount : sets the number of fragments to generate when the entity breaks. 0 ~ 10 pieces; 1 ~ 25 pieces; 2 ~ 50 pieces; 3 ~ lots of pieces (default 0). -force : sets the force at which the fragments scatter (default 7). Reasonable values are 2 to 12. -lift : sets the magnitude of the additional vertical force of the fragments (default 5). Reasonable values are 0 to 20. -damage : sets the amount of damage dealt to nearby players if the entity is made to be explosive. Default is grenade damage (default 170). -damage_radius : sets the maximum distance (in units) from the explosion players will take damage (default 340). -target : all entities with a matching targetname will be triggered when the entity is broken or exploded (not chipped or damaged). -pathtarget : will send a func_train to the path corner this key points to. Must be used in conjunction with the target key pointing to the targetname of the func_train. -targetname : if set, activating an entity with a matching target key will make the entity explode. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -CHIPPABLE : pieces will spawn when the entity is shot, but the entity will not be destroyed until the health of the entity is surpassed. -UNBREAKABLE : entity will never break. To make the entity chip, but never break, check the first two spawnflags. To make the entity chip and eventually break, only set the first spawnflag. -EXPLOSIVE : entity will explode. -NO_KICK : players will not be able to kick the entity. --------- NOTES -------- -Breakables are defined in sets by the 'type' key (e.g. type : glass, type : wood). Each set of unique keys used in a map must be given a unique id number (0-63; max 64 per map; no default value). Two different breakable entities with the same keys should have the same id. If two different breakable entities differ in type, force or lift they require separate id numbers. -Breakable types can also be defined in the worldspawn and used by their corresponding id's through the "type_id" key. See the worldspawn entity info for more details*/ - -//============================================================================= - -/*QUAKED func_button (0 .5 .8) ? -When a button is touched by a player, it moves in the direction set by the "angle" key, triggers all its targets, stays pressed by an amount of time set by the "wait" key, then returns to it's original position where it can be operated again. --------- KEYS -------- -angle : determines the direction in which the button will move (up = -1, down = -2). -target : all entities with a matching targetname will be triggered. -pathtarget : will send a func_train to the path corner this key points to. Must be used in conjunction with the target key pointing to the targetname of the func_train. -targetShaderName: the original shader in a shader swap (see notes). -targetShaderNewName: new shader in a shader swap (see notes). -targetname : if set, activating an entity with a matching target key will trigger the button. -speed : speed of button's displacement (default 40). -wait : number of seconds button stays pressed (default 1, -1 = return immediately). -lip : lip remaining at end of move (default 4 units). -health : if set to a non-zero value, the button must be damaged to operate. The actual value assigned to "health" is ignored. -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). -origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes). -sound: path/name of .wav file to play (eg: sound/mapname/soundname.wav) (default sound/movers/button.wav). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : sets the sample size of the lightmap. A value of 1 (default) will create 16x16 pixel samples. A higher value generates smaller samples (for example a value of 2 will create 8x8 samples). -_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers;layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. -To initiate a shader swap, use the targetShaderName key with the original shader path as the argument. Note this is always the original shader, not the current shader. Use the targetShaderNewName key with the path to the replacement shader as the argument. The shader swap will affect every surface in the map that was originally showing the shader specified as the targetShaderName.*/ - -//============================================================================= - -/*QUAKED func_door (0 .5 .8) ? START_OPEN CRUSHER AUTO_OPEN TOGGLE -Normal sliding door entity. By default, the door will not activate when player walks close to it. --------- KEYS -------- -angle : determines the opening direction of door (up = -1, down = -2). -speed : determines how fast the door moves (default 100). -wait : number of seconds before door returns (default 2, -1 = return immediately). -lip : lip remaining at end of move (default 8). -target : all entities with a matching targetname will be triggered when the entity is activated from its starting position. -pathtarget : will send a func_train to the path corner this key points to. Must be used in conjunction with the target key pointing to the targetname of the func_train. -targetShaderName: the original shader in a shader swap (see notes). -targetShaderNewName: new shader in a shader swap (see notes). -targetname : if set, another entity with a matching target key is required to activate the door. -alias : alternate way to attach other entities to this one. Use this when targetname is reserved for other purposes. -attachto : if set, this entity will be attached to another entity with a matching TARGET or ALIAS. -health : if set to a non-zero value, the door must be damaged to operate. The actual value assigned to "health" is ignored. -dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set. -activatename : used in order to allow target_activate entities targeting this trigger to activate/deactivate it -inactive : indicates that the door should start inactive. It can be activated by target_activate entities that have a "target" matching the "activatename" field of the entity -soundinactive : sound to be played when trying to open the door while it is inactive -targetinactive : target(s) to be fired when trying to open the door while it is inactive -team: assign the same team name to multiple regular doors that should operate together. Do not team with a rotating door. -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). -origin : alternate method of setting XYZ origin of .md3 model included with entity (see notes). -soundstart : path to sound file to play when door starts to open (eg: sound/mapname/soundname.wav) (default sound/movers/door_start.wav). -soundstop : path to sound file to play when door comes to a stop (eg: sound/mapname/soundname.wav) (default sound/movers/door_stop.wav). -soundmove : path to sound file to play when door is moving (eg: sound/mapname/soundname.wav) (default sound/misc/silence.wav). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -START_OPEN : the door will spawn in the open state and operate in reverse. -CRUSHER : door will not reverse direction when blocked and will keep damaging the player until he dies or gets out of the way. -AUTO_OPEN : the door will open automatically when approached by a player; 'opendoor' will not be necessary. -TOGGLE : wait in both the start and end states for a trigger event; the door will stay open until closed by another 'opendoor'. --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : sets the sample size of the lightmap. A value of 1 (default) will create 16x16 pixel samples. A higher value generates smaller samples (for example a value of 2 will create 8x8 samples). -_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers;layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. -To initiate a shader swap, use the targetShaderName key with the original shader path as the argument. Note this is always the original shader, not the current shader. Use the targetShaderNewName key with the path to the replacement shader as the argument. The shader swap will affect every surface in the map that was originally showing the shader specified as the targetShaderName.*/ - -//============================================================================= - -/*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN CRUSHER AUTO_OPEN TOGGLE X_AXIS Y_AXIS LOOK OPEN_AWAY -This is the rotating door entity. Just as the name suggests it's a door that rotates. --------- KEYS -------- -distance : determines how many degrees the door will open (default 90). -speed : determines how fast the door will open (degrees/second) (default 90). -wait : number of seconds before door returns (default 2, -1 = return immediately). -reach : max distance the door can be opened from. Value has to be less than or equal to 100. Generally used only in special situations (e.g. lockers and cabinets). -target : all entities with a matching targetname will be triggered when the entity is activated from its starting position. -targetname : if set, another entity with a matching target key is required to activate the door. -alias : alternate way to attach other entities to this one. Use this when targetname is reserved for other purposes. -attachto : if set, this entity will be attached to another entity with a matching TARGET or ALIAS. -pathtarget : will send a func_train to the path corner this key points to. Must be used in conjunction with the target key pointing to the targetname of the func_train. -targetShaderName: the original shader in a shader swap (see notes). -targetShaderNewName: new shader in a shader swap (see notes). -team: assign the same team name to multiple rotating doors that should operate together. Do not team with a regular door. -soundstart : path to sound file to play when door starts to open (eg: sound/mapname/soundname.wav) (default sound/movers/rdoor_stop.wav). -soundstop : path to sound file to play when door comes to a stop (eg: sound/mapname/soundname.wav) (default sound/misc/silence.wav). -soundmove : path to sound file to play when door is moving (eg: sound/mapname/soundname.wav) (default sound/movers/rdoor_move.wav). -health : if set to a non-zero value, the rotating door must be damaged to operate. The actual value assigned to "health" is ignored. -activatename : used in order to allow target_activate entities targeting this trigger to activate/deactivate it -inactive : indicates that the door should start inactive. It can be activated by target_activate entities that have a "target" matching the "activatename" field of the entity -soundInactive : sound to be played when trying to open the door while it is inactive -targetInactive : target(s) to be fired when trying to open the door while it is inactive -light : constantLight color of .md3 model included with entity (default 0). -color : constantLight color of .md3 model included with entity (defalt 1 1 1). -model2: path/name of model to include. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : sets the sample size of the lightmap. A value of 1 (default) will create 16x16 pixel samples. A higher value generates smaller samples (for example a value of 2 will create 8x8 samples). -_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers;layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- SPAWNFLAGS -------- -START_OPEN : the door will spawn in the open state and operate in reverse. -CRUSHER : door will not reverse direction when blocked and will keep damaging the player until he dies or gets out of the way. -AUTO_OPEN : the door will open automatically when approached by a player; 'opendoor' will not be necessary. -TOGGLE : wait in both the start and end states for a trigger event; the door will stay open until closed by another 'opendoor'. -X_AXIS : open on the X-axis instead of the Z-axis -Y_AXIS : open on the Y-axis instead of the Z-axis -LOOK : Door will only open if you look at it when pressing 'opendoor'. -OPEN_AWAY : Door will always open away from the player. --------- NOTES -------- -You need to have an origin brush as part of this entity. The center of the origin brush will be the point around which the door rotates. It will rotate around the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. -To initiate a shader swap, use the targetShaderName key with the original shader path as the argument. Note this is always the original shader, not the current shader. Use the targetShaderNewName key with the path to the replacement shader as the argument. The shader swap will affect every surface in the map that was originally showing the shader specified as the targetShaderName. - -Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/ - -//============================================================================= - -/*QUAKED func_group (0 .5 .8) ? -This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this. --------- KEYS -------- -alphamap : this is the path/name for the art file used to guide the mapping of textures on the terrain surface. -layers : this integer value is the number unique root shaders that will be use on the terrain. -shader : this is the path to the metashader used to assign textures to the terrain entity. -terrain : this is an on/off flag. When set to 1, the entity becomes a terrain entity. --------- Q3MAP2 KEYS -------- -_lightmapscale : sets the sample size of the lightmap. A value of 1 (default) will create 16x16 pixel samples. A higher value generates smaller samples (for example a value of 2 will create 8x8 samples). -_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers;layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation.*/ - -//============================================================================= - -/*QUAKED func_pendulum (0 .5 .8) ? -Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. Pendulum frequency is a physical constant based on the length of the beam and gravity. Blocking the pendulum pushes the player. --------- KEYS -------- -angle : angle offset of axis of rotation from default X axis (default 0). -speed : angle of swing arc in either direction from initial position (default 30). -phase : sets the start offset of the swinging cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0). -noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav). -model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3). -origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default "0 0 0" - See Notes). -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : sets the sample size of the lightmap. A value of 1 (default) will create 16x16 pixel samples. A higher value generates smaller samples (for example a value of 2 will create 8x8 samples). -_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers;layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Very crude operation: pendulum cannot rotate along Z axis, the speed of swing (frequency) is not adjustable. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.*/ - -//============================================================================= - -/*QUAKED func_plat (0 .5 .8) ? -Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position. The plat will stay in the raised position until the player steps off. --------- KEYS -------- -speed : determines how fast the plat moves (default 150). -lip : lip remaining at end of move (default 16). Has no effect if "height" is set. -height : if set, this will determine the total amount of vertical travel of the plat. -dmg : damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked. -target : all entities with a matching targetname will be triggered. -pathtarget : will send a func_train to the path corner this key points to. Must be used in conjunction with the target key pointing to the targetname of the func_train. -targetname : if set, another entity with a matching target key will raise the plat each time it is activated. The plat raises and comes back down a second later if no player is on it. -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). -origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes). -soundstart : path to sound file to play when door starts to open (eg: sound/mapname/soundname.wav) (default sound/movers/plat_start.wav). -soundstop : path to sound file to play when door comes to a stop (eg: sound/mapname/soundname.wav) (default sound/movers/plat_stop.wav). -soundmove : path to sound file to play when door is moving (eg: sound/mapname/soundname.wav) (default sound/movers/plat_move.wav). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : sets the sample size of the lightmap. A value of 1 (default) will create 16x16 pixel samples. A higher value generates smaller samples (for example a value of 2 will create 8x8 samples). -_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers;layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip value. But if the "height" key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat and regardless of the value of the "lip" key. Using the "height" key is the best method for any kind of platforms and the only possible one for thin plats which need to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. - -There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if you're up to it. Thanks to Fragzilla for the tip.*/ - -//============================================================================= - -/*QUAKED func_pressure (0 .5 .8) ? -Solid entity that spews steam, flames, or water when shot. --------- KEYS -------- -type : sets the appearance of the emission. Options are 'steam', 'air', or 'flame' (default steam). -speed : the speed at which the substance shoots out (default 200). -target : all entities with a matching targetname will be triggered. -pathtarget : will send a func_train to the path corner this key points to. Must be used in conjunction with the target key pointing to the targetname of the func_train. --------- NOTES -------- -The location and direction of the emission is a function of how the entity is shot and can not be set by the mapper. In using a func_pressure to target something, have it go through an intermediary entity that has a wait key (like a func_button).*/ - -//============================================================================= - -/*QUAKED func_rotating (0 .5 .8) ? - - X_AXIS Y_AXIS -Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable. --------- KEYS -------- -speed : determines how fast entity rotates (default 100). -noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav). -model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3). -origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default "0 0 0" - See Notes). -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : sets the sample size of the lightmap. A value of 1 (default) will create 16x16 pixel samples. A higher value generates smaller samples (for example a value of 2 will create 8x8 samples). -_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers;layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- SPAWNFLAGS -------- -X_AXIS : entity will rotate along the X axis. -Y_AXIS : entity will rotate along the Y axis. --------- NOTES -------- -You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.*/ - -//============================================================================= - -/*QUAKED func_static (0 .5 .8) ? START_OFF -Static non-solid bspmodel. Can be used for conditional walls and models. --------- KEYS -------- -model2 : path/name of model to include (eg: models/mapobjects/mailbox/mailbox.md3). -origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes). -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -targetname : if set, activating an entity with a matching target key can make entity disappear from the game (See Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : sets the sample size of the lightmap. A value of 1 (default) will create 16x16 pixel samples. A higher value generates smaller samples (for example a value of 2 will create 8x8 samples). -_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers;layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- SPAWNFLAGS -------- -START_OFF : entity will start in the off position. --------- NOTES -------- -When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. If a model is included with a targeted func_static, the brush(es) of the entity will be removed from the game but the .md3 model won't: it will automatically be moved to the (0 0 0) world origin so you should NOT include an .md3 model to a targeted func_static. - -By default, when activated a visible func_static will be shown and an invisible one will be hidden. To alter this behaviour, you can use a "pathtarget" key for the entity that points to the func_static. Possible values are: -- "on" - will always show the targeted entity -- "off" - will always hide the targeted entity -Any other value for "pathtarget" will make the func_train take the default action. - -Because the map has only a single bot navigation file, func_static's cannot be used to make significant changes in game play flow between differing game types.*/ - -//============================================================================= - -/*QUAKED func_timer (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON -Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off. --------- KEYS -------- -wait : delay in seconds between each triggering of its targets (default 1). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -target : this points to the entities to trigger. -pathtarget : will send a func_train to the path corner this key points to. Must be used in conjunction with the target key pointing to the targetname of the func_train. -targetname : activating an entity with a matching target key will toggle the timer on/off. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -START_ON : timer will start on in the game and continuously fire its targets. --------- NOTES -------- -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).*/ - -//============================================================================= - -/*QUAKED func_train (0 .5 .8) ? -Trains are moving solids that follow a string of path_corner entities. They require an origin brush (see Notes). --------- KEYS -------- -speed : speed of displacement of train (default 100 or overridden by speed value of path). -target : this points to the first path_corner of the path which is also the spawn location of the train's origin. -targetname : the name of the entity. This key must be set in order to make the entity behave like an elevator. -alias : alternate way to attach other entities to this one. Use this when targetname is reserved for other purposes. -attachto : if set, this entity will be attached to another entity with a matching TARGET or ALIAS. -dmg : damage to inflict on player when he blocks operation of the train (default 2). -model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). -origin : alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes). -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : sets the sample size of the lightmap. A value of 1 (default) will create 16x16 pixel samples. A higher value generates smaller samples (for example a value of 2 will create 8x8 samples). -_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers;layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -Trains will start on in the game unless the path_corner they start on has a wait of "-1". -Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.*/ - -//============================================================================= - -INFO_* ENTITIES - -//============================================================================= - -/*QUAKED info_camp (0 .5 0) (-8 -8 -8) (8 8 8) -This atttracts bots which have a camping preference in their AI characteristics. It should be placed at least 32 units away from any brush surface. --------- KEYS -------- -range : number of units that the bot can move away from camp entity while camping on it. -weight : number that is compared against the weight assigned to all the other camp spots in the map to determine if a bot chooses to camp there. The value is normalized against all other weight values. --------- NOTES -------- -Examples of bots which have a high camping preference are: Razor, Tank Jr., Grunt, Patriot and Doom. Examples of bots which have a low camping preference are: Klesk, Mynx, Sarge, Keel and Xaero.*/ - -//============================================================================= - -/*QUAKED info_notnull (0 .5 0) (-8 -8 -8) (8 8 8) -Used as a positional target for entities that can use directional pointing. A target_position can be used instead of this but was kept in Q3A for legacy purposes. --------- KEYS -------- -targetname : must match the target key of entity that uses this for pointing. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -/*QUAKED info_null (0 .5 0) (-8 -8 -8) (8 8 8) -Used as a positional target for light entities to create a spotlight effect. A target_position can be used instead of this but was kept in Q3A for legacy purposes. --------- KEYS -------- -targetname : must match the target key of entity that uses this for pointing. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -/*QUAKED info_player_deathmatch (1 0 0) (-16 -16 -24) (16 16 32) INITIAL -Normal player spawning location for Q3A levels. --------- KEYS -------- -angle : direction in which player will look when spawning in the game. Does not apply to bots. -target : this can point at a target_give entity for respawn freebies. -nobots : when set to 1, bots will never use this spawn point to respawn in the game. -nohumans : when set to 1, human players will never use this spawn point to respawn in the game. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -INITIAL : makes the spawnpoint the initial place for the player to spawn at the beginning of the game.*/ - -//============================================================================= - -/*QUAKED info_player_intermission (1 0 1) (-16 -16 -16) (16 16 16) -Camera for the map intermission / scoreboard at the end of a map. --------- KEYS -------- -angles: alternate "pitch, yaw, roll" angles method of aiming intermission camera (default 0 0 0). -target : point this to an info_notnull or target_position entity to set the camera's pointing angles. --------- NOTES -------- -Can be aimed by setting the "angles" key or targeting an pointing to an aiming entity. Use only one per level.*/ - -//============================================================================= - -/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32) -Player spawn location. Works the same as info_player_deathmatch. Also acts as the starting location for Radiant sessions. Only one of these should be placed in each map. --------- KEYS -------- -angle : direction in which player will look when spawning in the game. -target : this can point at a target_give entity for respawn freebies.*/ - -//============================================================================= - -ITEM_* ENTITIES - -//============================================================================= - -/*QUAKED item_botroam (1 0.5 0) (-8 -8 -8) (8 8 8) SUSPENDED -Game Function: An invisible entity which attracts a bot to it. Use to move bots to parts of a map that might otherwise not be used. --------- KEYS -------- -weight: non-zero floating point value, most often in the range 0 to 400. (Higher values are allowed but keep in mind that the bot should also be attracted to normal items. Don't make the weight value too high. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The item_botroam entity can be used when a bot does not roam the whole level or prefers to go to only specific areas. This (invisible) item can be placed in a map just like regular items. Nobody can actually pick up the item it's only used to attract bots to certain places of the map. The value is the weight of the roam_item is relative to the weight assigned other items in the map (each bot has its own weights). The bot character specific item weights are stored with the bot characters AI files ("botname"_i.c for items and "botname"_w.c for weapons) in the botfiles/bots/ sub-folder in the .pk3 file.*/ - -//============================================================================= - -LIGHT_* ENTITIES - -//============================================================================= - -/*QUAKED light (.65 .65 1) (-8 -8 -8) (8 8 8) LINEAR NOANGLE NOGRIDLIGHT -Non-displayed light entity. --------- KEYS -------- -light : value of light intensity (default 300). -_color : weighted RGB value of light color (default white - 1 1 1). -target : point this to an target_position, info_null or info_notnull to create a spotlight effect. -radius : sets radius of light cone for spotlights (default 64). Light must target a pointing entity. --------- Q3MAP2 KEYS -------- -_sun : Set this key to 1 on a spotlight to make an infinite sun light. -fade : Fades light attenuation. Only affects linear lights. -scale : Scales light attentation, from SOF2/JK2. Scales the "light" value. --------- SPAWNFLAGS -------- -LINEAR : light falloff will be linear instead of inverse square of distance from source. -NOANGLE : Ignore angle attenuation. -NOGRIDLIGHT :Do not affect the lightgrid (dynamic entity lighting). Setting this spawnflag will disable this light entirely.*/ - -//============================================================================= - -/*QUAKED lightJunior (0 0.7 0.3) (-6 -6 -6) (6 6 6) LINEAR NOANGLE NOGRIDLIGHT -Non-displayed point light source THAT ONLY AFFECTS ENTITIES (lightgrid). The -pointscale and -scale arguments to Q3Map2 affect the brightness of these lights. The -skyscale argument affects brightness of entity sun lights. --------- KEYS -------- -light : value of light intensity (default 300). -_color : weighted RGB value of light color (default white - 1 1 1). -target : point this to an target_position, info_null or info_notnull to create a spotlight effect. -radius : sets radius of light cone for spotlights (default 64). Light must target a pointing entity. --------- Q3MAP2 KEYS -------- -_sun : Set this key to 1 on a spotlight to make an infinite sun light. -fade : Fades light attenuation. Only affects linear lights. -scale : Scales light attentation, from SOF2/JK2. Scales the "light" value. --------- SPAWNFLAGS -------- -LINEAR : light falloff will be linear instead of inverse square of distance from source. -NOANGLE : Ignore angle attenuation. -NOGRIDLIGHT :Do not affect the lightgrid (dynamic entity lighting). Setting this spawnflag will disable this light entirely.*/ - -//============================================================================= - -/*QUAKED light_d (0 .5 0) (-8 -8 -8) (8 8 8) ADDITIVE FLICKER PULSE -Dynamic light entity. Not recommended. Use sparingly. --------- KEYS -------- -light : value of light intensity (default 300). -_color : weighted RGB value of light color (default white - 1 1 1). --------- SPAWNFLAGS -------- -ADDITIVE : Use additive instead of multiplicative dynamic lighting. -FLICKER : Intensity is slightly random. -PULSE : Smooth sine function.*/ - -//============================================================================= - -MISC_* ENTITIES - -//============================================================================= - -/*QUAKED misc_lens_flare (1 .5 .25) (-8 -8 -8) (8 8 8) -Entity for a lens flare. --------- KEYS -------- -alphamax : normalized value that determines the variety of maximum opacity of each flare sprite. -alphamin : normalized value that determines the variety of minimum opacity of each flare sprite. -count : " number of flare sprites. If set to 0, only the sun sprite is displayed. -sizemax : value that determines the variety of maximum size of each flare sprite. -sizemin : value that determines the variety of minimum size of each flare sprite. -sunalpha : normalized value that determines the opacity of the sun sprite. -sunsize : value that determines the size of the sun sprite. -target : point this to a target_position entity.*/ - -//============================================================================= - -/*QUAKED misc_model (1 .5 .25) (-16 -16 -16) (16 16 16) SOLID LIGHTMAP -Generic placeholder for inserting MD3 models in game. Requires compilation of map geometry to be added to level. If the map is compiled with Q3Map2, then ASE, 3DS, OBJ and other model formats are supported. --------- KEYS -------- -angle: direction in which model will be oriented. -model : path/name of model to use (eg: models/mapobjects/teleporter/teleporter.md3). --------- Q3MAP2 KEYS -------- -angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0). -modelscale : Floating-point value used to scale a model up or down (default 1.0). -modelscale_vec : Floating-point vector used to scale a model's axes individually (default 1.0 1.0 1.0). -_remap : Used to remap textures/shaders in the model. To remap all shaders to a given shader, use "*;models/mymodel/mytexture". To remap a specific shader, use "models/mymodel/old;models/mymodel/new". If you need to remap more than one shader, use _remap01, _remap02, etc. -target : Used to attach the misc_model to a brush entity, where its "targetname" key is the same value. -_lightmapscale : Floating point value scaling the resolution of lightmaps on this model (if model is using lightmapped shaders) (default 1.0). -_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader" : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- SPAWNFLAGS -------- -SOLID : Assigns q3map_clipModel to any shaders used by the model. -LIGHTMAP : Assigns q3map_forceMeta to any shaders used by the model.*/ - -//============================================================================= - -/*QUAKED misc_portal_camera (1 .5 .25) (-8 -8 -8) (8 8 8) SLOWROTATE FASTROTATE NOROTATE -Portal camera. This camera is used to project its view onto a portal surface in the level through the intermediary of a misc_portal_surface entity. Use the "angles" key or target a target_position or info_notnull entity to set the camera's pointing direction. --------- KEYS -------- -angles: this sets the pitch and yaw aiming angles of the portal camera (default 0 0). Use "roll" key to set roll angle. -target : point this to a target_position entity to set the camera's pointing direction. -targetname : a misc_portal_surface portal surface indicator must point to this. If this is one camera out of a sequence of camera angles, the targetname should be the target key of the misc_portal_surface appended with a #, where # is the order in which the cameras cycle (i.e. targetname1, targetname2, etc..). -roll: roll angle of camera. A value of 0 is upside down and 180 is the same as the player's view. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -SLOWROTATE : makes the portal camera rotate slowly along the roll axis. -FASTROTATE : makes the portal camera rotate faster along the roll axis. -NOROTATE : removes the rolling motion from the portal camera. --------- NOTES -------- -Both the setting "angles" key or "targeting a target_position" methods can be used to aim the camera. However, the target_position method is simpler. In both cases, the "roll" key must be used to set the roll angle. If either the SLOWROTATE or FASTROTATE spawnflag is set, then the "roll" value is irrelevant.*/ - -//============================================================================= - -/*QUAKED misc_portal_surface (1 .5 .25) (-8 -8 -8) (8 8 8) CYCLE -Portal surface indicator. This will "lock on" the brush face closest to it and identify as a portal. The view displayed on the portal surface is the view of the misc_portal_camera(s) that this entity targets. Also used for mirrors (see Notes). --------- KEYS -------- -target : point this to a misc_portal_camera that "sees" the view you want to display on the portal. If using multiple cameras, the targetnames for the misc_portal_cameras will need to be this name plus #, where # is the order in which the cameras will be cycled. -targetname : triggering this target will cycle through misc_portal_cameras if they are set to CYCLE (spawnflag 1). -count : number of misc_portal_cameras to cycle through. Only used when CYCLE (spawnflag 1) is on. Minimum value is 2 (default 2). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -CYCLE : indicates the surface will be used to cycle through multiple camera angles (generated by misc_portal_camera entities). --------- NOTES -------- -The entity must be no farther than 64 units away from the portal surface to lock onto it. To make a mirror, apply the common/mirror shader to the surface, place this entity near it but don't target a misc_portal_camera.*/ - -//============================================================================= - -/*QUAKED misc_sky_portal (.1 .3 .8) (-8 -8 -8) (8 8 8) -Entity for making sky portals. --------- KEYS -------- -target : point this to a target_position entity that is in the "sky" room. -targetname : a misc_sky_portal portal surface indicator must point to this. --------- NOTES -------- -Make the room that should be the sky. Set "skyportalent" to 1 for ALL the entities inside that room. Then add a target_position that will be the origin of the "camera." Then in the accessible parts of the level, add misc_sky_portal entities that target the target_position. In order for the sky portal entities to be rendered properly, the player must have a misc_sky_portal entity in his PVS ALL THE TIME. Also, replace all the sky surfaces with caulk (or anything that doesn't get drawn by the game) in order to be able to see the sky portal.*/ - -//============================================================================= - -/*QUAKED misc_teleporter_dest (1 .5 .25) (-32 -32 -24) (32 32 -16) -Teleport destination location point for trigger_teleporter entities. --------- KEYS -------- -angle : direction in which player will look when teleported. -targetname : make the trigger_teleporter point to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -PATH_* ENTITIES - -//============================================================================= - -/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8) ROTATE -Path corner entity that func_trains can be made to follow. --------- KEYS -------- -target : point to next path_corner in the path. Must be set for elevators as well. -rotate: 3 values specifying the amount the func_train should rotate while moving from this path_corner to its target. Format is "pitch yaw roll" -targetname : the name of the entity; the previous path_corner in the path points to this. If being used for an elevator, the pathtarget key of the entity triggering the move points to this key. -speed : speed of func_train while moving to the next path corner. This will override the speed value of the train. -wait : number of seconds func_train will pause on path corner before moving to next path corner. Setting this key to -1 will make the train stop on the path corner (default 0). -sound: path/name of .wav file to play (default silence). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -ROTATE: if set, the train will also rotate while moving from this path_corner to its target. A "rotate" key must also be included --------- NOTES -------- -In order to turn a func_train into a working elevator, the path corners must have the wait key set to -1. To get the train to move again, use the pathtarget key from a separate triggering entity pointing to another path corner.*/ - -//============================================================================= - -TARGET_* ENTITIES - -//============================================================================= - -/*QUAKED target_activate (.3 .3 .4) (-8 -8 -8) (8 8 8) -Activates/deactivates other entities, like doors or triggers. --------- KEYS -------- -target : this must match the "activatename" field of the entities you want to activate/deactivate -pathtarget : if set to "on", the entity will always activate its targets; if set to "off", it'll always deactivate them; if set to anything else, the entity will toggle its targets active/inactive. --------- NOTES -------- -If you want an entity to be inactive when the level is started set its "inactive" key to 1.*/ - -//============================================================================= - -/*QUAKED target_delay (0 .7 .7) (-8 -8 -8) (8 8 8) -Time delay trigger intermediary. Like a target_relay, this can only be fired by other triggers which will cause it in turn to fire its own targets. --------- KEYS -------- -targetname : activating trigger points to this. -target : this points to entities to activate when this entity is triggered. -pathtarget : will send a func_train to the path corner this key points to. Must be used in conjunction with the target key pointing to the targetname of the func_train. -targetShaderName: the original shader in a shader swap (see notes). -targetShaderNewName: new shader in a shader swap (see notes). -wait : delay in seconds from when this gets triggered to when it fires its own targets (default approx. 1). -delay : same as wait? replaces it? WTF?...I'm confused now. -random : random time variance in seconds added or subtracted from the delay (default 0 - see Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = delay - random) (max delay = delay + random). -To initiate a shader swap, use the targetShaderName key with the original shader path as the argument. Note this is always the original shader, not the current shader. Use the targetShaderNewName key with the path to the replacement shader as the argument. The shader swap will affect every surface in the map that was originally showing the shader specified as the targetShaderName.*/ - -//============================================================================= - -/*QUAKED target_give (0 .5 0) (-8 -8 -8) (8 8 8) -This is used to give ammo, weapons, health or items to the player who activates it. --------- KEYS -------- -target : this points to the item(s) to give when activated. -targetname : activating trigger or spawn entity points to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -There are 2 ways to use this entity. -a) automatically give items to players when they spawn in the game: make a spawn location entity like info_player_deathmatch or CTF respawn points target this entity, then make it target the item(s) to give to the player upon respawn. -b) give items to players during the game: make a trigger_multiple target this entity, then make it target the item(s) to give to the player when the trigger is touched.*/ - -//============================================================================= - -/*QUAKED target_kill (0 .5 0) (-8 -8 -8) (8 8 8) -This will kill the player who activates the trigger that fires this target. --------- KEYS -------- -targetname : the activating trigger points to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -/*QUAKED target_location (0 .5 0) (-8 -8 -8) (8 8 8) -Location marker used by bots and players for team orders and team chat in the course of Teamplay games. The closest target_location in sight is used for the location. If none is in sight, the closest in distance is used. --------- KEYS -------- -message : name of the location (text string). Displayed in parentheses in front of all team chat and order messages. -count : color of the location text displayed in parentheses during team chat. Set to 0-7 for color. - 0 : white (default) - 1 : red - 2 : green - 3 : yellow - 4 : blue - 5 : cyan - 6 : magenta - 7 : white -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -/*QUAKED target_position (0 .5 0) (-8 -8 -8) (8 8 8) -Aiming target for entities like light, misc_portal_camera and trigger_push (jump pads) in particular. --------- KEYS -------- -targetname : the entity that requires an aiming direction points to this. -portalspeed : when this key is used with a sky portal, these 3 values indicate how much the sky portal should move in the player's view. Default is "0 0 0" - static portals. A good value would be "0.025 0.025 0.025" (similar to kibuye) or "0.025 0.025 0" (the latter would disable vertical portal movement). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -To make a jump pad, place this entity at the highest point of the jump and target it with a trigger_push entity.*/ - -//============================================================================= - -/*QUAKED target_print (0 .5 0) (-8 -8 -8) (8 8 8) REDTEAM BLUETEAM PRIVATE -This will print a message on the center of the screen when triggered. By default, all the clients will see the message. --------- KEYS -------- -message : text string to print on screen. -targetname : the activating trigger points to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -REDTEAM : only the red team players will see the message. -BLUETEAM : only the blue team players will see the message. -PRIVATE : only the player that activates the target will see the message.*/ - -//============================================================================= - -/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) - -This can be used to create jump pads and launch ramps. The direction of push can be set by the "angles" key or pointing to a target_position or info_notnull entity. Unlike trigger_push, this is NOT client side predicted and must be activated by a trigger. --------- KEYS -------- -angles: this sets the pitch and yaw aiming angles of push entity (default 0 0). The roll angle does not apply. -speed : speed of push (default 1000). Has no effect if entity targets an aiming entity. -targetname : the activating trigger points to this. Push originates from the location of the trigger. -target : this points to the aiming entity to which the player will jump. -sound: path/name of .wav file to play. Defaults to silence (sound/misc/silence.wav). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -To make a jump pad or launch ramp, create a trigger_multiple where the jump must originate. Place the target_push directly above the trigger_multiple and place the target_position entity at the highest point of the jump. Target the trigger_multiple to the target_push and target the target_push to the target_position/info_notnull (or set the target_push's "angles" key). Note that the "angle" key also works.*/ - -//============================================================================= - -/*QUAKED target_relay (0 .7 .7) (-8 -8 -8) (8 8 8) RED_ONLY BLUE_ONLY RANDOM -This can only be activated by other triggers which will cause it in turn to activate its own targets. --------- KEYS -------- -targetname : activating trigger points to this. -target : this points to entities to activate when this entity is triggered. -pathtarget : will send a func_train to the path corner this key points to. Must be used in conjunction with the target key pointing to the targetname of the func_train. -targetShaderName: the original shader in a shader swap (see notes). -targetShaderNewName: new shader in a shader swap (see notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -RED_ONLY : only red team players can activate trigger. -BLUE_ONLY : only red team players can activate trigger. -RANDOM : one one of the targeted entities will be triggered at random. --------- NOTES -------- -To initiate a shader swap, use the targetShaderName key with the original shader path as the argument. Note this is always the original shader, not the current shader. Use the targetShaderNewName key with the path to the replacement shader as the argument. The shader swap will affect every surface in the map that was originally showing the shader specified as the targetShaderName.*/ - -//============================================================================= - -/*QUAKED target_speaker (0 .7 .7) (-8 -8 -8) (8 8 8) LOOPED_ON LOOPED_OFF GLOBAL ACTIVATOR NOPVS -Sound generating entity that plays .wav files. Normal non-looping sounds play each time the target_speaker is triggered. Looping sounds can be set to play by themselves (no activating trigger) or be toggled on/off by a trigger. --------- KEYS -------- -noise : path/name of .wav file to play (eg. sound/world/growl1.wav - see Notes). -wait : delay in seconds between each time the sound is played ("random" key must be set - see Notes). -random : random time variance in seconds added or subtracted from "wait" delay ("wait" key must be set - see Notes). -targetname : the activating button or trigger points to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -LOOPED_ON : sound will loop and initially start on in level (will toggle on/off when triggered). -LOOPED_OFF : sound will loop and initially start off in level (will toggle on/off when triggered). -GLOBAL : sound will play full volume throughout the level. -ACTIVATOR : sound will play only for the player that activated the target. -NOPVS : by default, looping sounds are only played while in the player's PVS. Checking this spawnflag will make the sound play no matter if it's in the PVS or not. --------- NOTES -------- -The path portion value of the "noise" key can be replaced by the implicit folder character "*" for triggered sounds that belong to a particular player model. For example, if you want to create a "bottomless pit" in which the player screams and dies when he falls into, you would place a trigger_multiple over the floor of the pit and target a target_speaker with it. Then, you would set the "noise" key to "*falling1.wav". The * character means the current player model's sound folder. So if your current player model is Visor, * = sound/player/visor, if your current player model is Sarge, * = sound/player/sarge, etc. This cool feature provides an excellent way to create "player-specific" triggered sounds in your levels. - -The combination of the "wait" and "random" keys can be used to play non-looping sounds without requiring an activating trigger but both keys must be used together. The value of the "random" key is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).*/ - -//============================================================================= - -/*QUAKED target_teleporter (0 .5 0) (-8 -8 -8) (8 8 8) -Activating this will teleport players to the location of the targeted misc_teleporter_dest entity. Unlike trigger_teleport, this entity must be activated by a trigger and does NOT allow client prediction of events. --------- KEYS -------- -targetname : activating trigger points to this. -target : this must point to a misc_teleporter_dest entity. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -TEAM_* ENTITIES - -//============================================================================= - -/*QUAKED team_CTF_blueflag (.15 .15 .15) (-16 -16 -16) (16 16 16) -Black briefcase for CTB games. --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/cases/b_case.md3"*/ - -//============================================================================= - -/*QUAKED team_CTF_blueplayer (.15 .15 .15) (-16 -16 -24) (16 16 32) -Initial Black team spawning position for CTB games. This is where players spawn when they join the Black team. --------- KEYS -------- -target : this can point at a target_give entity for respawn freebies.*/ - -//============================================================================= - -/*QUAKED team_CTF_bluespawn (.15 .15 .15) (-16 -16 -24) (16 16 32) -Black team respawning position for CTB games. This is where Black team players respawn after they get fragged. --------- KEYS -------- -target : this can point at a target_give entity for respawn freebies.*/ - -//============================================================================= - -/*QUAKED team_CTF_redflag (.9 .9 .9) (-16 -16 -16) (16 16 16) -Silver briefcase for CTB games. --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/cases/s_case.md3"*/ - -//============================================================================= - -/*QUAKED team_CTF_redplayer (.9 .9 .9) (-16 -16 -24) (16 16 32) -Initial Silver team spawning position for CTB games. This is where players spawn when they join the Silver team. --------- KEYS -------- -target : this can point at a target_give entity for respawn freebies.*/ - -//============================================================================= - -/*QUAKED team_CTF_redspawn (.9 .9 .9) (-16 -16 -24) (16 16 32) -Silver team respawning position for CTB games. This is where Silver team players respawn after they get fragged. --------- KEYS -------- -target : this can point at a target_give entity for respawn freebies.*/ - -//============================================================================= - -TRIGGER_* ENTITIES - -//============================================================================= - -/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8) -Automatic trigger. It will fire the entities it targets as soon as it spawns in the game. --------- KEYS -------- -target : this points to the entity to activate. -pathtarget : will send a func_train to the path corner this key points to. Must be used in conjunction with the target key pointing to the targetname of the func_train. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW -Any player that touches this will be hurt by "dmg" points of damage once per server frame (very fast). A sizzling sound is also played while the player is being hurt. --------- KEYS -------- -dmg : number of points of damage inflicted to player per server frame (default 5 - integer values only). -message : text string to print on screen. Default is "was in the wrong place". -targetname : activating trigger points to this. If no targetname is set, the entity can not be toggled. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -START_OFF : entity will start in the off position. Only useful with TOGGLE spawnflag. -TOGGLE : wait in both the on and off states for a trigger event. -SILENT : supresses the sizzling sound while player is being hurt. -NO_PROTECTION : not used in Reaction. -SLOW : changes the damage rate to once per second. --------- NOTES -------- -Triggering a trigger_hurt will have no effect if the TOGGLE spawnflag is not set.*/ - -//============================================================================= - -/*QUAKED trigger_multiple (.5 .5 .5) ? OPEN_DOOR -Variable size repeatable trigger. It will fire the entities it targets when touched by player. Can be made to operate like a trigger_once entity by setting the "wait" key to -1. It can also be activated by another trigger that targets it. --------- KEYS -------- -target : this points to the entity to activate. -targetInactive : if the trigger_multiple is set to inactive state by a target_activate entity, it can be set to fire other target instead of doing nothing. -pathtarget : will send a func_train to the path corner this key points to. Must be used in conjunction with the target key pointing to the targetname of the func_train. -targetShaderName: the original shader in a shader swap (see notes). -targetShaderNewName: new shader in a shader swap (see notes). -targetname : activating trigger points to this. -activatename : used in order to allow target_activate entities targeting this trigger to activate/deactivate it -inactive : indicates that the trigger should start inactive. It can be activated by target_activate entities that have a "target" matching the "activatename" field of the trigger -wait : time in seconds until trigger becomes re-triggerable after it's been touched (default 0.2, -1 = trigger once). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -alias : alternate way to attach other entities to this one. Use this when targetname is reserved for other purposes. -attachto : if set, this entity will be attached to another entity with a matching TARGET or ALIAS. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -OPEN_DOOR : must be manually activated by pressing 'opendoor'. --------- NOTES -------- -To initiate a shader swap, use the targetShaderName key with the original shader path as the argument. Note this is always the original shader, not the current shader. Use the targetShaderNewName key with the path to the replacement shader as the argument. The shader swap will affect every surface in the map that was originally showing the shader specified as the targetShaderName. -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).*/ - -//============================================================================= - -/*QUAKED trigger_push (.5 .5 .5) BOT_ONLY -This is used to create jump pads and launch ramps. It MUST point to a target_position or info_notnull entity to work. Unlike target_push, this is client side predicted. --------- KEYS -------- -target : this points to the target_position to which the player will jump. -pathtarget : will send a func_train to the path corner this key points to. Must be used in conjunction with the target key pointing to the targetname of the func_train. -sound: path/name of .wav file to play. Defaults to silence (sound/misc/silence.wav). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -BOT_ONLY : only bots will use this entity. --------- NOTES -------- -To make a jump pad or launch ramp, place the target_position/info_notnull entity at the highest point of the jump and target it with this entity.*/ - -//============================================================================= - -/*QUAKED trigger_teleport (.5 .5 .5) ? -Touching this will teleport players to the location of the targeted misc_teleporter_dest entity. This entity allows client prediction of events. --------- KEYS -------- -target : this must point to a misc_teleporter_dest entity. -pathtarget : will send a func_train to the path corner this key points to. Must be used in conjunction with the target key pointing to the targetname of the func_train. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -WORLDSPAWN ENTITY - -//============================================================================= - -/*QUAKED worldspawn (0 0 0) ? -Only used for the world. --------- KEYS -------- -message : text to print at user logon. Used for name of level. -music : path/name of looping .wav file used for level's music (eg. music/sonic5.wav). -ambient : adds a constant value to overall lighting. High values are not recommended. Ambient light will have a tendency to flatten out variations in light and shade. -_color : RGB value for ambient light color. -_rq3_fog_color : if set, the game will fill the screen with this color before drawing the actual scene. Useful for replacing the q3map2 foghulls -vertexremapshader : sets a shader to be used in vertex light mode instead of a normal shader. Value : normal_shader;vertex_shader (note the semi-colon). As many shaders can be remapped as needed by using the key. However, if more than one shader is remapped in a map, each one must have a unique identifier … either a number or a letter after the Key word, as shown by “vertexremapshaderX”, where X is a number or any character set. Examples, vertexremapshader01, vertexremapshader02, vertexremapshaderA, vertexremapshaderB, etc. -gravity : gravity of level (default is normal gravity: 800). -gridsize : granularity of the lightgrid created by q3map. Value is three integers separated by spaces, representing number of units between grid points in X Y Z. Default gridsize value is 128 128 256. Use larger powers of 2 to reduce BSP size and compile time on very large maps. -_blocksize : q3map always splits the BSP tree along the planes X=_blocksize*n and Y=_blocksize*n. Default _blocksize value is 1024. Increase the blocksize using larger powers of 2 to reduce compile times on very large maps with a low structural brush density. --------- Q3MAP2 KEYS -------- -_minlight : raises ambient light only where it's less than the minlight value (dark areas) and leaves the rest of your map alone. -_minvertexlight : (see above) -_mingridlight : Minimum lightgrid (dynamic entity lighting) levelwide. -_keeplights : Keep light entities in the BSP. Normally stripped out by the BSP process and read from the .map file by the lighting phase. -_noshadersun : shader suns still work, but this is a method to override/do_not_use shader suns, and only use entity suns. I.e., supresses q3map_sun in your sky shaders. -_farplanedist : Limit on how many units the vis phase of compilation can see. Used in combination with level-wide fog, it can help reduce r_speeds on large, open maps. -_foghull : Shader to use for "fog hull." Foghull shader should be a sky shader. Omit the "textures/" prefix. -_lightmapscale : sets the sample size of the lightmap. A value of 1 (default) will create 16x16 pixel samples. A higher value generates smaller samples (for example a value of 2 will create 8x8 samples). Can be overridden in func_group (or other entities). -_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. Overridable in entities. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers;layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- RQ3 KEYS -------- -numbreakabletypes : the number of breakable types to be defined in the worldspawn (0 by default) -b#i_type (where #i is a number between 0 and numbreakabletypes - 1, e.g. "b3_type". These are the id's of the breakable types) : breakable type #i (e.g. "glass", "wood_mahogany" etc.) -b#i_force, b#i_lift : the same as the "force" and "lift" keys from func_breakables. These two are optional, unlike the "b#i_type" key. If the "b#i_type" key is ommitted, then the code will skip to the next breakable definition (if there is one). -atmosphere : The supported atmospheric effects are 'rain' and 'snow'. The format string is something like: T=RAIN,B=5 10,C=0.5,G=0.5 2,BV=0,GV=0 100,W=1 2,D=300 - -The type must always come first (T=RAIN). The fields are as follows: - -Key Default Description: -T RAIN Type of effect (supports 'rain' or 'snow') -B 5 10 Base times (X seconds, or between X and Y seconds) -C 1 1 Time to move from base to gust (X seconds, or between X and Y seconds) -G 0 2 Gust times (X seconds, or between X and Y seconds) -BV 0 100 Base vector (x and y units/sec). -GV 0 100 Gust vector (x and y units/sec). -W 1 2 Weight of drops (X, or from X to Y depending on base/gust position) -S 1 1 Water and Splash shader. This are two boolean values, the first enables impactshaders on water (0 = off, 1 = on), the second on land. -D 300 300 Number of drops (X, or from X to Y depending on base/gust position)*/ - -//============================================================================= - -RQ3AMMO_* ENTITIES - -//============================================================================= - -/*QUAKED RQ3ammo_m4 (.3 .3 1) (-8 -8 -8) (8 8 8) SUSPENDED -M4 ammo. Gives the player 1 clip by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/ammo/m4.md3"*/ - -//============================================================================= - -/*QUAKED RQ3ammo_mk23 (.3 .3 1) (-8 -8 -8) (8 8 8) SUSPENDED -MK23 pistol ammo. Gives the player 1 clip by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/ammo/mk23.md3"*/ - -//============================================================================= - -/*QUAKED RQ3ammo_mp5 (.3 .3 1) (-8 -8 -8) (8 8 8) SUSPENDED -MP5 ammo. Gives the player 1 clip by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/ammo/mp5.md3"*/ - -//============================================================================= - -/*QUAKED RQ3ammo_shells (.3 .3 1) (-8 -4 -6) (8 12 10) SUSPENDED -M3 & HC ammo. Gives the player 1 box of 7 shells by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/ammo/m3.md3"*/ - -//============================================================================= - -/*QUAKED RQ3ammo_ssg3000 (.3 .3 1) (-8 -8 -8) (8 8 8) SUSPENDED -SSG3000 ammo. Gives the player 1 box of 6 rounds by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/ammo/ssg3000.md3"*/ - -//============================================================================= - -RQ3WEAPON_* ENTITIES - -//============================================================================= - -/*QUAKED RQ3weapon_grenade (1 0 .5) (-8 -8 -8) (8 8 8) SUSPENDED -Grenade. Gives the player 1 by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/grenade/grenade.md3"*/ - -//============================================================================= - -/*QUAKED RQ3weapon_handcannon (1 0 .5) (-6 -6 -6) (16 6 6) SUSPENDED -Handcannon. --------- KEYS -------- -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- - --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/handcannon/handcannon.md3"*/ - -//============================================================================= - -/*QUAKED RQ3weapon_knife (1 0 .5) (-6 -4 -4) (6 4 12) SUSPENDED -Knife. --------- KEYS -------- -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- - --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/knife/knife.md3"*/ - -//============================================================================= - -/*QUAKED RQ3weapon_m3 (1 0 .5) (-16 -8 -8) (28 8 4) SUSPENDED -M3 Shotgun. --------- KEYS -------- -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- - --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/m3/m3.md3"*/ - -//============================================================================= - -/*QUAKED RQ3weapon_m4 (1 0 .5) (-12 -8 -8) (20 8 8) SUSPENDED -M4. --------- KEYS -------- -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- - --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/m4/m4.md3"*/ - -//============================================================================= - -/*QUAKED RQ3weapon_mp5 (1 0 .5) (-16 -8 -8) (16 8 8) SUSPENDED -MP5. --------- KEYS -------- -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- - --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/mp5/mp5.md3"*/ - -//============================================================================= - -/*QUAKED RQ3weapon_pistol (1 0 .5) (-8 -4 -6) (8 4 6) SUSPENDED -MK23 Pistol. --------- KEYS -------- -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- - --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models\weapons2\mk23\mk23.md3"*/ - -//============================================================================= - -/*QUAKED RQ3weapon_ssg3000 (1 0 .5) (-16 -8 -6) (32 8 6) SUSPENDED -SSG3000 Sniper Rifle. --------- KEYS -------- -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- - --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/ssg3000/ssg3000.md3"*/ - -//============================================================================= - -//General Notes: -//The alias, attachto, targetShaderName and targetShaderNewName keys work for every entity that has a target key. For the sake of brevity, these keys were only added to entities where these keys would be commonly used. diff --git a/install/installs/ReactionPack/install/Boomstick/scripts/shaderlist.txt b/install/installs/ReactionPack/install/Boomstick/scripts/shaderlist.txt deleted file mode 100644 index 30e1159..0000000 --- a/install/installs/ReactionPack/install/Boomstick/scripts/shaderlist.txt +++ /dev/null @@ -1 +0,0 @@ -common diff --git a/install/installs/ReactionPack/install/docs/.svn/entries b/install/installs/ReactionPack/install/docs/.svn/entries deleted file mode 100644 index 359cb78..0000000 --- a/install/installs/ReactionPack/install/docs/.svn/entries +++ /dev/null @@ -1,43 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/ReactionPack/trunk/install/docs -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2011-01-20T04:25:31.635016Z -64 -rambetter - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -Terrain_Manual -dir - -Compile_Manual -dir - -Q3Map2Shader_Manual -dir - -Q3AShader_Manual -dir - -Model_Manual -dir - diff --git a/install/installs/ReactionPack/install/docs/Compile_Manual/.svn/entries b/install/installs/ReactionPack/install/docs/Compile_Manual/.svn/entries deleted file mode 100644 index 09f1dab..0000000 --- a/install/installs/ReactionPack/install/docs/Compile_Manual/.svn/entries +++ /dev/null @@ -1,232 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/ReactionPack/trunk/install/docs/Compile_Manual -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2011-01-20T04:25:31.635016Z -64 -rambetter - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -cfgq3.c -file - - - - -2012-04-01T16:52:31.162232Z -e485c4968a3071fa9d196adf2f0c83bd -2011-01-20T04:25:31.635016Z -64 -rambetter - - - - - - - - - - - - - - - - - - - - - -2821 - -q3map.html -file - - - - -2012-04-01T16:52:31.163232Z -169a414d6278cdf4fb68517e879f590b -2011-01-20T04:25:31.635016Z -64 -rambetter - - - - - - - - - - - - - - - - - - - - - -19245 - -bspc.txt -file - - - - -2012-04-01T16:52:31.267238Z -169fe629ad636bc05089640c08588721 -2011-01-20T04:25:31.635016Z -64 -rambetter - - - - - - - - - - - - - - - - - - - - - -24159 - -modelskins.txt -file - - - - -2012-04-01T16:52:31.277239Z -c6853fe837e5ef1407f155feaa026562 -2011-01-20T04:25:31.635016Z -64 -rambetter - - - - - - - - - - - - - - - - - - - - - -2092 - -headskins.txt -file - - - - -2012-04-01T16:52:31.279239Z -239c66cae6f6c941fb1c4f7419cfec2b -2011-01-20T04:25:31.635016Z -64 -rambetter - - - - - - - - - - - - - - - - - - - - - -1922 - -index.html -file - - - - -2012-04-01T16:52:31.280239Z -f5e15cf6813f6d489fa54b565588c075 -2011-01-20T04:25:31.635016Z -64 -rambetter - - - - - - - - - - - - - - - - - - - - - -1658 - diff --git a/install/installs/ReactionPack/install/docs/Compile_Manual/.svn/text-base/bspc.txt.svn-base b/install/installs/ReactionPack/install/docs/Compile_Manual/.svn/text-base/bspc.txt.svn-base deleted file mode 100644 index 0547b97..0000000 --- a/install/installs/ReactionPack/install/docs/Compile_Manual/.svn/text-base/bspc.txt.svn-base +++ /dev/null @@ -1,565 +0,0 @@ - - -Title: BSP Converter -Version: 2.1h -Date: 2001-03-28 -Author: Mr. Elusive - - -Description ------------ - -The BSPC tool is used to create AAS files from BSP files. -An AAS file is a file with areas used by the Quake III Arena bot in order -to navigate and understand a map. The Quake III Arena maps are stored in -BSP files. - - -Usage ------ - -bspc [- [- ...]] - -Example 1: bspc -bsp2aas d:\quake3\baseq3\maps\mymap?.bsp -Example 2: bspc -bsp2aas d:\quake3\baseq3\pak0.pk3\maps/q3dm*.bsp - -Switches: - bsp2aas <[pakfilter/]filter.bsp> = convert BSP to AAS - reach = compute reachability & clusters - cluster = compute clusters - aasopt = optimize aas file - output = set output path - threads = set number of threads to X - cfg = use this cfg file - optimize = enable optimization - noverbose = disable verbose output - breadthfirst = breadth first bsp building - nobrushmerge = don't merge brushes - freetree = free the bsp tree - nocsg = disables brush chopping - forcesidesvisible = force all sides to be visible - grapplereach = calculate grapple reachabilities - - -Several metacharacter may be used in the filter and pakfilter. - -* match any string of zero or more characters -? match any single character -[abc...] match any of the enclosed characters; a hyphen can - be used to specify a range (e.g. a-z, A-Z, 0-9) - -.pk3 files are accessed as if they are normal folders. For instance -use "d:\quake3\baseq3\pak0.pk3\maps/q3dm1.bsp" to access the -map q3dm1.bsp from the pak0.pk3 file. - -Multiple files may be listed after the switches bsp2map, bsp2aas, reach, -cluster and aasopt. - -If a BSP file is being converted to an AAS file and no output path -is entered on the command-line then the AAS file will automatically -be stored in the same folder as the BSP file. However if the BSP file -was stored in a .pk3 file then the AAS file will be stored in a folder -with the name 'maps' outside the .pk3 file. - - -Updating entity lump --------------------- - -If an AAS file is already available for a BSP file and you ONLY change -the entities inside this BSP file then you only have to recalculate the -reachabilities. This way you can move items, platforms etc. around -without the need to recalculate the whole AAS file which can save quite -some compile time. You can recalculate the reachabilities as follows: - -bspc -reach mymap.bsp - -Where mymap.bsp is the BSP file. The mymap.aas file has to be in the -same folder as mymap.bsp or should be in the output folder specified -with the -output option. - -Keep in mind that as soon as ANY geometry in the map changes the whole -AAS file HAS to be recalculated in order to play with bots. - -NOTE: -reach does not work on optimized .AAS files! -NOTE: don't use -reach when moving the position of doors. - - -Leaks ------ - -Just like there can be vis leaks in a map there can also be clipping -leaks. Two things can be wrong when the BSPC tool outputs that a map -leaks. - -1. There are no entities in the map at all, or all entities that are -actually in the map are placed in solid. In this case the BSPC tool -outputs "WARNING: no entities inside". (At least a player start entity -is needed to load a map.) - -2. There is a spot in the map where players can go outside the map -into the void. This is bad, players should never be able to fall out -of a level. In this case the BSPC tool outputs "WARNING: entity -reached from outside". The BSPC tool also writes a mymap.lin file -that can be loaded in the Q3Radiant editor to show lines that go -through the actual leak. - -Make sure the .lin file is stored in the same folder as where q3radiant -stores the .bsp file. Load the map in q3radiant and use the -menu -> File -> Pointfile... to load the .lin file. A thick red line -will be shown in the map. Follow this line to find the leak. - - -Map bounds ----------- - -Currently a map should be within the bounds (-65536, -65536, -65536) - -(65536, 65536, 65536) for the bspc tool to compile. These are the same -limits the q3map tool has. - - -Physics -------- - -The player bounding box is a 30 units by 30 units square with a height -of 56 units. If we assume 1.75 meters being the average height of a human -and a player in Quake III Arena being 56 units high we get 32 units = 1 meter. - -Maximum step height of a player is 18 units (just keep steps 16 units or -lower). - -The maximum water jump height for bots has been set to 18 units. (height -difference between water surface and the floor jumping onto). If the -waterjump height is made higher human players will have a hard time getting -out of the water. - -With normal gravity and without the quad the maximum rocket jump height is -around 280 units (you can sometimes jump a few units higher but this is a -safe value for reference). - -The maximum height for barriers the bots will jump on is 32 units. - -Some math to calculate some other values of interest: - -gravity = 800; -jump velocity = 270; -max vertical rocketjump velocity = 670; -max run velocity = 320; -max step height = 18; - -max jump height = 0.5 * gravity * (jumpvelocity/gravity)*(jumpvelocity/gravity); -max jump height = 45 units; -NOTE: even though this is the mathematical maximum jump height always keep -the the 32 units maximum barrier height for bots in mind when building maps. - -maximum horizontal jump distance over a gap from one spot to another both -at the same height: - -t = sqrt((maxjumpheight + maxstep) / (0.5 * gravity)); -t = 0.3986 seconds; -dist = maxrunvelocity * (t + jumpvelocity / gravity); -dist = 235 units; -Because players use a bounding box we can jump a full bounding box width -furter in the ideal case. (15 units at the jump start and 15 at the -landing place). -235 + 15 + 15 = 265 units. -Again this is the mathematical maximum which players can only reach under -ideal circumstances. - - -Optimizing a map for bspc -------------------------- - -Hint brushes have no effect on the bspc tool. Only solid, clip, liquid, -cluster portal and do not enter brushes are used by the bspc tool. - -The bspc tool outputs how many areas are created for a map. Less areas -is better. Often the number of areas can be reduced by adding additional -clip brushes. By adding these additional clip brushes the complexity -of the geometry used for collision can be reduced. Do not add clip -brushes in front of the complex geometry but get the complex shaped -geometry contained within these clip brushes. Things that should be -contained within clip brushes are small or complex shaped (often detail) -brushes and complex and twisted curves, but also more regular curves -can be placed within a clip brush. When containing a curve within a -clip brush it's preferred to place the whole curve within the clip -brush (not just part of the curve). -Note: you can make brushes or curves non-solid when they are contained -within *full* clip or *weap* clip brushes to speed up bspc calculations. - -Always try to align your geometry to the grids. Always use the largest -grid possible for alignment of your geometry. Also try to align the -back sides of brushes which may not be visible. The more brush sides -are aligned the better. This will also speed up bspc calculations. - -Align adjacent brushes as much as possible. Make sure no tiny faces are -created due to badly aligned brushes. - -Quite often there are places in a map that are visible to players -but that players can never get to. Players would be able to walk around there -but since players can never reach such places they will never actually -move around there. If players are never able to get to such places -it's better to put a large clip brush which encloses that whole space. -This will also speed up bspc calculations and reduce the number of areas -created by the bspc tool. - -Note: the number of areas relative to the map size tells something about -the navigation complexity for players in general (also human players). -Reducing the collision complexity for bots also makes the map easier to -navigate for human players - - -func_plat and func_bobbing --------------------------- - -When func_plat or func_bobbing entities are placed in a map the bots will -use them if possible. The bots assume they can stand on top of the bounding -box of the model used for the func_plat or func_bobbing entity. As a result -creating complex shaped func_plat or func_bobbing models is mostly a bad -idea. You have to make sure the bots (and players) can actually stand -everywhere ontop of the bounding box of the model. - - -Cluster Portals ---------------- - -A map is divided into areas. Several of these areas can be grouped together -to create a cluster. The clusters are seperated by cluster portals which are -areas themselves. One of the things the bot uses these clusters for is a -multi-level routing algorithm. When a map is efficiently divided up into -clusters bot calculations will be faster. - -several things to take into account: - -- The BSPC tool tries to create cluster portals automatically but additional - cluster portals can be created by placing "clusterportal" brushes. -- Cluster portals are manually created by placing "clusterportal" brushes - inside the map. -- Cluster portal brushes are a tool to optimize a map for CPU usage by the - bots. They are not needed for the bots to operate correctly. -- The "clusterportal" brushes should not be used outside the world hull. -- The cluster portals do not have any effect on vis. -- If a door is already sealed with an areaportal brush, a clusterportal is - not necessary there. (area portals are also used as cluster portals). -- Just like the area portals, the cluster portals must seal a space off - entirely from other areas. -- The cluster portal areas should seal off a cluster in a way that the only - path towards another cluster is through a cluster portal area. -- Only create cluster portals where people can walk or swim through. -- Don't create cluster portals in gaps in the floor. (people would fall through) -- If you have two sealed off clusters and you add a teleporter between them - then the two clusters will be merged again because of the teleporter. -- Cluster portals must seperate no more and no less than two (2) clusters. -- Try to create clusters with all the same number of 'reachability' areas. - for instance if the map has 5400 areas try to create 10 clusters with 540 - areas each, or 12 clusters with 450 areas each, etc. The BSPC tool lists - the number of reachability areas in each cluster. - With Q3A version 1.25 and up you can use /set bot_testclusters 1 on the - console and the area number and cluster number you're in will be printed - on the screen. These cluster number correspond to the cluster numbers - the BSPC tool prints. -- Minimize the number of clusters with only a few (less than 10) areas. -- When adding "cluster portal" brushes try to place them in places with - minimal geometric complexity. For instance place them inside convex door - openings or small hallways (not infront of door openings). Ideally the shape - of the face through which a player walks or swims into the cluster portal - is the same as the shape of the face through which a player leaves the - cluster portal. Also ideally the open space inside the cluster portal - brush is convex. -- Make cluster portals about 16 or 32 units thick or align them with - adjacent geometry. Don't make them too thick though. -- Minimize the total number of cluster portal areas at all times. The more - cluster portal areas you have the more CPU the bots need. -- Items have no effect at all on the creation of areas or clusters. - The same goes for item_botroam. - - -Do Not Enter areas ------------------- - -When bot navigation problems show up or you want to make sure a bot never tries -to go to a certain place "do not enter" brushes can be used. - -several things to take into account: - -- The "do not enter" brushes should not be used outside the world hull. -- The "do not enter" brush is Not a clip brush for the bot. -- The "do not enter" brush is a tool of last resort. Do not use it unless - there are serious navigation problems. -- The number of "do not enter" brushes should be minimized because these - brushes create additional areas for the bots. -- The "do not enter" brush will create a New area that the bot will try to - avoid. However if the bot somehow ends up in a "do not enter" area or there - is a valid goal inside the "do not enter" area then the bot is allowed to - go into and out of that area. So if the bot somehow gets in a "do not enter" - area the bot will be able to get out. - - -Bot roaming ------------ - -The item_botroam entity can be used when a bot does not roam the whole level -or prefers to go to only specific areas. This (invisible) item can be placed -in a map just like regular items. Nobody can actually pick up the item it's -only used to attract bots to certain places of the map. The item_botroam has -a key "origin". The value is set by Q3Radiant automatically. The item_botroam -also has a key "weight". The value is the weight of the roam item and is -relative to the weight of other items in the map. The bot character specific -item weights are stored with the bot characters in the botfiles/bots/ sub-folder -in the .pk3 file. The value of the weight is a non-zero floating point value, -most often in the range 0 to 400. (Higher values are allowed but keep in mind -that the bot should also still go for normal items, so don't make the -item_botroam weight to high.) - -When a bot should never go for a specific item the key "notbot" with value "1" -can be used for that item. This key with value can be used for every available -item in Quake III Arena. - -The suspended flag can be used on all items (item_botroam included). -However keep in mind that when a suspended item is not anywhere near the -ground the bot will ONLY try to go for this suspended item using jump pads. - - -Team based entities -------------------- - -You can use the "bot_notteam" entity key with value "1" or "2" on teleporters -(trigger_teleport or trigger_multiple pointing at a target_teleporter), -elevators (func_plat), cyclic movers (func_bobbing), jumppads (trigger_push) -and areas that hurt the player (trigger_hurt). -When "notteam" is set to "1" only bots using the travel flag TFL_NOTTEAM1 will -use the entity or move through the area. When "bot_notteam" is set to "2" only -bots using the travel flag TFL_NOTTEAM2 will use the entity or move through the -area. These travel flags can be used in the game source code. Using this entity -key also only has effect if the mod the map is being made for supports team based -navigation for bots. - - -Testing AAS files ------------------ - -One of the easiest ways to test the AAS file is to load the map in -Quake3 in teamplay mode (type /set g_gametype 3 on the console before -loading the map). Enter a team and add a bot to your team. Use the -team order menu (by default bound to the key F3) to command the bot -to follow you. Walk around the map and see if the bot is able to -follow you everywhere. - -Map bugs can sometimes cause certain places in the map to show up -'solid' in the AAS file. The bots cannot travel through these 'solid' -areas. To test for these 'solid' places set the cvar bot_testsolid -to 1 on the console. (type /set bot_testsolid 1) The map has to be -started with devmap instead of map before the cvar bot_testsolid can -be set. When the cvar is set to 1 then either "empty area" or -"SOLID area" will be printed on the screen while traveling through a map. -Several map bugs can cause these 'solid' places in the AAS file. -- Sometimes microscopic brushes are left over after a brush CSG. Search - for such brushes in the problem area and delete them. -- Tiny brush faces (not curves) can also cause problems. Due to vertex - snapping in the q3map tool those tiny brush faces can be snapped out - of existence. Such faces will not show up in Quake3 and you'll see - tiny peek holes or slits where you can view through the geometry. - Allign vertexes of and edges of adjacent brushes to remove and avoid - such tiny faces. Placing a clip brush in front of the face that is - snapped out of existence will also remove the 'solid' area but ofcourse - it's much better to remove the peek holes and slits. -- Another cause could be a brush with a collapsed side. Check how many - sides a brush has and how many sides actually have a surface. Rebuild - brushes with collapsed sides. -- All faces contained within liquid brushes using a shader without - "surfaceparm trans" set will be removed. Those contained surfaces will - not be visible and can cause the liquid to appear "solid" in the AAS file. - -If you insist creating an AAS file for a map with bugs then the option --forcesidesvisible can be used. This should fix all the problems with areas -showing up solid in the AAS file. However creating an AAS file with this -option takes a lot longer (often more than twice the normal compile time). - -Clusters can be tested with the cvar bot_testclusters. -(type "/set bot_testclusters 1" on the console) - -Jumppads can also be tested. Type the following on the Quake3 console -before loading your map: - -/set bot_maxdebugpolys 1024 -/set bot_visualizejumppads 1 -/set bot_forcereachability 1 - -Now load the map. A counter will be shown and goes from 0% to 100%. -When the counter has reached 100% type /set bot_debug 1 and -/set r_debugSurface 2 on the console. For every jumppad the -default arch of travel (without using air control) will be visualized. -This only works if your .aas file is not optimized. - - -Error messages --------------- - -Level designers should not worry too much about the following messages and/or warnings. The things reported are non fatal and won't cause any major problems. Some of the messages are just debug left overs. - -"AAS_CheckArea: area %d face %d is flipped\n" -"AAS_CheckArea: area %d center is %f %f %f\n" -"AAS_CheckFaceWindingPlane: face %d winding plane unequal to face plane\r\n" -"AAS_CheckFaceWindingPlane: face %d winding reversed\r\n" -"area %d face %d flipped: front area %d, back area %d\n" -"area %d face %d is tiny\r\n" -"face %d and %d, same front and back area but flipped planes\r\n" -"AAS_SplitFace: tiny back face\r\n" -"AAS_SplitFace: tiny back face\r\n" -"AAS_SplitArea: front area without faces\n" -"AAS_SplitArea: back area without faces\n" -"gsubdiv: area %d has a tiny winding\r\n" -"AAS_TestSplitPlane: tried face plane as splitter\n" -"found %d epsilon faces trying to split area %d\r\n" -"AAS_SplitArea: front area without faces\n" -"AAS_GetFace: face %d had degenerate edge %d-%d\r\n" -"AAS_GetFace: face %d was tiny\r\n" -"WARNING: huge winding\n" -"bogus brush after clip" -"split removed brush" -"split not on both sides" -"two tiny brushes\r\n" -"possible portal: %d\r\n" -"portal %d: area %d\r\n" -"WARNING: CM_GridPlane unresolvable\n" -"WARNING: CM_AddFacetBevels... invalid bevel\n" -"WARNING: CM_SetBorderInward: mixed plane sides\n" -"WARNING: bevel plane already used\n" -"trigger_multiple model = \"%s\"\n" -"trigger_teleport model = \"%s\"\n" -"found a trigger_push with velocity %f %f %f\n" -"AAS_TraceBoundingBox: stack overflow\n" -"AAS_TraceAreas: stack overflow\n" -"AAS_LinkEntity: stack overflow\n" -"MergeWindings: degenerate edge on winding %f %f %f\n" -"Warning: MergeWindings: front to back found twice\n" -"FindPlaneSeperatingWindings: winding1 non-convex\r\n" -"FindPlaneSeperatingWindings: winding2 non-convex\r\n" - - -When one of the following messages, errors or warnings is found then there is often something to be fixed. - -"WARNING! HashVec: point %f %f %f outside valid range\n" -"This should never happen!\n" - While storing the AAS file some vertex was found outside the valid map bounds. When this happens some part of the map is likely to have badly aligned brushes or weird shaped curves. Clipping off or rebuilding complex shapes often helps. -"trigger_push start solid\n" - The trigger_push start point is in solid. Try making the trigger_push brush a bit larger or move it around a bit. -"trigger_push without target entity %s\n" - Could not find the target entity of the trigger_push with the target field %s. -"trigger_push without time\n" - trigger_push entity found without "time" field. -"trigger_multiple not in any jump pad area\n" -"trigger_push not in any jump pad area\n" - A trigger_push entity was found not to be in any valid jumppad area. (the message states trigger_multiple but it should have been trigger_push) Try making the trigger_push brush a bit larger or move it around a bit. -"trigger_multiple at %1.0f %1.0f %1.0f without target\n" - A trigger multiple was found at the given coordinates without a "target" field. -"target_teleporter without target\n" - A target_teleporter entity was found without target field. -"trigger_teleport at %1.0f %1.0f %1.0f without target\n" - A trigger_teleport entity was found at the given coordinates without "target" field. -"teleporter without misc_teleporter_dest (%s)\n" - The destination of a teleporter with target field %s could not be found. -"teleporter destination (%s) without origin\n" - A teleporter destination with the target name %s was found without origin field. -"teleporter destination (%s) in solid\n" - A teleporter destination with the targetname %s was found to be in solid. -"teleported into slime or lava at dest %s\n" - A player would be pushed into slime or lave at the teleporter destination with the targetname %s. -"trigger_multiple not in any area\n" - A teleporter trigger was found not to be in any valid area. Try moving the trigger around a bit. -"func_plat without model\n" - A func_plat entity was found without model field. -"func_plat with invalid model number\n" - A func_plat entity was found with the model field set to some invalid number. -"func_bobbing without model\n" - A func_bobbing entity was found without model field. -"func_bobbing with invalid model number\n" - A func_bobbing entity was found with the model field set to some invalid number. -"%s in solid at (%1.1f %1.1f %1.1f)\n" - An item with classname %s was found to be in solid at the given coordinates. -"empty aas link heap\n" - Some part of the map has some rather complex clipping. Reduce the geometric complexity or use clip brushes to reduce the clipping complexity. -"too many entities in BSP file\n" - There are too many entities in the bsp file. -"error opening %s\n" - Could not create a new AAS file. Hard disk might be full. -"error writing lump %s\n" - Could not write an AAS lump to file. Hard disk might be full. - - - -Version Changes ---------------- - -2.1h (2001-03-28) - -- fixed crash bug - -2.1g (2001-02-18) - -- added bot_notteam support on trigger_hurt entities - - -2.1f (2001-02-06) - -- added some AAS statistics -- don't flood through faces when creating clusters - - -2.1e (2001-01-10) - -- fix map size limitation - - -2.1d (2000-12-17) - -- renamed "notteam" to "bot_notteam" - - -2.1c (2000-11-02) - -- added fs_maxfallheight -- compiled with larger map size bounds - - -2.1b (2000-09-15) - -- fixed cfg file loading - - -2.1 (2000-06-28) - -- added model numbers for AREACONTENTS_MOVER -- added team based func_plat, func_bobbing, trigger_teleport and trigger_push reachabilities - - -2.0 (2000-06-21) - -- fixed swim reachabilities -- fixed some reachabilities through cluster portals -- fixed jump reachabilities -- changed some start travel times -- added travel time settings to cfg - - -1.9 (2000-03-27) - -- fixed func_bobbing entities with origin brush - - -1.8 (2000-01-14) - -- fixed trigger_teleport bug. -- increased max map bounds to (-8192, -8192, -8192)-(8192, 8192, 8192) -- increased max points on winding -- made "HashVec: point x y z outside valid range" non-fatal -- fixed rocket jump reachabilities -- added force sides visible option -- increased simulated stack size for area traces - - -1.7 (1999-12-22) - -- fixed ducked bounding box size -- fixed sv_maxsteepness being zero in aas configuration -- AAS files are now automatically stored in BSP file folder -- fixed crash bug caused by overflow of a simulated stack diff --git a/install/installs/ReactionPack/install/docs/Compile_Manual/.svn/text-base/cfgq3.c.svn-base b/install/installs/ReactionPack/install/docs/Compile_Manual/.svn/text-base/cfgq3.c.svn-base deleted file mode 100644 index 47e43c8..0000000 --- a/install/installs/ReactionPack/install/docs/Compile_Manual/.svn/text-base/cfgq3.c.svn-base +++ /dev/null @@ -1,78 +0,0 @@ -//=========================================================================== -// BSPC configuration file -// Quake3 -//=========================================================================== - -#define PRESENCE_NONE 1 -#define PRESENCE_NORMAL 2 -#define PRESENCE_CROUCH 4 - -// more bounding boxes can be added if required -// always minimize the number of bounding boxes listed here to reduce AAS file size -// for instance if players cannot crouch then it's good to remove the bbox definition for it - -//bounding box when running/walking -bbox //30x30x56 -{ - presencetype PRESENCE_NORMAL - flags 0x0000 - mins {-15, -15, -24} - maxs {15, 15, 32} -} - -// bounding box when crouched -bbox //30x30x40 -{ - presencetype PRESENCE_CROUCH - flags 0x0001 - mins {-15, -15, -24} - maxs {15, 15, 16} -} - -// do not forget settings as they might not be defaulted correctly when this cfg is used -settings -{ - // physics settings - phys_gravitydirection {0, 0, -1} // direction of gravity - phys_friction 6 // friction - phys_stopspeed 100 // stop speed - phys_gravity 800 // gravity - phys_waterfriction 1 // friction in water - phys_watergravity 400 // gravity in water - phys_maxvelocity 320 // maximum run speed - phys_maxwalkvelocity 320 // maximum walk speed (set for running) - phys_maxcrouchvelocity 100 // maximum crouch speed - phys_maxswimvelocity 150 // maximum swim speed - phys_walkaccelerate 100 // acceleration for walking - phys_airaccelerate 0 // acceleration flying through the air - phys_swimaccelerate 0 // acceleration for swimming - phys_maxstep 18 // maximum step height - phys_maxsteepness 0.7 // maximum floor steepness a player can walk on - phys_maxwaterjump 19 // maximum height for an out of water jump - phys_maxbarrier 33 // maximum barrier a player can jump onto - phys_jumpvel 270 // jump velocity - phys_falldelta5 40 // falling delta for 5 damage ( see PM_CrashLand in game/bg_pmove.c ) - phys_falldelta10 60 // falling delta for 5 damage ( see PM_CrashLand in game/bg_pmove.c ) - // reachability settings - // the following are all additional travel times added - // for certain reachabilities in 1/100th of a second - rs_waterjump 400 - rs_teleport 50 - rs_barrierjump 100 - rs_startcrouch 300 - rs_startgrapple 500 - rs_startwalkoffledge 70 - rs_startjump 300 - rs_rocketjump 500 - rs_bfgjump 500 - rs_jumppad 250 - rs_aircontrolledjumppad 300 - rs_funcbob 300 - rs_startelevator 50 - rs_falldamage5 300 // avoid getting 5 damage - rs_falldamage10 500 // avoid getting 10 damage - // if != 0 then this is the maximum fall height a reachability can be created for - rs_maxfallheight 0 - // maximum height a bot may fall down when jumping to some location - rs_maxjumpfallheight 450 -} diff --git a/install/installs/ReactionPack/install/docs/Compile_Manual/.svn/text-base/headskins.txt.svn-base b/install/installs/ReactionPack/install/docs/Compile_Manual/.svn/text-base/headskins.txt.svn-base deleted file mode 100644 index bf45f9f..0000000 --- a/install/installs/ReactionPack/install/docs/Compile_Manual/.svn/text-base/headskins.txt.svn-base +++ /dev/null @@ -1,75 +0,0 @@ -search orders with different settings - - -===================== -NON-TEAMPLAY -===================== - -------------------------------------------------- -headmodel = *callisto/lily - -models/players/heads/callisto/lily/head_default.skin -models/players/heads/callisto/head_lily.skin - - -------------------------------------------------- -headmodel = callisto/lily - -models/players/callisto/lily/head_default.skin -models/players/callisto/head_lily.skin -models/players/heads/callisto/lily/head_default.skin -models/players/heads/callisto/head_lily.skin - - - -===================== -Q3 TEAMPLAY -===================== - -------------------------------------------------- -team_headmodel = *callisto/lily -team = red - -models/players/heads/callisto/lily/head_red.skin -models/players/heads/callisto/head_red.skin - - -------------------------------------------------- -team_headmodel = callisto/lily -team = red - -models/players/callisto/lily/head_red.skin -models/players/callisto/head_red.skin -models/players/heads/callisto/lily/head_red.skin -models/players/heads/callisto/head_red.skin - - - -===================== -TA TEAMPLAY -===================== - -------------------------------------------------- -team_headmodel = *callisto/lily -team = red -teamName = Stroggs - -models/players/heads/callisto/lily/Stroggs/head_red.skin -models/players/heads/callisto/Stroggs/head_red.skin -models/players/heads/callisto/lily/head_red.skin -models/players/heads/callisto/head_red.skin - - -------------------------------------------------- -team_headmodel = callisto/lily -team = red -teamName = Stroggs - -models/players/callisto/lily/Stroggs/head_red.skin -models/players/callisto/Stroggs/head_red.skin -models/players/callisto/lily/head_red.skin -models/players/callisto/head_red.skin -models/players/heads/callisto/lily/Stroggs/head_red.skin -models/players/heads/callisto/Stroggs/head_red.skin -models/players/heads/callisto/lily/head_red.skin -models/players/heads/callisto/head_red.skin diff --git a/install/installs/ReactionPack/install/docs/Compile_Manual/.svn/text-base/index.html.svn-base b/install/installs/ReactionPack/install/docs/Compile_Manual/.svn/text-base/index.html.svn-base deleted file mode 100644 index 6b8d719..0000000 --- a/install/installs/ReactionPack/install/docs/Compile_Manual/.svn/text-base/index.html.svn-base +++ /dev/null @@ -1,65 +0,0 @@ - - - - - Compiling Manual - - - - - - - -

- - - diff --git a/install/installs/ReactionPack/install/docs/Compile_Manual/.svn/text-base/modelskins.txt.svn-base b/install/installs/ReactionPack/install/docs/Compile_Manual/.svn/text-base/modelskins.txt.svn-base deleted file mode 100644 index b0f4a01..0000000 --- a/install/installs/ReactionPack/install/docs/Compile_Manual/.svn/text-base/modelskins.txt.svn-base +++ /dev/null @@ -1,73 +0,0 @@ -search orders with different settings - - -===================== -NON-TEAMPLAY -===================== - -------------------------------------------------- -model = hunter/harpy - - -legs: - models/players/hunter/lower_harpy_default.skin - models/players/hunter/lower_harpy.skin - models/players/characters/james/lower_harpy_default.skin - models/players/characters/james/lower_harpy.skin -torso: - models/players/hunter/upper_harpy_default.skin - models/players/hunter/upper_harpy.skin - models/players/characters/hunter/upper_harpy_default.skin - models/players/characters/hunter/upper_harpy.skin - - -===================== -Q3 TEAMPLAY -===================== - -------------------------------------------------- -team_model = hunter/harpy -team = red - -legs: - models/players/hunter/lower_harpy_red.skin - models/players/hunter/lower_red.skin - models/players/characters/hunter/lower_harpy_red.skin - models/players/characters/hunter/lower_red.skin -torso: - models/players/hunter/upper_harpy_red.skin - models/players/hunter/upper_red.skin - models/players/characters/hunter/upper_harpy_red.skin - models/players/characters/hunter/upper_red.skin - - -===================== -TA TEAMPLAY -===================== - -------------------------------------------------- -team_model = james/badass -team = red -teamName = Stroggs - -legs: - models/players/james/Stroggs/lower_badass_red.skin - models/players/james/Stroggs/lower_red.skin - models/players/james/lower_badass_red.skin - models/players/james/lower_red.skin - models/players/characters/james/Stroggs/lower_badass_red.skin - models/players/characters/james/Stroggs/lower_red.skin - models/players/characters/james/lower_badass_red.skin - models/players/characters/james/lower_red.skin -torso: - models/players/james/Stroggs/upper_badass_red.skin - models/players/james/Stroggs/upper_red.skin - models/players/james/upper_badass_red.skin - models/players/james/upper_red.skin - models/players/characters/james/Stroggs/upper_badass_red.skin - models/players/characters/james/Stroggs/upper_red.skin - models/players/characters/james/upper_badass_red.skin - models/players/characters/james/upper_red.skin - - - diff --git a/install/installs/ReactionPack/install/docs/Compile_Manual/.svn/text-base/q3map.html.svn-base b/install/installs/ReactionPack/install/docs/Compile_Manual/.svn/text-base/q3map.html.svn-base deleted file mode 100644 index 1b84545..0000000 --- a/install/installs/ReactionPack/install/docs/Compile_Manual/.svn/text-base/q3map.html.svn-base +++ /dev/null @@ -1,410 +0,0 @@ - - - - - Q3Map Manual - - - - - -

Q3map Manual

- -
- - - - -
-

q3map command line switches:

-
-q3map
------
-
--threads <number>
-	Number of threads used to compile the map. For the fastest compile
-	times the number of threads is set to the number of system processors.
--glview
-	Write a .gl file of the bsp tree for debugging.
--v
-	Output verbose information.
--draw
-	Enable realtime debug drawing output.
--nowater
-	Water, slime and lava brushes are not compiled and won't show up when running the map in Quake.
--noopt
-	unused.
--nofill
-	unused.
--nodetail
-	Detail brushes are not compiled and won't show up when running the map in Quake.
--fulldetail
-	Detail brushes will be treated as normal brushes.
--onlyents
-	Only change the entities in a .bsp using a .ent file.
--onlytextures
-	Only change the textures in a .bsp file.
--micro
-	unused.
--nofog
-	Visible surfaces that cross fog boundaries will not be split along the bound.
-	This can cause visually incorrect fog in the map.
--nosubdivide
-	Visible surfaces are not subdivided as required by shader tesselation.
-	The shader parameter "tesssize" sets the tesselation of a surface.
--leaktest
-	Only test the map for leaks. If a leak is found the compilation is stopped.
--verboseentities
-	Output verbose information about entity sub-models.
--nocurves
-	Curves are not compiled and won't show up when running the map in Quake.
--notjunc
-	T-junctions are not fixed. This can cause tiny slits where a surface meets halfway another surface.
--expand
-	Expands all the brush planes and saves a new map out to allow visual inspection of the clipping bevels
--tmpout
-	Output files to a folder called "tmp".
--fakemap
-	Write out a fakemap.map This map will contain a worldspawn entity with all the world brushes.
--samplesize <N>
-	Set the lightmap pixel size to NxN units. Default 16x16.
--custinfoparms
-	Will enable custom surface flags (see below)
-
-q3map -vis
-----------
-
--threads <number>
-	Number of threads used to compile the map. For the fastest compile
-	times the number of threads is set to the number of system processors.
--fast
-	Only calculate a very loose visiblity list. It doesn't take much time to
-	calculate but a lot more polygons will be drawn by the Q3 engine than necesary.
--merge
-	Merge bsp leaves before calculating the visibility list. This will speed up
-	the vis calculations but mostly more polygons will be drawn by the Q3 engine
-	than necesary.
--nopassage
-	Disable the passage visibility algorithm. The passage vis is faster and a bit more
-	tight than the old algorithm.
--level
-	unused.
--v
-	Output verbose information.
--nosort
-	Don't sort the portals on complexity. Sorting mostly speeds up visibility calculations
-	because more complex portals can use information from less complex portals.
--saveprt
-	Don't delete the .prt file after creating the visibility list.
--tmpin <path>
-	Input files will be read from a folder called "tmp".
--tmpout <path>
-	Output files will be written to a folder called "tmp".
-
-
-q3map -light
-------------
-
--threads <number>
-	Number of threads used to compile the map. For the fastest compile
-	times the number of threads is set to the number of system processors.
--bounce <N> [NEW]
-	Enable radiosity calculation. Rediffuses the light emitted onto surfaces N
-	times. Will write out the BSP after every pass, so it can be cancelled.
-	Light reflected is the lightmap/vertex * texture color, subsampled to a certain
-	granularity across every lit surface. Use q3map_lightimage in a shader
-	to override the reflected color.
--bouncegrid [NEW]
-	Radiosity affects lightgrid (entity lighting).
--fast [NEW]
-	Enables light envelopes for area lights, speeding light up by 50x or more on
-	some maps. Has the side effect of dimmer maps with large numbers of dim surface
-	lights.
--fastgrid [NEW]
-	Same as fast, but only for lightgrid calculation.
--fastbounce [NEW]
-	Enables fast for radiosity passes only.
--cheap [NEW]
-	Stop calculating light at a sample when it exceeds (255, 255, 255). This may
-	produce odd artifacts on maps with lots of saturated colored lighting. Also,
-	do not use -cheap with radiosity if you wish to preserve all light emitted.
--cheapgrid [NEW]
-	Same as cheap, but only for lightgrid calculation.
--area <scale>
-	This scales the light intensity of area lights.
--point <scale>
-	This scales the light intensity of point lights.
--notrace
-	No light tracing is performed. As a result no shadows will be casted.
--patchshadows
-	Enable patches casting shadows.
--novertex
-	Don't calculate vertex lighting.
--nogrid
-	Don't calculate light grid for dynamic model lighting.
--smooth [NEW]
-	Smart version of -extra. Only subsamples lightmap pixels that are shadowed.
-	Produces results comparable to -extra in roughly 1/3 the time. Can also be
-	used with -extra or -extrawide for 16- or 48-tap sampling respectively
-	(smoother shadows).
--extra
-	Take four samples per lightmap pixel and store the average light value of these
-	four samples for the actual lightmap pixel.
-	This super sampling is used for anti-aliasing.
--extrawide
-	Just like -extra four samples per lightmap pixel are calculated. However the
-	average of 12 samples is stored per lightmap pixel.
--samplesize <N>
-	Set the lightmap pixel size to NxN units. Default 16x16.
--border
-	Create a debugging border around the lightmap.
--v
-	Output verbose information.
--nosurf
-	Disables surface tracing (detail brushes and patches) for shadow calculation.
--dump
-	Dumps prefab files when used with radiosity for each bounce.
-
-
-q3map -vlight
--------------
-
--threads <number>
-	Number of threads used to compile the map. For the fastest compile
-	times the number of threads is set to the number of system processors.
--area <scale>
-	This scales the light intensity of area lights.
--point <scale>
-	This scales the light intensity of point lights.
--novertex
-	Don't calculate vertex lighting.
--nogrid
-	Don't calculate light grid for dynamic model lighting.
--nostitching
-	No polygon stitching before lighting.
--noalphashading
-	Don't use alpha shading at all.
--nocolorshading
-	Don't use colored alpha shading. The alpha channel will be used as if it were binary.
-	The light goes through or not and does not change color.
--tracelight
-	Use the "-light" light algorithm for all surface unless a surface
-	uses a shader with the shader option "q3map_vlight".
--samplesize <N>
-	Set the lightmap pixel size to NxN units. Default 16x16.
--v
-	Output verbose information.
-
- - - -

The q3map options are a subset of the shader instructions that require -recompiling of the map.

- -

q3map_bounce <fraction>

-

      [NEW] -Specify a number between 0 and 1.0 (or higher) to scale the amount of light reflected in radiosity passes. -Default: 1.0

- -

q3map_nofast

-

      [NEW] -Surfaces that emit light with this shader parameter will disable -fast optimisation. Useful for -large areas of dim sky where you want all the dim light to reach all surfaces.

- -

q3map_tracelight

-

      [NEW] Surfaces using a shader with this option will always be lit with the -original "-light" light algorithm. Patches will not cast shadows on -this surface unless the shader option q3map_patchshadows is used.

-

q3map_patchshadows

-

      [NEW] When this option is used in conjunction with the original (-light) -lighting algorithm, surfaces with textures modified by this option will will -show shadows cast by curve patches (under normal circumstances, curve patches do -not cast shadows).

-

q3map_vertexshadows

-

      [NEW] By default, no shadows are cast on vertex-only lit surfaces (see -surfaceparm pointlight). Also when running Quake III Arena in vertex  lighting -mode, no shadows are cast upon any surfaces (shadows are part of the light map). -When using this shader option shadows *will* be cast on the surface when vertex -lit. However sharp shadow edges won't be seen on the surface because light -values are only calculated at the vertexes.

-

q3map_novertexshadows

-

      [NEW] Shaders used for misc_models and terrain can now use -q3map_novertexshadows to disable shadows to be cast at the vertex lit surfaces. -Shadows being cast at small misc_model objects often makes sense. However -shadows on large vertex lit terrain surfaces often look bad. By default no -shadows are cast at forced vertex list surfaces ( shaders with "pointlight" -).

-

q3map_forcesunlight

-

      [NEW] No sunlight is cast at vertex lit md3 models and terrain by default. -Using this option sunlight (overbright bits created by q3map_sun option) will be -cast on these surfaces.

-

q3map_vertexscale <scale>

-

      [NEW] The light value at the vertexes of a surface using a shader with this -option is multiplied by the scale value. This is a way to lighten or darken a -vertex light only surface in comparison to other, light-map lit surfaces around -it.

-

q3map_notjunc

-

      [NEW] Surfaces modified by a shader with this option are not used for -tjunction fixing.

-

q3map_vlight

-

      [NEW] Surfaces modified by a shader with this option will always be lit with -the "-vlight" algorithm when q3map is used with the options "-vlight --tracelight".

-

q3map_lightmapsamplesize <S>

-

      [NEW] Surfaces using a shader with this shader option will use lightmaps with -pixel size SxS. This option can be used to produce high resolution shadows on -certain surfaces or can be used to reduce the size of lightmap data where high -resolution shadows are not required.

-

q3map_lightimage <image>

-

      Image to use for the light color of a surface light instead of the image(s) -used by the shader. Color is averaged from the texture. Texture must be the same -size as the base image map.

-

q3map_surfacelight <value>

-

Sets the amount of light this surface emits.

-

q3map_lightsubdivide <value>

-

      A surface light is subdivided into a bunch of point lights for the actual -lighting of the world. This parameter controls the space between those point -lights. Default value is 120.

-

q3map_backsplash <percent> <distance>

-

      A surface light is also lit by itself using back splash point lights with a -lower intensity. The <percent> parameter specifies the intensity -percentage they use from the q3map_surfacelight <value> parameter. The -<distance> parameter controls the distance of these back splash lights -from the surface. You can set the <percent> to zero or a negative value to -disable the back splash lights.

-

      q3map_globaltexture

-

When this option is set the texture is not aligned to the world.

-

      q3map_backshader <shader>

-

<shader> is the path/name of the shader or texture to be used at the -back side of the surface.

-

      q3map_flare <shader>

-

Creates a flare using the specified <shader> at the center of the -surface using a shader with this option.

-

      light <value>

-

Old style flare specification always using the shader "flareshader". -The <value> parameter is unused.

-

      q3map_sun <red> <green> <blue> <intensity> -<degrees> <elevation>

-

Color will be normalized, so it doesn't matter what range you use. The -intensity falls off with angle but not distance. A value of 100 is a fairly -bright sun.

-

      degree of 0 = from the east, 90 = north, etc.

-

      elevation of 0 = sunrise/set, 90 = noon

-

      surfaceparm pointlight

-

Surfaces using a shader with this parameter will always be vertex lit

-

This option can be used to reduce the lightmap data. Often used on surfaces

-

that don't need any shadows.

- - -

Surfaceparm dust

-

If a player lands (jumps onto) on a surfaces using a shader with this -parameter, a put of dust will appear at the player’s feet. Note that the -worldspawn entity of that map must have an enableDust key set to a value of 1. -Note: This surfaceflag has been replaced by "surfaceparm woodsteps" in -Return to Castle Wolfenstien.

- - -

Custom surfaceparms

-
-

With the new q3map tool you can add custom surface parameters for mods -without the need to recompile the q3map tool. These custom surfaceparms are -stored in a file called ‘custinfoparms.txt’ in the folder scripts/. An -example of this file with the new surfaceparm treacle and surfaceparm grass is -shown below.

-

// Custom Infoparms File
-// Custom Contentsflags
-{
-treacle 0x4000
-}
-// Custom Surfaceflags
-{
-grass 0x80000
-}

-

 

- -

NOTE: For linux users, when using the -custinfoparms parameter q3map -first looks in your homedir, and only if it doesn't find a custinfoparms.txt -there, it uses the one stored in the

-

quake3 install dir (usually /usr/local/games).

-

 

-
-

Content Flags

-
-

Contents flags are flags similar to CONTENTS_FOG in the original Q3A. These -flags define the contents of volumes inside the game (for instance lava, fog, -water, etc.).

-

If you look in the source file game/surfaceflags.h, it has defines for all -contents flags. The define is split into a name and a hexadecimal value, for -instance CONTENTS_PLAYERCLIP 0x10000. These hexadecimal values are powers of 2 -and can be ored together (binary) to form a bit mask. Up to 32 contents flags -can be ored together this way.

- -

Example: creating a volume with treacle.

-

The following outlines how a custom contents flag can be added and used in a -mod. First open the ‘custinfoparms.txt’ file and add ‘treacle 0x4000’ -to the Custom Contentsflags section as shown in the example file above (0x4000 -is one of the unused values available for custom use). Next write a shader -script which uses ‘surfaceparm treacle’. Apply this new shader to all sides -of a brush in a test map. When you compile the map, add the -custinfoparms -parameter to the command line following q3map.

-

Next, add CONTENTS_TREACLE 0x4000 to the source file game/surfaceflags.h in -your mod. Now you can call the point contents function. If the point is inside -the brush with the shader using the ‘surfaceparm treacle’ then the point -contents call will return a bit mask with CONTENTS_TREACLE set. This can for -instance be used to slow down player movement when a player is inside such a -brush.

-

 

-
-

Surface Flags

-
-

The surface flags are texture properties that often affect entities in -contact with surfaces using such flags. The ‘surfaceparm metalsteps’ -parameter from Q3A is a good example.

-

If you look in the source file game/surfaceflags.h, it has defines for all -surface flags. The define is split into a name and a hexadecimal value, for -instance SURF_NODAMAGE 0x1. These hexadecimal values are powers of 2 and can be -ored together (binary) to form a bit mask. Up to 32 surface flags can be ored -together this way.

- -

Example: Making ‘footsteps on grass’ sounds

-

The following outlines how a custom surface flag can be added and used in a -mod. First open up the ‘custinfoparms.txt’ file and add 'grass 0x80000' to -the Custom Surfaceflags section as shown in the example file above (0x80000 is -the first available unused value in surfaceflags.h for surface flags). Next -write a shader script which uses a grass image and has 'surfaceparm grass’. -Create a test map with the grass shader covering the ground surface. When you -compile the map, add the -custinfoparms parameter to the command line following -q3map.

-

Next, add SURF_GRASS 0x80000 to the source file game/surfaceflags.h in your -mod. Now you'll be able to execute a trace and the trace information will be -returned in the trace_t structure. If the trace hits a surface with the grass -surfaceparm then the SURF_GRASS flag will be set in trace_t->surfaceFlags. -Such a trace can be used to trigger playing a sound of a person stepping on -grass. For a reference example, see the existing metal steps in the game code.

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- - - - diff --git a/install/installs/ReactionPack/install/docs/Compile_Manual/bspc.txt b/install/installs/ReactionPack/install/docs/Compile_Manual/bspc.txt deleted file mode 100644 index 0547b97..0000000 --- a/install/installs/ReactionPack/install/docs/Compile_Manual/bspc.txt +++ /dev/null @@ -1,565 +0,0 @@ - - -Title: BSP Converter -Version: 2.1h -Date: 2001-03-28 -Author: Mr. Elusive - - -Description ------------ - -The BSPC tool is used to create AAS files from BSP files. -An AAS file is a file with areas used by the Quake III Arena bot in order -to navigate and understand a map. The Quake III Arena maps are stored in -BSP files. - - -Usage ------ - -bspc [- [- ...]] - -Example 1: bspc -bsp2aas d:\quake3\baseq3\maps\mymap?.bsp -Example 2: bspc -bsp2aas d:\quake3\baseq3\pak0.pk3\maps/q3dm*.bsp - -Switches: - bsp2aas <[pakfilter/]filter.bsp> = convert BSP to AAS - reach = compute reachability & clusters - cluster = compute clusters - aasopt = optimize aas file - output = set output path - threads = set number of threads to X - cfg = use this cfg file - optimize = enable optimization - noverbose = disable verbose output - breadthfirst = breadth first bsp building - nobrushmerge = don't merge brushes - freetree = free the bsp tree - nocsg = disables brush chopping - forcesidesvisible = force all sides to be visible - grapplereach = calculate grapple reachabilities - - -Several metacharacter may be used in the filter and pakfilter. - -* match any string of zero or more characters -? match any single character -[abc...] match any of the enclosed characters; a hyphen can - be used to specify a range (e.g. a-z, A-Z, 0-9) - -.pk3 files are accessed as if they are normal folders. For instance -use "d:\quake3\baseq3\pak0.pk3\maps/q3dm1.bsp" to access the -map q3dm1.bsp from the pak0.pk3 file. - -Multiple files may be listed after the switches bsp2map, bsp2aas, reach, -cluster and aasopt. - -If a BSP file is being converted to an AAS file and no output path -is entered on the command-line then the AAS file will automatically -be stored in the same folder as the BSP file. However if the BSP file -was stored in a .pk3 file then the AAS file will be stored in a folder -with the name 'maps' outside the .pk3 file. - - -Updating entity lump --------------------- - -If an AAS file is already available for a BSP file and you ONLY change -the entities inside this BSP file then you only have to recalculate the -reachabilities. This way you can move items, platforms etc. around -without the need to recalculate the whole AAS file which can save quite -some compile time. You can recalculate the reachabilities as follows: - -bspc -reach mymap.bsp - -Where mymap.bsp is the BSP file. The mymap.aas file has to be in the -same folder as mymap.bsp or should be in the output folder specified -with the -output option. - -Keep in mind that as soon as ANY geometry in the map changes the whole -AAS file HAS to be recalculated in order to play with bots. - -NOTE: -reach does not work on optimized .AAS files! -NOTE: don't use -reach when moving the position of doors. - - -Leaks ------ - -Just like there can be vis leaks in a map there can also be clipping -leaks. Two things can be wrong when the BSPC tool outputs that a map -leaks. - -1. There are no entities in the map at all, or all entities that are -actually in the map are placed in solid. In this case the BSPC tool -outputs "WARNING: no entities inside". (At least a player start entity -is needed to load a map.) - -2. There is a spot in the map where players can go outside the map -into the void. This is bad, players should never be able to fall out -of a level. In this case the BSPC tool outputs "WARNING: entity -reached from outside". The BSPC tool also writes a mymap.lin file -that can be loaded in the Q3Radiant editor to show lines that go -through the actual leak. - -Make sure the .lin file is stored in the same folder as where q3radiant -stores the .bsp file. Load the map in q3radiant and use the -menu -> File -> Pointfile... to load the .lin file. A thick red line -will be shown in the map. Follow this line to find the leak. - - -Map bounds ----------- - -Currently a map should be within the bounds (-65536, -65536, -65536) - -(65536, 65536, 65536) for the bspc tool to compile. These are the same -limits the q3map tool has. - - -Physics -------- - -The player bounding box is a 30 units by 30 units square with a height -of 56 units. If we assume 1.75 meters being the average height of a human -and a player in Quake III Arena being 56 units high we get 32 units = 1 meter. - -Maximum step height of a player is 18 units (just keep steps 16 units or -lower). - -The maximum water jump height for bots has been set to 18 units. (height -difference between water surface and the floor jumping onto). If the -waterjump height is made higher human players will have a hard time getting -out of the water. - -With normal gravity and without the quad the maximum rocket jump height is -around 280 units (you can sometimes jump a few units higher but this is a -safe value for reference). - -The maximum height for barriers the bots will jump on is 32 units. - -Some math to calculate some other values of interest: - -gravity = 800; -jump velocity = 270; -max vertical rocketjump velocity = 670; -max run velocity = 320; -max step height = 18; - -max jump height = 0.5 * gravity * (jumpvelocity/gravity)*(jumpvelocity/gravity); -max jump height = 45 units; -NOTE: even though this is the mathematical maximum jump height always keep -the the 32 units maximum barrier height for bots in mind when building maps. - -maximum horizontal jump distance over a gap from one spot to another both -at the same height: - -t = sqrt((maxjumpheight + maxstep) / (0.5 * gravity)); -t = 0.3986 seconds; -dist = maxrunvelocity * (t + jumpvelocity / gravity); -dist = 235 units; -Because players use a bounding box we can jump a full bounding box width -furter in the ideal case. (15 units at the jump start and 15 at the -landing place). -235 + 15 + 15 = 265 units. -Again this is the mathematical maximum which players can only reach under -ideal circumstances. - - -Optimizing a map for bspc -------------------------- - -Hint brushes have no effect on the bspc tool. Only solid, clip, liquid, -cluster portal and do not enter brushes are used by the bspc tool. - -The bspc tool outputs how many areas are created for a map. Less areas -is better. Often the number of areas can be reduced by adding additional -clip brushes. By adding these additional clip brushes the complexity -of the geometry used for collision can be reduced. Do not add clip -brushes in front of the complex geometry but get the complex shaped -geometry contained within these clip brushes. Things that should be -contained within clip brushes are small or complex shaped (often detail) -brushes and complex and twisted curves, but also more regular curves -can be placed within a clip brush. When containing a curve within a -clip brush it's preferred to place the whole curve within the clip -brush (not just part of the curve). -Note: you can make brushes or curves non-solid when they are contained -within *full* clip or *weap* clip brushes to speed up bspc calculations. - -Always try to align your geometry to the grids. Always use the largest -grid possible for alignment of your geometry. Also try to align the -back sides of brushes which may not be visible. The more brush sides -are aligned the better. This will also speed up bspc calculations. - -Align adjacent brushes as much as possible. Make sure no tiny faces are -created due to badly aligned brushes. - -Quite often there are places in a map that are visible to players -but that players can never get to. Players would be able to walk around there -but since players can never reach such places they will never actually -move around there. If players are never able to get to such places -it's better to put a large clip brush which encloses that whole space. -This will also speed up bspc calculations and reduce the number of areas -created by the bspc tool. - -Note: the number of areas relative to the map size tells something about -the navigation complexity for players in general (also human players). -Reducing the collision complexity for bots also makes the map easier to -navigate for human players - - -func_plat and func_bobbing --------------------------- - -When func_plat or func_bobbing entities are placed in a map the bots will -use them if possible. The bots assume they can stand on top of the bounding -box of the model used for the func_plat or func_bobbing entity. As a result -creating complex shaped func_plat or func_bobbing models is mostly a bad -idea. You have to make sure the bots (and players) can actually stand -everywhere ontop of the bounding box of the model. - - -Cluster Portals ---------------- - -A map is divided into areas. Several of these areas can be grouped together -to create a cluster. The clusters are seperated by cluster portals which are -areas themselves. One of the things the bot uses these clusters for is a -multi-level routing algorithm. When a map is efficiently divided up into -clusters bot calculations will be faster. - -several things to take into account: - -- The BSPC tool tries to create cluster portals automatically but additional - cluster portals can be created by placing "clusterportal" brushes. -- Cluster portals are manually created by placing "clusterportal" brushes - inside the map. -- Cluster portal brushes are a tool to optimize a map for CPU usage by the - bots. They are not needed for the bots to operate correctly. -- The "clusterportal" brushes should not be used outside the world hull. -- The cluster portals do not have any effect on vis. -- If a door is already sealed with an areaportal brush, a clusterportal is - not necessary there. (area portals are also used as cluster portals). -- Just like the area portals, the cluster portals must seal a space off - entirely from other areas. -- The cluster portal areas should seal off a cluster in a way that the only - path towards another cluster is through a cluster portal area. -- Only create cluster portals where people can walk or swim through. -- Don't create cluster portals in gaps in the floor. (people would fall through) -- If you have two sealed off clusters and you add a teleporter between them - then the two clusters will be merged again because of the teleporter. -- Cluster portals must seperate no more and no less than two (2) clusters. -- Try to create clusters with all the same number of 'reachability' areas. - for instance if the map has 5400 areas try to create 10 clusters with 540 - areas each, or 12 clusters with 450 areas each, etc. The BSPC tool lists - the number of reachability areas in each cluster. - With Q3A version 1.25 and up you can use /set bot_testclusters 1 on the - console and the area number and cluster number you're in will be printed - on the screen. These cluster number correspond to the cluster numbers - the BSPC tool prints. -- Minimize the number of clusters with only a few (less than 10) areas. -- When adding "cluster portal" brushes try to place them in places with - minimal geometric complexity. For instance place them inside convex door - openings or small hallways (not infront of door openings). Ideally the shape - of the face through which a player walks or swims into the cluster portal - is the same as the shape of the face through which a player leaves the - cluster portal. Also ideally the open space inside the cluster portal - brush is convex. -- Make cluster portals about 16 or 32 units thick or align them with - adjacent geometry. Don't make them too thick though. -- Minimize the total number of cluster portal areas at all times. The more - cluster portal areas you have the more CPU the bots need. -- Items have no effect at all on the creation of areas or clusters. - The same goes for item_botroam. - - -Do Not Enter areas ------------------- - -When bot navigation problems show up or you want to make sure a bot never tries -to go to a certain place "do not enter" brushes can be used. - -several things to take into account: - -- The "do not enter" brushes should not be used outside the world hull. -- The "do not enter" brush is Not a clip brush for the bot. -- The "do not enter" brush is a tool of last resort. Do not use it unless - there are serious navigation problems. -- The number of "do not enter" brushes should be minimized because these - brushes create additional areas for the bots. -- The "do not enter" brush will create a New area that the bot will try to - avoid. However if the bot somehow ends up in a "do not enter" area or there - is a valid goal inside the "do not enter" area then the bot is allowed to - go into and out of that area. So if the bot somehow gets in a "do not enter" - area the bot will be able to get out. - - -Bot roaming ------------ - -The item_botroam entity can be used when a bot does not roam the whole level -or prefers to go to only specific areas. This (invisible) item can be placed -in a map just like regular items. Nobody can actually pick up the item it's -only used to attract bots to certain places of the map. The item_botroam has -a key "origin". The value is set by Q3Radiant automatically. The item_botroam -also has a key "weight". The value is the weight of the roam item and is -relative to the weight of other items in the map. The bot character specific -item weights are stored with the bot characters in the botfiles/bots/ sub-folder -in the .pk3 file. The value of the weight is a non-zero floating point value, -most often in the range 0 to 400. (Higher values are allowed but keep in mind -that the bot should also still go for normal items, so don't make the -item_botroam weight to high.) - -When a bot should never go for a specific item the key "notbot" with value "1" -can be used for that item. This key with value can be used for every available -item in Quake III Arena. - -The suspended flag can be used on all items (item_botroam included). -However keep in mind that when a suspended item is not anywhere near the -ground the bot will ONLY try to go for this suspended item using jump pads. - - -Team based entities -------------------- - -You can use the "bot_notteam" entity key with value "1" or "2" on teleporters -(trigger_teleport or trigger_multiple pointing at a target_teleporter), -elevators (func_plat), cyclic movers (func_bobbing), jumppads (trigger_push) -and areas that hurt the player (trigger_hurt). -When "notteam" is set to "1" only bots using the travel flag TFL_NOTTEAM1 will -use the entity or move through the area. When "bot_notteam" is set to "2" only -bots using the travel flag TFL_NOTTEAM2 will use the entity or move through the -area. These travel flags can be used in the game source code. Using this entity -key also only has effect if the mod the map is being made for supports team based -navigation for bots. - - -Testing AAS files ------------------ - -One of the easiest ways to test the AAS file is to load the map in -Quake3 in teamplay mode (type /set g_gametype 3 on the console before -loading the map). Enter a team and add a bot to your team. Use the -team order menu (by default bound to the key F3) to command the bot -to follow you. Walk around the map and see if the bot is able to -follow you everywhere. - -Map bugs can sometimes cause certain places in the map to show up -'solid' in the AAS file. The bots cannot travel through these 'solid' -areas. To test for these 'solid' places set the cvar bot_testsolid -to 1 on the console. (type /set bot_testsolid 1) The map has to be -started with devmap instead of map before the cvar bot_testsolid can -be set. When the cvar is set to 1 then either "empty area" or -"SOLID area" will be printed on the screen while traveling through a map. -Several map bugs can cause these 'solid' places in the AAS file. -- Sometimes microscopic brushes are left over after a brush CSG. Search - for such brushes in the problem area and delete them. -- Tiny brush faces (not curves) can also cause problems. Due to vertex - snapping in the q3map tool those tiny brush faces can be snapped out - of existence. Such faces will not show up in Quake3 and you'll see - tiny peek holes or slits where you can view through the geometry. - Allign vertexes of and edges of adjacent brushes to remove and avoid - such tiny faces. Placing a clip brush in front of the face that is - snapped out of existence will also remove the 'solid' area but ofcourse - it's much better to remove the peek holes and slits. -- Another cause could be a brush with a collapsed side. Check how many - sides a brush has and how many sides actually have a surface. Rebuild - brushes with collapsed sides. -- All faces contained within liquid brushes using a shader without - "surfaceparm trans" set will be removed. Those contained surfaces will - not be visible and can cause the liquid to appear "solid" in the AAS file. - -If you insist creating an AAS file for a map with bugs then the option --forcesidesvisible can be used. This should fix all the problems with areas -showing up solid in the AAS file. However creating an AAS file with this -option takes a lot longer (often more than twice the normal compile time). - -Clusters can be tested with the cvar bot_testclusters. -(type "/set bot_testclusters 1" on the console) - -Jumppads can also be tested. Type the following on the Quake3 console -before loading your map: - -/set bot_maxdebugpolys 1024 -/set bot_visualizejumppads 1 -/set bot_forcereachability 1 - -Now load the map. A counter will be shown and goes from 0% to 100%. -When the counter has reached 100% type /set bot_debug 1 and -/set r_debugSurface 2 on the console. For every jumppad the -default arch of travel (without using air control) will be visualized. -This only works if your .aas file is not optimized. - - -Error messages --------------- - -Level designers should not worry too much about the following messages and/or warnings. The things reported are non fatal and won't cause any major problems. Some of the messages are just debug left overs. - -"AAS_CheckArea: area %d face %d is flipped\n" -"AAS_CheckArea: area %d center is %f %f %f\n" -"AAS_CheckFaceWindingPlane: face %d winding plane unequal to face plane\r\n" -"AAS_CheckFaceWindingPlane: face %d winding reversed\r\n" -"area %d face %d flipped: front area %d, back area %d\n" -"area %d face %d is tiny\r\n" -"face %d and %d, same front and back area but flipped planes\r\n" -"AAS_SplitFace: tiny back face\r\n" -"AAS_SplitFace: tiny back face\r\n" -"AAS_SplitArea: front area without faces\n" -"AAS_SplitArea: back area without faces\n" -"gsubdiv: area %d has a tiny winding\r\n" -"AAS_TestSplitPlane: tried face plane as splitter\n" -"found %d epsilon faces trying to split area %d\r\n" -"AAS_SplitArea: front area without faces\n" -"AAS_GetFace: face %d had degenerate edge %d-%d\r\n" -"AAS_GetFace: face %d was tiny\r\n" -"WARNING: huge winding\n" -"bogus brush after clip" -"split removed brush" -"split not on both sides" -"two tiny brushes\r\n" -"possible portal: %d\r\n" -"portal %d: area %d\r\n" -"WARNING: CM_GridPlane unresolvable\n" -"WARNING: CM_AddFacetBevels... invalid bevel\n" -"WARNING: CM_SetBorderInward: mixed plane sides\n" -"WARNING: bevel plane already used\n" -"trigger_multiple model = \"%s\"\n" -"trigger_teleport model = \"%s\"\n" -"found a trigger_push with velocity %f %f %f\n" -"AAS_TraceBoundingBox: stack overflow\n" -"AAS_TraceAreas: stack overflow\n" -"AAS_LinkEntity: stack overflow\n" -"MergeWindings: degenerate edge on winding %f %f %f\n" -"Warning: MergeWindings: front to back found twice\n" -"FindPlaneSeperatingWindings: winding1 non-convex\r\n" -"FindPlaneSeperatingWindings: winding2 non-convex\r\n" - - -When one of the following messages, errors or warnings is found then there is often something to be fixed. - -"WARNING! HashVec: point %f %f %f outside valid range\n" -"This should never happen!\n" - While storing the AAS file some vertex was found outside the valid map bounds. When this happens some part of the map is likely to have badly aligned brushes or weird shaped curves. Clipping off or rebuilding complex shapes often helps. -"trigger_push start solid\n" - The trigger_push start point is in solid. Try making the trigger_push brush a bit larger or move it around a bit. -"trigger_push without target entity %s\n" - Could not find the target entity of the trigger_push with the target field %s. -"trigger_push without time\n" - trigger_push entity found without "time" field. -"trigger_multiple not in any jump pad area\n" -"trigger_push not in any jump pad area\n" - A trigger_push entity was found not to be in any valid jumppad area. (the message states trigger_multiple but it should have been trigger_push) Try making the trigger_push brush a bit larger or move it around a bit. -"trigger_multiple at %1.0f %1.0f %1.0f without target\n" - A trigger multiple was found at the given coordinates without a "target" field. -"target_teleporter without target\n" - A target_teleporter entity was found without target field. -"trigger_teleport at %1.0f %1.0f %1.0f without target\n" - A trigger_teleport entity was found at the given coordinates without "target" field. -"teleporter without misc_teleporter_dest (%s)\n" - The destination of a teleporter with target field %s could not be found. -"teleporter destination (%s) without origin\n" - A teleporter destination with the target name %s was found without origin field. -"teleporter destination (%s) in solid\n" - A teleporter destination with the targetname %s was found to be in solid. -"teleported into slime or lava at dest %s\n" - A player would be pushed into slime or lave at the teleporter destination with the targetname %s. -"trigger_multiple not in any area\n" - A teleporter trigger was found not to be in any valid area. Try moving the trigger around a bit. -"func_plat without model\n" - A func_plat entity was found without model field. -"func_plat with invalid model number\n" - A func_plat entity was found with the model field set to some invalid number. -"func_bobbing without model\n" - A func_bobbing entity was found without model field. -"func_bobbing with invalid model number\n" - A func_bobbing entity was found with the model field set to some invalid number. -"%s in solid at (%1.1f %1.1f %1.1f)\n" - An item with classname %s was found to be in solid at the given coordinates. -"empty aas link heap\n" - Some part of the map has some rather complex clipping. Reduce the geometric complexity or use clip brushes to reduce the clipping complexity. -"too many entities in BSP file\n" - There are too many entities in the bsp file. -"error opening %s\n" - Could not create a new AAS file. Hard disk might be full. -"error writing lump %s\n" - Could not write an AAS lump to file. Hard disk might be full. - - - -Version Changes ---------------- - -2.1h (2001-03-28) - -- fixed crash bug - -2.1g (2001-02-18) - -- added bot_notteam support on trigger_hurt entities - - -2.1f (2001-02-06) - -- added some AAS statistics -- don't flood through faces when creating clusters - - -2.1e (2001-01-10) - -- fix map size limitation - - -2.1d (2000-12-17) - -- renamed "notteam" to "bot_notteam" - - -2.1c (2000-11-02) - -- added fs_maxfallheight -- compiled with larger map size bounds - - -2.1b (2000-09-15) - -- fixed cfg file loading - - -2.1 (2000-06-28) - -- added model numbers for AREACONTENTS_MOVER -- added team based func_plat, func_bobbing, trigger_teleport and trigger_push reachabilities - - -2.0 (2000-06-21) - -- fixed swim reachabilities -- fixed some reachabilities through cluster portals -- fixed jump reachabilities -- changed some start travel times -- added travel time settings to cfg - - -1.9 (2000-03-27) - -- fixed func_bobbing entities with origin brush - - -1.8 (2000-01-14) - -- fixed trigger_teleport bug. -- increased max map bounds to (-8192, -8192, -8192)-(8192, 8192, 8192) -- increased max points on winding -- made "HashVec: point x y z outside valid range" non-fatal -- fixed rocket jump reachabilities -- added force sides visible option -- increased simulated stack size for area traces - - -1.7 (1999-12-22) - -- fixed ducked bounding box size -- fixed sv_maxsteepness being zero in aas configuration -- AAS files are now automatically stored in BSP file folder -- fixed crash bug caused by overflow of a simulated stack diff --git a/install/installs/ReactionPack/install/docs/Compile_Manual/cfgq3.c b/install/installs/ReactionPack/install/docs/Compile_Manual/cfgq3.c deleted file mode 100644 index 47e43c8..0000000 --- a/install/installs/ReactionPack/install/docs/Compile_Manual/cfgq3.c +++ /dev/null @@ -1,78 +0,0 @@ -//=========================================================================== -// BSPC configuration file -// Quake3 -//=========================================================================== - -#define PRESENCE_NONE 1 -#define PRESENCE_NORMAL 2 -#define PRESENCE_CROUCH 4 - -// more bounding boxes can be added if required -// always minimize the number of bounding boxes listed here to reduce AAS file size -// for instance if players cannot crouch then it's good to remove the bbox definition for it - -//bounding box when running/walking -bbox //30x30x56 -{ - presencetype PRESENCE_NORMAL - flags 0x0000 - mins {-15, -15, -24} - maxs {15, 15, 32} -} - -// bounding box when crouched -bbox //30x30x40 -{ - presencetype PRESENCE_CROUCH - flags 0x0001 - mins {-15, -15, -24} - maxs {15, 15, 16} -} - -// do not forget settings as they might not be defaulted correctly when this cfg is used -settings -{ - // physics settings - phys_gravitydirection {0, 0, -1} // direction of gravity - phys_friction 6 // friction - phys_stopspeed 100 // stop speed - phys_gravity 800 // gravity - phys_waterfriction 1 // friction in water - phys_watergravity 400 // gravity in water - phys_maxvelocity 320 // maximum run speed - phys_maxwalkvelocity 320 // maximum walk speed (set for running) - phys_maxcrouchvelocity 100 // maximum crouch speed - phys_maxswimvelocity 150 // maximum swim speed - phys_walkaccelerate 100 // acceleration for walking - phys_airaccelerate 0 // acceleration flying through the air - phys_swimaccelerate 0 // acceleration for swimming - phys_maxstep 18 // maximum step height - phys_maxsteepness 0.7 // maximum floor steepness a player can walk on - phys_maxwaterjump 19 // maximum height for an out of water jump - phys_maxbarrier 33 // maximum barrier a player can jump onto - phys_jumpvel 270 // jump velocity - phys_falldelta5 40 // falling delta for 5 damage ( see PM_CrashLand in game/bg_pmove.c ) - phys_falldelta10 60 // falling delta for 5 damage ( see PM_CrashLand in game/bg_pmove.c ) - // reachability settings - // the following are all additional travel times added - // for certain reachabilities in 1/100th of a second - rs_waterjump 400 - rs_teleport 50 - rs_barrierjump 100 - rs_startcrouch 300 - rs_startgrapple 500 - rs_startwalkoffledge 70 - rs_startjump 300 - rs_rocketjump 500 - rs_bfgjump 500 - rs_jumppad 250 - rs_aircontrolledjumppad 300 - rs_funcbob 300 - rs_startelevator 50 - rs_falldamage5 300 // avoid getting 5 damage - rs_falldamage10 500 // avoid getting 10 damage - // if != 0 then this is the maximum fall height a reachability can be created for - rs_maxfallheight 0 - // maximum height a bot may fall down when jumping to some location - rs_maxjumpfallheight 450 -} diff --git a/install/installs/ReactionPack/install/docs/Compile_Manual/headskins.txt b/install/installs/ReactionPack/install/docs/Compile_Manual/headskins.txt deleted file mode 100644 index bf45f9f..0000000 --- a/install/installs/ReactionPack/install/docs/Compile_Manual/headskins.txt +++ /dev/null @@ -1,75 +0,0 @@ -search orders with different settings - - -===================== -NON-TEAMPLAY -===================== - -------------------------------------------------- -headmodel = *callisto/lily - -models/players/heads/callisto/lily/head_default.skin -models/players/heads/callisto/head_lily.skin - - -------------------------------------------------- -headmodel = callisto/lily - -models/players/callisto/lily/head_default.skin -models/players/callisto/head_lily.skin -models/players/heads/callisto/lily/head_default.skin -models/players/heads/callisto/head_lily.skin - - - -===================== -Q3 TEAMPLAY -===================== - -------------------------------------------------- -team_headmodel = *callisto/lily -team = red - -models/players/heads/callisto/lily/head_red.skin -models/players/heads/callisto/head_red.skin - - -------------------------------------------------- -team_headmodel = callisto/lily -team = red - -models/players/callisto/lily/head_red.skin -models/players/callisto/head_red.skin -models/players/heads/callisto/lily/head_red.skin -models/players/heads/callisto/head_red.skin - - - -===================== -TA TEAMPLAY -===================== - -------------------------------------------------- -team_headmodel = *callisto/lily -team = red -teamName = Stroggs - -models/players/heads/callisto/lily/Stroggs/head_red.skin -models/players/heads/callisto/Stroggs/head_red.skin -models/players/heads/callisto/lily/head_red.skin -models/players/heads/callisto/head_red.skin - - -------------------------------------------------- -team_headmodel = callisto/lily -team = red -teamName = Stroggs - -models/players/callisto/lily/Stroggs/head_red.skin -models/players/callisto/Stroggs/head_red.skin -models/players/callisto/lily/head_red.skin -models/players/callisto/head_red.skin -models/players/heads/callisto/lily/Stroggs/head_red.skin -models/players/heads/callisto/Stroggs/head_red.skin -models/players/heads/callisto/lily/head_red.skin -models/players/heads/callisto/head_red.skin diff --git a/install/installs/ReactionPack/install/docs/Compile_Manual/index.html b/install/installs/ReactionPack/install/docs/Compile_Manual/index.html deleted file mode 100644 index 6b8d719..0000000 --- a/install/installs/ReactionPack/install/docs/Compile_Manual/index.html +++ /dev/null @@ -1,65 +0,0 @@ - - - - - Compiling Manual - - - - - - - -
-
-
- - -
-

Compiling Manual, q3map & bspc help

-
-
- -

- Table of Contents -

    - · - Q3Map Documentation - -
    · - BSPC Documentation - -
    . - BSPC Configuration file - -
    . - modelskins: Q3 and TA search order for model skins - -
    . - headskins: Q3 and TA search order for head skins - -
-

- -
- - -
- Last updated: Jan 21, 2002   -
-
- -
-
- - - diff --git a/install/installs/ReactionPack/install/docs/Compile_Manual/modelskins.txt b/install/installs/ReactionPack/install/docs/Compile_Manual/modelskins.txt deleted file mode 100644 index b0f4a01..0000000 --- a/install/installs/ReactionPack/install/docs/Compile_Manual/modelskins.txt +++ /dev/null @@ -1,73 +0,0 @@ -search orders with different settings - - -===================== -NON-TEAMPLAY -===================== - -------------------------------------------------- -model = hunter/harpy - - -legs: - models/players/hunter/lower_harpy_default.skin - models/players/hunter/lower_harpy.skin - models/players/characters/james/lower_harpy_default.skin - models/players/characters/james/lower_harpy.skin -torso: - models/players/hunter/upper_harpy_default.skin - models/players/hunter/upper_harpy.skin - models/players/characters/hunter/upper_harpy_default.skin - models/players/characters/hunter/upper_harpy.skin - - -===================== -Q3 TEAMPLAY -===================== - -------------------------------------------------- -team_model = hunter/harpy -team = red - -legs: - models/players/hunter/lower_harpy_red.skin - models/players/hunter/lower_red.skin - models/players/characters/hunter/lower_harpy_red.skin - models/players/characters/hunter/lower_red.skin -torso: - models/players/hunter/upper_harpy_red.skin - models/players/hunter/upper_red.skin - models/players/characters/hunter/upper_harpy_red.skin - models/players/characters/hunter/upper_red.skin - - -===================== -TA TEAMPLAY -===================== - -------------------------------------------------- -team_model = james/badass -team = red -teamName = Stroggs - -legs: - models/players/james/Stroggs/lower_badass_red.skin - models/players/james/Stroggs/lower_red.skin - models/players/james/lower_badass_red.skin - models/players/james/lower_red.skin - models/players/characters/james/Stroggs/lower_badass_red.skin - models/players/characters/james/Stroggs/lower_red.skin - models/players/characters/james/lower_badass_red.skin - models/players/characters/james/lower_red.skin -torso: - models/players/james/Stroggs/upper_badass_red.skin - models/players/james/Stroggs/upper_red.skin - models/players/james/upper_badass_red.skin - models/players/james/upper_red.skin - models/players/characters/james/Stroggs/upper_badass_red.skin - models/players/characters/james/Stroggs/upper_red.skin - models/players/characters/james/upper_badass_red.skin - models/players/characters/james/upper_red.skin - - - diff --git a/install/installs/ReactionPack/install/docs/Compile_Manual/q3map.html b/install/installs/ReactionPack/install/docs/Compile_Manual/q3map.html deleted file mode 100644 index 1b84545..0000000 --- a/install/installs/ReactionPack/install/docs/Compile_Manual/q3map.html +++ /dev/null @@ -1,410 +0,0 @@ - - - - - Q3Map Manual - - - - - -

Q3map Manual

- -
- - - - -
-

q3map command line switches:

-
-q3map
------
-
--threads <number>
-	Number of threads used to compile the map. For the fastest compile
-	times the number of threads is set to the number of system processors.
--glview
-	Write a .gl file of the bsp tree for debugging.
--v
-	Output verbose information.
--draw
-	Enable realtime debug drawing output.
--nowater
-	Water, slime and lava brushes are not compiled and won't show up when running the map in Quake.
--noopt
-	unused.
--nofill
-	unused.
--nodetail
-	Detail brushes are not compiled and won't show up when running the map in Quake.
--fulldetail
-	Detail brushes will be treated as normal brushes.
--onlyents
-	Only change the entities in a .bsp using a .ent file.
--onlytextures
-	Only change the textures in a .bsp file.
--micro
-	unused.
--nofog
-	Visible surfaces that cross fog boundaries will not be split along the bound.
-	This can cause visually incorrect fog in the map.
--nosubdivide
-	Visible surfaces are not subdivided as required by shader tesselation.
-	The shader parameter "tesssize" sets the tesselation of a surface.
--leaktest
-	Only test the map for leaks. If a leak is found the compilation is stopped.
--verboseentities
-	Output verbose information about entity sub-models.
--nocurves
-	Curves are not compiled and won't show up when running the map in Quake.
--notjunc
-	T-junctions are not fixed. This can cause tiny slits where a surface meets halfway another surface.
--expand
-	Expands all the brush planes and saves a new map out to allow visual inspection of the clipping bevels
--tmpout
-	Output files to a folder called "tmp".
--fakemap
-	Write out a fakemap.map This map will contain a worldspawn entity with all the world brushes.
--samplesize <N>
-	Set the lightmap pixel size to NxN units. Default 16x16.
--custinfoparms
-	Will enable custom surface flags (see below)
-
-q3map -vis
-----------
-
--threads <number>
-	Number of threads used to compile the map. For the fastest compile
-	times the number of threads is set to the number of system processors.
--fast
-	Only calculate a very loose visiblity list. It doesn't take much time to
-	calculate but a lot more polygons will be drawn by the Q3 engine than necesary.
--merge
-	Merge bsp leaves before calculating the visibility list. This will speed up
-	the vis calculations but mostly more polygons will be drawn by the Q3 engine
-	than necesary.
--nopassage
-	Disable the passage visibility algorithm. The passage vis is faster and a bit more
-	tight than the old algorithm.
--level
-	unused.
--v
-	Output verbose information.
--nosort
-	Don't sort the portals on complexity. Sorting mostly speeds up visibility calculations
-	because more complex portals can use information from less complex portals.
--saveprt
-	Don't delete the .prt file after creating the visibility list.
--tmpin <path>
-	Input files will be read from a folder called "tmp".
--tmpout <path>
-	Output files will be written to a folder called "tmp".
-
-
-q3map -light
-------------
-
--threads <number>
-	Number of threads used to compile the map. For the fastest compile
-	times the number of threads is set to the number of system processors.
--bounce <N> [NEW]
-	Enable radiosity calculation. Rediffuses the light emitted onto surfaces N
-	times. Will write out the BSP after every pass, so it can be cancelled.
-	Light reflected is the lightmap/vertex * texture color, subsampled to a certain
-	granularity across every lit surface. Use q3map_lightimage in a shader
-	to override the reflected color.
--bouncegrid [NEW]
-	Radiosity affects lightgrid (entity lighting).
--fast [NEW]
-	Enables light envelopes for area lights, speeding light up by 50x or more on
-	some maps. Has the side effect of dimmer maps with large numbers of dim surface
-	lights.
--fastgrid [NEW]
-	Same as fast, but only for lightgrid calculation.
--fastbounce [NEW]
-	Enables fast for radiosity passes only.
--cheap [NEW]
-	Stop calculating light at a sample when it exceeds (255, 255, 255). This may
-	produce odd artifacts on maps with lots of saturated colored lighting. Also,
-	do not use -cheap with radiosity if you wish to preserve all light emitted.
--cheapgrid [NEW]
-	Same as cheap, but only for lightgrid calculation.
--area <scale>
-	This scales the light intensity of area lights.
--point <scale>
-	This scales the light intensity of point lights.
--notrace
-	No light tracing is performed. As a result no shadows will be casted.
--patchshadows
-	Enable patches casting shadows.
--novertex
-	Don't calculate vertex lighting.
--nogrid
-	Don't calculate light grid for dynamic model lighting.
--smooth [NEW]
-	Smart version of -extra. Only subsamples lightmap pixels that are shadowed.
-	Produces results comparable to -extra in roughly 1/3 the time. Can also be
-	used with -extra or -extrawide for 16- or 48-tap sampling respectively
-	(smoother shadows).
--extra
-	Take four samples per lightmap pixel and store the average light value of these
-	four samples for the actual lightmap pixel.
-	This super sampling is used for anti-aliasing.
--extrawide
-	Just like -extra four samples per lightmap pixel are calculated. However the
-	average of 12 samples is stored per lightmap pixel.
--samplesize <N>
-	Set the lightmap pixel size to NxN units. Default 16x16.
--border
-	Create a debugging border around the lightmap.
--v
-	Output verbose information.
--nosurf
-	Disables surface tracing (detail brushes and patches) for shadow calculation.
--dump
-	Dumps prefab files when used with radiosity for each bounce.
-
-
-q3map -vlight
--------------
-
--threads <number>
-	Number of threads used to compile the map. For the fastest compile
-	times the number of threads is set to the number of system processors.
--area <scale>
-	This scales the light intensity of area lights.
--point <scale>
-	This scales the light intensity of point lights.
--novertex
-	Don't calculate vertex lighting.
--nogrid
-	Don't calculate light grid for dynamic model lighting.
--nostitching
-	No polygon stitching before lighting.
--noalphashading
-	Don't use alpha shading at all.
--nocolorshading
-	Don't use colored alpha shading. The alpha channel will be used as if it were binary.
-	The light goes through or not and does not change color.
--tracelight
-	Use the "-light" light algorithm for all surface unless a surface
-	uses a shader with the shader option "q3map_vlight".
--samplesize <N>
-	Set the lightmap pixel size to NxN units. Default 16x16.
--v
-	Output verbose information.
-
- - - -

The q3map options are a subset of the shader instructions that require -recompiling of the map.

- -

q3map_bounce <fraction>

-

      [NEW] -Specify a number between 0 and 1.0 (or higher) to scale the amount of light reflected in radiosity passes. -Default: 1.0

- -

q3map_nofast

-

      [NEW] -Surfaces that emit light with this shader parameter will disable -fast optimisation. Useful for -large areas of dim sky where you want all the dim light to reach all surfaces.

- -

q3map_tracelight

-

      [NEW] Surfaces using a shader with this option will always be lit with the -original "-light" light algorithm. Patches will not cast shadows on -this surface unless the shader option q3map_patchshadows is used.

-

q3map_patchshadows

-

      [NEW] When this option is used in conjunction with the original (-light) -lighting algorithm, surfaces with textures modified by this option will will -show shadows cast by curve patches (under normal circumstances, curve patches do -not cast shadows).

-

q3map_vertexshadows

-

      [NEW] By default, no shadows are cast on vertex-only lit surfaces (see -surfaceparm pointlight). Also when running Quake III Arena in vertex  lighting -mode, no shadows are cast upon any surfaces (shadows are part of the light map). -When using this shader option shadows *will* be cast on the surface when vertex -lit. However sharp shadow edges won't be seen on the surface because light -values are only calculated at the vertexes.

-

q3map_novertexshadows

-

      [NEW] Shaders used for misc_models and terrain can now use -q3map_novertexshadows to disable shadows to be cast at the vertex lit surfaces. -Shadows being cast at small misc_model objects often makes sense. However -shadows on large vertex lit terrain surfaces often look bad. By default no -shadows are cast at forced vertex list surfaces ( shaders with "pointlight" -).

-

q3map_forcesunlight

-

      [NEW] No sunlight is cast at vertex lit md3 models and terrain by default. -Using this option sunlight (overbright bits created by q3map_sun option) will be -cast on these surfaces.

-

q3map_vertexscale <scale>

-

      [NEW] The light value at the vertexes of a surface using a shader with this -option is multiplied by the scale value. This is a way to lighten or darken a -vertex light only surface in comparison to other, light-map lit surfaces around -it.

-

q3map_notjunc

-

      [NEW] Surfaces modified by a shader with this option are not used for -tjunction fixing.

-

q3map_vlight

-

      [NEW] Surfaces modified by a shader with this option will always be lit with -the "-vlight" algorithm when q3map is used with the options "-vlight --tracelight".

-

q3map_lightmapsamplesize <S>

-

      [NEW] Surfaces using a shader with this shader option will use lightmaps with -pixel size SxS. This option can be used to produce high resolution shadows on -certain surfaces or can be used to reduce the size of lightmap data where high -resolution shadows are not required.

-

q3map_lightimage <image>

-

      Image to use for the light color of a surface light instead of the image(s) -used by the shader. Color is averaged from the texture. Texture must be the same -size as the base image map.

-

q3map_surfacelight <value>

-

Sets the amount of light this surface emits.

-

q3map_lightsubdivide <value>

-

      A surface light is subdivided into a bunch of point lights for the actual -lighting of the world. This parameter controls the space between those point -lights. Default value is 120.

-

q3map_backsplash <percent> <distance>

-

      A surface light is also lit by itself using back splash point lights with a -lower intensity. The <percent> parameter specifies the intensity -percentage they use from the q3map_surfacelight <value> parameter. The -<distance> parameter controls the distance of these back splash lights -from the surface. You can set the <percent> to zero or a negative value to -disable the back splash lights.

-

      q3map_globaltexture

-

When this option is set the texture is not aligned to the world.

-

      q3map_backshader <shader>

-

<shader> is the path/name of the shader or texture to be used at the -back side of the surface.

-

      q3map_flare <shader>

-

Creates a flare using the specified <shader> at the center of the -surface using a shader with this option.

-

      light <value>

-

Old style flare specification always using the shader "flareshader". -The <value> parameter is unused.

-

      q3map_sun <red> <green> <blue> <intensity> -<degrees> <elevation>

-

Color will be normalized, so it doesn't matter what range you use. The -intensity falls off with angle but not distance. A value of 100 is a fairly -bright sun.

-

      degree of 0 = from the east, 90 = north, etc.

-

      elevation of 0 = sunrise/set, 90 = noon

-

      surfaceparm pointlight

-

Surfaces using a shader with this parameter will always be vertex lit

-

This option can be used to reduce the lightmap data. Often used on surfaces

-

that don't need any shadows.

- - -

Surfaceparm dust

-

If a player lands (jumps onto) on a surfaces using a shader with this -parameter, a put of dust will appear at the player’s feet. Note that the -worldspawn entity of that map must have an enableDust key set to a value of 1. -Note: This surfaceflag has been replaced by "surfaceparm woodsteps" in -Return to Castle Wolfenstien.

- - -

Custom surfaceparms

-
-

With the new q3map tool you can add custom surface parameters for mods -without the need to recompile the q3map tool. These custom surfaceparms are -stored in a file called ‘custinfoparms.txt’ in the folder scripts/. An -example of this file with the new surfaceparm treacle and surfaceparm grass is -shown below.

-

// Custom Infoparms File
-// Custom Contentsflags
-{
-treacle 0x4000
-}
-// Custom Surfaceflags
-{
-grass 0x80000
-}

-

 

- -

NOTE: For linux users, when using the -custinfoparms parameter q3map -first looks in your homedir, and only if it doesn't find a custinfoparms.txt -there, it uses the one stored in the

-

quake3 install dir (usually /usr/local/games).

-

 

-
-

Content Flags

-
-

Contents flags are flags similar to CONTENTS_FOG in the original Q3A. These -flags define the contents of volumes inside the game (for instance lava, fog, -water, etc.).

-

If you look in the source file game/surfaceflags.h, it has defines for all -contents flags. The define is split into a name and a hexadecimal value, for -instance CONTENTS_PLAYERCLIP 0x10000. These hexadecimal values are powers of 2 -and can be ored together (binary) to form a bit mask. Up to 32 contents flags -can be ored together this way.

- -

Example: creating a volume with treacle.

-

The following outlines how a custom contents flag can be added and used in a -mod. First open the ‘custinfoparms.txt’ file and add ‘treacle 0x4000’ -to the Custom Contentsflags section as shown in the example file above (0x4000 -is one of the unused values available for custom use). Next write a shader -script which uses ‘surfaceparm treacle’. Apply this new shader to all sides -of a brush in a test map. When you compile the map, add the -custinfoparms -parameter to the command line following q3map.

-

Next, add CONTENTS_TREACLE 0x4000 to the source file game/surfaceflags.h in -your mod. Now you can call the point contents function. If the point is inside -the brush with the shader using the ‘surfaceparm treacle’ then the point -contents call will return a bit mask with CONTENTS_TREACLE set. This can for -instance be used to slow down player movement when a player is inside such a -brush.

-

 

-
-

Surface Flags

-
-

The surface flags are texture properties that often affect entities in -contact with surfaces using such flags. The ‘surfaceparm metalsteps’ -parameter from Q3A is a good example.

-

If you look in the source file game/surfaceflags.h, it has defines for all -surface flags. The define is split into a name and a hexadecimal value, for -instance SURF_NODAMAGE 0x1. These hexadecimal values are powers of 2 and can be -ored together (binary) to form a bit mask. Up to 32 surface flags can be ored -together this way.

- -

Example: Making ‘footsteps on grass’ sounds

-

The following outlines how a custom surface flag can be added and used in a -mod. First open up the ‘custinfoparms.txt’ file and add 'grass 0x80000' to -the Custom Surfaceflags section as shown in the example file above (0x80000 is -the first available unused value in surfaceflags.h for surface flags). Next -write a shader script which uses a grass image and has 'surfaceparm grass’. -Create a test map with the grass shader covering the ground surface. When you -compile the map, add the -custinfoparms parameter to the command line following -q3map.

-

Next, add SURF_GRASS 0x80000 to the source file game/surfaceflags.h in your -mod. Now you'll be able to execute a trace and the trace information will be -returned in the trace_t structure. If the trace hits a surface with the grass -surfaceparm then the SURF_GRASS flag will be set in trace_t->surfaceFlags. -Such a trace can be used to trigger playing a sound of a person stepping on -grass. For a reference example, see the existing metal steps in the game code.

-

 

-
-

 

- -
- - - -

 

-
-
-

 

-

 

-

-27-

- - - - diff --git a/install/installs/ReactionPack/install/docs/Model_Manual/.svn/entries b/install/installs/ReactionPack/install/docs/Model_Manual/.svn/entries deleted file mode 100644 index 603461d..0000000 --- a/install/installs/ReactionPack/install/docs/Model_Manual/.svn/entries +++ /dev/null @@ -1,65 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/ReactionPack/trunk/install/docs/Model_Manual -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2011-01-20T04:25:31.635016Z -64 -rambetter - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -styles -dir - -model_manual.htm -file - - - - -2012-04-01T16:52:35.807498Z -3c6cafe924ffd55fc17a3be3c66e6e63 -2011-01-20T04:25:31.635016Z -64 -rambetter - - - - - - - - - - - - - - - - - - - - - -18107 - diff --git a/install/installs/ReactionPack/install/docs/Model_Manual/.svn/text-base/model_manual.htm.svn-base b/install/installs/ReactionPack/install/docs/Model_Manual/.svn/text-base/model_manual.htm.svn-base deleted file mode 100644 index 6735fa7..0000000 --- a/install/installs/ReactionPack/install/docs/Model_Manual/.svn/text-base/model_manual.htm.svn-base +++ /dev/null @@ -1,217 +0,0 @@ - - - -Q3A Player Characters: Putting them in the Game - - - -
-

Putting New Models in Quake III Arena

- -Based on original notes by Paul Steed - -

Edited by Paul Jaquays
-

Edited 12/22/99 by ps
-

QERadiant.com thanks John Hutton for re-formating this manual into a more web friendly version
-

-
-The purpose of this document is to explain how to set up a model for Quake 3 Arena, create the necessary animation and conversion files, and then export it into the MD3 format required by the game. It is intended to be informative only and not a tutorial on building or animating models. - -

The player models for Quake III Arena were built using the commercial modeling software, 3D Studio Max R2.5 (3ds Max) by -Kinetix. These models were then animated using Physique and Biped, components of a plugin for 3dsMax called Character Studio -(also by Kinetix). The following instructions assume that you will model and animate with 3dsMax and Character Studio. - -

1. Setting up the Files

-Begin in your Quake3 directory. If you don't have one already, create a baseq3 directory. Inside the baseq3 directory, create a models directory. Inside the models directory, create a players directory. Inside the players directory, create a directory with the name of your model (we will use [character] in this document to represent information requiring the name of the model). It is generally a good idea to create a 'work' directory under [character] so that the [character] directory itself remains uncluttered. Place all versions of your model and temp textures here, saving the [character] directory purely for the finished model files. - -

2. Building and Naming the Mesh

-The mesh should be built keeping in mind the game engine needs three distinct body part grouping: the head, the upper body, and the lower body. These groupings can consist of different parts or sub-objects, but keep in mind too many sub-objects does impact performance and game play speed. A good rule of thumb is to consolidate your objects (i.e. attach them to each other) as long as they remain a part of a major group. For example, you decide to create a character that has its arms as separate objects for easier animation. Unless the arms or torso has different textures assigned to them go ahead and attach the arms to the torso. It may be more difficult to assign the vertices to the biped skeleton later on, but the efficiency of the model is much better. However, if you must keep the limbs detached for unique shader assignment then keep the following naming conventions in mind: - -

2.1 Head Geometry

-All head geometry needs to begin with lower case 'H_' (h_head, h_glasses, h_hat, etc...). Keep in mind that the head has no -animations itself other than to respond to player mouse-look input. - -

2.2 Upper Body Geometry

-All upper body geometry needs to begin with lower case 'U_' (u_torso, u_arms, u_abdomen, etc.) This is your model's torso and arms. The individual animations for the upper body are listed below. - -

2.3 Lower Body Geometry

-All lower body geometry begins with lower case 'L_' (l_hips, l_legs, l_lfoot, l_rfoot, etc...). This is your model's buttocks, legs and feet. The individual animations for the upper body are listed below. - -

2.4 Tags

-Tags are connection points for other model parts and represent the limited hierarchical system of the game. They include links between the three character body parts and the weapons. Keep in mind that these tags are representations of geometry so they can be animated to represent that geometry. For example, tag_head represents the head, tag_torso represents the torso and tag_weapon represents the weapon. This is important to understand since for example, any time the character is performing a locomotive animation, the upper body can and will animate independently of the lower body, using the relative position of the tag as a base or 'home' position. The tags for the body parts and weapons are named tag_weapon, tag_torso and tag_head. - -

3. Texturing

-Once you finish building your character go ahead and attach it to your biped and do some basic test animations to make certain the mesh doesn't deform in weird ways. Turn edges, ad faces, whatever you need to do to make sure that while animating, the character retains its mesh integrity. Handing the mesh over to another artist to assign UVW's or assigning and texturing yourself without testing the animation integrity of the mesh is very risky. Major modifications after UV assignment can cost you valuable time resulting in re-assigning not just the UV's, but re-attaching the mesh to your biped as well. Once your model is ready, go ahead and apply the texture to it. Typically the textures used in Q3A consist of one 256 x 256 texture for the body and one 128 x 128 texture for the head. Keep in mind that it's best to consolidate your texture on a single page rather than break it up into smaller pages. Also some video cards cannot process a texture size larger than 256, so making a high-rez 1024 x 512 texture just won't be seen since the card will knock it down to -256 x 128 to digest it. - -

4. Set Up for Animation

-Once the character is textured or skinned, bring the mesh back into 3dsMax (2.5) and attach it to an adjusted Biped using the Character Studio plug-in. As a rule of thumb, it's always better to just assign the mesh to the biped using the default -settings and then manually assign vertices to appropriate skeletal 'limbs'. - -

5. Animation

-When animating the character, keep all animations in one file. It's crucial that the animations adhere to a specific order that pertains to the separate body parts as this supports our current tag system. - -

Basically the order of animations goes: full body (animations that combine both upper and lower), upper body, and lower body. Each character file has the following animations in them and for now that's all the modeler is allowed. The division is basically death (all body parts), extraneous upper body, and dedicated locomotive animations. That way all the upper body animations can be performed at any time, separate from whatever it is that that lower body animations may be doing. There is a set number of animation types which are (in order): - -

  • death1 (approx. 30 frames) -
  • death2 (approx. 30 frames) -
  • death3 (approx. 30 frames) - -

  • taunt (approx. 45 frames) -
  • weapon attack (exactly 6 frames) -
  • melee attack (exactly 6 frames) -
  • change weapon (exactly 9 frames) -
  • weapon idle (exactly 1 frame) -
  • melee idle (exactly 1 frame) - -

  • crouched walk (approx. 10 frames) -
  • walk (approx. 15 frames) -
  • run (approx. 12 frames) -
  • backpedal (approx. 10 frames) -
  • swim (approx. 10 frames) -
  • jump forward (approx. 10 frames) -
  • jump forward-land (approx. 6 frames) -
  • jump backward (approx. 10 frames) -
  • jump backward-land (approx. 6 frames) -
  • standing idle (approx. 10 frames) -
  • crouched idle (approx. 10 frames) -
  • turn in place (approx. 8 frames)
- -

A good rule of thumb is to create an idle pose at the frame right after the final death frame. Keep this pose for the -entire lower body and center of mass of the biped up through melee idle frame since any animation by the lower body during these frames will not register during the grab process. Similarly, once the animations for the lower body start, copy the pose for the upper body at the weapon idle frame to the first frame of the crouched walk animation and don't animate the upper body at all after that frame. This allows you to more closely approximate what happens during the game where the upper body is basically just along for the ride as the lower body carries it along via the tag_torso. - -

Keep in mind that an animation.cfg has to be generated for each character that is a direct reflection of your animation file above. - -

6. Setting up Tags

-After the modeler is satisfied with the animations for the character, it's time to bring in the tags that up until now, have -kept in a separate file. This is milestone mark that lets the modeler know that the character is nearly complete. 'Merge' -the tags into your scene. Turn off 'inherit scale' for the tags under the hierarchy/link command panel in Max. Then, -assign a Physique modifier (Character Studio), linking them to specific areas in the biped: - -

tag_torso is linked to the Biped 'pelvis' -
tag_head is linked to the Biped 'head'. -
tag_weapon is linked to the right 'hand'. - -

6.1 Animate Body Tags

-Now, go in and actually animate the tag_torso so that it matches the default position (established previously at -approximately the standing idle frame- from the top view it looks like a perfect 90 degree triangle with the base half as wide as the length, pointing forward) when appropriate. "Appropriate" means that as the character goes through the lower body animations, if the triangle is pointing anywhere else but forward, the upper body will point that way as well since to the code the upper body IS the tag. This works out to the modeler's advantage, though because even if the upper body LOOKS crazy in the animation you simply rely on the tag representation to compensate for it. - -

6.2 Handling Weapon Tags

-Tag_weapon is a bit different. Basically there is no difference between view model weapons (the weapon as seen by the player when it is in use by his or another player) and the world model weapons (weapons as they are found rotating in the maps) in Quake III Arena. However, for visually clarity and identification, they are doubled in scale when they become seen as world models. They are the same object. This reduces the number of models needed the game and creates an overall more efficient system. Unfortunately a drawback to the system is that there can be only one firing animation for the character. Thusly all weapons need to fit within the grip of the character regardless of size or geometry. This also makes it impossible to see hands on your weapons or otherwise perform vertex animation on the weapons other than barrel rotations vis the tag system (tag_barrel). -

Since the placement is always the same for the character's hands on the weapons , create the animations to the point where it begins the weapon attack sequence. Then merge one of the weapon models into the character file as a guide. The weapons have a nested triangle of same dimensions as the tag_head and tag_torso triangles (each weapon in the game has this triangle saved with it. Move the weapon into a horizontal firing position (using the side view) to about where the character would be holding the weapon correctly. Then move the character's hands into the appropriate position and link the weapon to the character's right hand. - -

When you get to the point where you bring in the tags, make a snapshot of the weapon, hide the original and simply delete all the vertices and faces of the copy of the weapon object except for the nested triangle. Rename it tag_weapon, turn off the 'inherit scale' attributes (very important), and assign Physique to it (linking it to the 'right hand' of the biped) and voila. Ready to export. - -

Level of Detail

-Each of the Quake III Arena player characters have a base model and two lower polygon versions of the model (to help with speed issues). For use in the game, the three levels of detail are file formatted as follows: - -

- - - - - - - - - - - - -
[character].[file extension]This is the highest detail model for close up viewing
[character]_1.[file extension]This is a slightly lower polygon model for mid distance viewing
[character]_2.[file extension]This is the lowest polygon model for long distance viewing.
- -

Level of detail means you need to make three versions of your model to get the best performance during gameplay. Each -version needs to have the same textures assigned and same animations assigned to them in order to work in the game. The -numbers you need to shoot for are 800 faces for the highest level, 500 faces for next level and 300 for the lowest level. This works out roughly to be a 60% drop in each LOD, but your numbers will vary in order to maintain mesh integrity. Most LOD's created in Q3A were done with the plugin called MRM (multiple resolution mesh) by Intel. The stock Optimize modifier or manual optimization techniques can be applied. - -

8. Exporting

-Once the tags are in place (also with the Physique modifier attached to them) the model is ready to export to an ase(ascii) -file. To make the models available for use in Quake III Arena, the model was exported to a native 3dsMax ASCII format -file called an '.ase' file. This export option in Max has several check boxes to tweak and then just exports the character -with its animation data (via Character Studio) to a huge ase/ascii file. Under 'Output Options' make sure the 'Mesh Definition', 'Materials', 'Transform Animation Keys', and 'Animated Mesh' boxes are checked. Under 'Mesh Options' and 'Object Types' make sure 'Mapping Coordinates' and 'Geometric' are the only boxes checked, respectively and let it run. Your 'Time Configuration' must reflect a '0' starting point up through the last frame of your animation. The native Max exporter will rely on the time configuration as a guide on which frames to actually grab during the conversion process. Of course there will be better exporters available in the future…this is just how it was done for the characters in Q3A. - -

9. Animation Config File

-The character's animations are controlled by an 'animation.cfg' file where the model maker specifies reference frames and frame rates. The animation.cfg file is a text file (originally created with MS Excel) which contains the frame and animation sequence data. Place this in the model's directory. Note, when the modeler is testing the model in Quake III Arena, changes to the animation.cfg can be made without having to re-grab the model…just do a 'vid_restart' at the cvar command line -prompt. - -

Edit an animation.cfg file which matches the frame/animation sequences and place it in the character's directory. Each animation can have different frame rates that the modeler can tweak, save out in the animation.cfg, hit 'vid_restart' to see the change right away in the game (no need to re-grab the model). The file for visor is shown here below in it's entirety. You may clip this portion of the file out and use it as the basis for your own animation files. - -

-////////////////////////////////////////////////////////////////////////////////
-
-// animation config file
-
-sex		m
-
-headoffset	0 0 0
-footsteps	normal
-
-// first frame, num frames, looping frames, frames per second
-
-0	30	0	25	// BOTH_DEATH1
-29	1	0	25	// BOTH_DEAD1
-30	30	0	25	// BOTH_DEATH2
-59	1	0	25	// BOTH_DEAD2
-60	30	0	25	// BOTH_DEATH3
-89	1	0	25	// BOTH_DEAD3
-90	40	0	20	// TORSO_GESTURE
-130	6	0	15	// TORSO_ATTACK (MUST NOT CHANGE -- hand animation is synced to this)
-136	6	0	15	// TORSO_ATTACK2 (MUST NOT CHANGE -- hand animation is synced to this)
-142	5	0	20	// TORSO_DROP (MUST NOT CHANGE -- hand animation is synced to this)
-147	4	0	20	// TORSO_RAISE (MUST NOT CHANGE -- hand animation is synced to this)
-151	1	0	15	// TORSO_STAND
-152	1	0	15	// TORSO_STAND2
-153	8	8	20	// LEGS_WALKCR
-161	12	12	20	// LEGS_WALK
-173	9	9	18	// LEGS_RUN
-182	10	10	20	// LEGS_BACK
-192	10	10	15	// LEGS_SWIM
-202	8	0	15	// LEGS_JUMP
-210	1	0	15	// LEGS_LAND
-211	8	0	15	// LEGS_JUMPB
-219	1	0	15	// LEGS_LANDB
-220	10	10	15	// LEGS_IDLE
-230	10	10	15	// LEGS_IDLECR
-240	7	7	15	// LEGS_TURN
-
-//////////////////////////////////////////////////////////////////
- -

10. The Conversion Process

- -The models need to be run through id's custom md3 conversion/'grabber' program. The program uses the information in the Quake Data text file ([filename].qdt) to grab and convert the 3dsMax files. - -

10.1 The Conversion File

- -Create a "Quake Data" text file for the model with the extension ".qdt". The contents for our [character].qdt file would read something like: - -

$asecanimconvert models/players/[character]/[character].ase -playerparms 92 155 -
$asecanimconvert models/players/[character]/[character]_1.ase -lod 1 -playerparms 92 155 -
$asecanimconvert models/players/[character]/[character]_2.ase -lod 2 -playerparms 92 155 - -

-This is the grabber program executable. - -

- -This is the path to the model's .ase file. The program looks for files starting in your Quake3\baseq3 directory. - -

-This tells the converter that this is the first level of reduced detail for the model. The value "-lod 2" is for the second, -or lowest level of detail for the model. - -

-This tells the converter which frame the upper body anims only start (first value) and which frame the lower body only anims start (second value). The numbers here are only used as examples - -

10.2 Run the Conversion

-When the qdt file is set up correctly, run the grabber by opening MSDOS command prompt, going to the quake3 directory -containing the model files and typing in 'q3data [character].qdt' - -

11. Review the Model

-Load up Quake 3 Arena. Go to map Q3DM0 (or any map containing a mirror). Bring down the console and type "\model -[character name]". Hit your Show Score key (default is TAB). You should see your new model here. Tweak the frame rates in -your animation.cfg file and save them. Type in "\vid_restart" on the console and hit enter to see the changes. - - - - - diff --git a/install/installs/ReactionPack/install/docs/Model_Manual/model_manual.htm b/install/installs/ReactionPack/install/docs/Model_Manual/model_manual.htm deleted file mode 100644 index 6735fa7..0000000 --- a/install/installs/ReactionPack/install/docs/Model_Manual/model_manual.htm +++ /dev/null @@ -1,217 +0,0 @@ - - - -Q3A Player Characters: Putting them in the Game - - - -
-

Putting New Models in Quake III Arena

- -Based on original notes by Paul Steed - -

Edited by Paul Jaquays
-

Edited 12/22/99 by ps
-

QERadiant.com thanks John Hutton for re-formating this manual into a more web friendly version
-

-
-The purpose of this document is to explain how to set up a model for Quake 3 Arena, create the necessary animation and conversion files, and then export it into the MD3 format required by the game. It is intended to be informative only and not a tutorial on building or animating models. - -

The player models for Quake III Arena were built using the commercial modeling software, 3D Studio Max R2.5 (3ds Max) by -Kinetix. These models were then animated using Physique and Biped, components of a plugin for 3dsMax called Character Studio -(also by Kinetix). The following instructions assume that you will model and animate with 3dsMax and Character Studio. - -

1. Setting up the Files

-Begin in your Quake3 directory. If you don't have one already, create a baseq3 directory. Inside the baseq3 directory, create a models directory. Inside the models directory, create a players directory. Inside the players directory, create a directory with the name of your model (we will use [character] in this document to represent information requiring the name of the model). It is generally a good idea to create a 'work' directory under [character] so that the [character] directory itself remains uncluttered. Place all versions of your model and temp textures here, saving the [character] directory purely for the finished model files. - -

2. Building and Naming the Mesh

-The mesh should be built keeping in mind the game engine needs three distinct body part grouping: the head, the upper body, and the lower body. These groupings can consist of different parts or sub-objects, but keep in mind too many sub-objects does impact performance and game play speed. A good rule of thumb is to consolidate your objects (i.e. attach them to each other) as long as they remain a part of a major group. For example, you decide to create a character that has its arms as separate objects for easier animation. Unless the arms or torso has different textures assigned to them go ahead and attach the arms to the torso. It may be more difficult to assign the vertices to the biped skeleton later on, but the efficiency of the model is much better. However, if you must keep the limbs detached for unique shader assignment then keep the following naming conventions in mind: - -

2.1 Head Geometry

-All head geometry needs to begin with lower case 'H_' (h_head, h_glasses, h_hat, etc...). Keep in mind that the head has no -animations itself other than to respond to player mouse-look input. - -

2.2 Upper Body Geometry

-All upper body geometry needs to begin with lower case 'U_' (u_torso, u_arms, u_abdomen, etc.) This is your model's torso and arms. The individual animations for the upper body are listed below. - -

2.3 Lower Body Geometry

-All lower body geometry begins with lower case 'L_' (l_hips, l_legs, l_lfoot, l_rfoot, etc...). This is your model's buttocks, legs and feet. The individual animations for the upper body are listed below. - -

2.4 Tags

-Tags are connection points for other model parts and represent the limited hierarchical system of the game. They include links between the three character body parts and the weapons. Keep in mind that these tags are representations of geometry so they can be animated to represent that geometry. For example, tag_head represents the head, tag_torso represents the torso and tag_weapon represents the weapon. This is important to understand since for example, any time the character is performing a locomotive animation, the upper body can and will animate independently of the lower body, using the relative position of the tag as a base or 'home' position. The tags for the body parts and weapons are named tag_weapon, tag_torso and tag_head. - -

3. Texturing

-Once you finish building your character go ahead and attach it to your biped and do some basic test animations to make certain the mesh doesn't deform in weird ways. Turn edges, ad faces, whatever you need to do to make sure that while animating, the character retains its mesh integrity. Handing the mesh over to another artist to assign UVW's or assigning and texturing yourself without testing the animation integrity of the mesh is very risky. Major modifications after UV assignment can cost you valuable time resulting in re-assigning not just the UV's, but re-attaching the mesh to your biped as well. Once your model is ready, go ahead and apply the texture to it. Typically the textures used in Q3A consist of one 256 x 256 texture for the body and one 128 x 128 texture for the head. Keep in mind that it's best to consolidate your texture on a single page rather than break it up into smaller pages. Also some video cards cannot process a texture size larger than 256, so making a high-rez 1024 x 512 texture just won't be seen since the card will knock it down to -256 x 128 to digest it. - -

4. Set Up for Animation

-Once the character is textured or skinned, bring the mesh back into 3dsMax (2.5) and attach it to an adjusted Biped using the Character Studio plug-in. As a rule of thumb, it's always better to just assign the mesh to the biped using the default -settings and then manually assign vertices to appropriate skeletal 'limbs'. - -

5. Animation

-When animating the character, keep all animations in one file. It's crucial that the animations adhere to a specific order that pertains to the separate body parts as this supports our current tag system. - -

Basically the order of animations goes: full body (animations that combine both upper and lower), upper body, and lower body. Each character file has the following animations in them and for now that's all the modeler is allowed. The division is basically death (all body parts), extraneous upper body, and dedicated locomotive animations. That way all the upper body animations can be performed at any time, separate from whatever it is that that lower body animations may be doing. There is a set number of animation types which are (in order): - -

  • death1 (approx. 30 frames) -
  • death2 (approx. 30 frames) -
  • death3 (approx. 30 frames) - -

  • taunt (approx. 45 frames) -
  • weapon attack (exactly 6 frames) -
  • melee attack (exactly 6 frames) -
  • change weapon (exactly 9 frames) -
  • weapon idle (exactly 1 frame) -
  • melee idle (exactly 1 frame) - -

  • crouched walk (approx. 10 frames) -
  • walk (approx. 15 frames) -
  • run (approx. 12 frames) -
  • backpedal (approx. 10 frames) -
  • swim (approx. 10 frames) -
  • jump forward (approx. 10 frames) -
  • jump forward-land (approx. 6 frames) -
  • jump backward (approx. 10 frames) -
  • jump backward-land (approx. 6 frames) -
  • standing idle (approx. 10 frames) -
  • crouched idle (approx. 10 frames) -
  • turn in place (approx. 8 frames)
- -

A good rule of thumb is to create an idle pose at the frame right after the final death frame. Keep this pose for the -entire lower body and center of mass of the biped up through melee idle frame since any animation by the lower body during these frames will not register during the grab process. Similarly, once the animations for the lower body start, copy the pose for the upper body at the weapon idle frame to the first frame of the crouched walk animation and don't animate the upper body at all after that frame. This allows you to more closely approximate what happens during the game where the upper body is basically just along for the ride as the lower body carries it along via the tag_torso. - -

Keep in mind that an animation.cfg has to be generated for each character that is a direct reflection of your animation file above. - -

6. Setting up Tags

-After the modeler is satisfied with the animations for the character, it's time to bring in the tags that up until now, have -kept in a separate file. This is milestone mark that lets the modeler know that the character is nearly complete. 'Merge' -the tags into your scene. Turn off 'inherit scale' for the tags under the hierarchy/link command panel in Max. Then, -assign a Physique modifier (Character Studio), linking them to specific areas in the biped: - -

tag_torso is linked to the Biped 'pelvis' -
tag_head is linked to the Biped 'head'. -
tag_weapon is linked to the right 'hand'. - -

6.1 Animate Body Tags

-Now, go in and actually animate the tag_torso so that it matches the default position (established previously at -approximately the standing idle frame- from the top view it looks like a perfect 90 degree triangle with the base half as wide as the length, pointing forward) when appropriate. "Appropriate" means that as the character goes through the lower body animations, if the triangle is pointing anywhere else but forward, the upper body will point that way as well since to the code the upper body IS the tag. This works out to the modeler's advantage, though because even if the upper body LOOKS crazy in the animation you simply rely on the tag representation to compensate for it. - -

6.2 Handling Weapon Tags

-Tag_weapon is a bit different. Basically there is no difference between view model weapons (the weapon as seen by the player when it is in use by his or another player) and the world model weapons (weapons as they are found rotating in the maps) in Quake III Arena. However, for visually clarity and identification, they are doubled in scale when they become seen as world models. They are the same object. This reduces the number of models needed the game and creates an overall more efficient system. Unfortunately a drawback to the system is that there can be only one firing animation for the character. Thusly all weapons need to fit within the grip of the character regardless of size or geometry. This also makes it impossible to see hands on your weapons or otherwise perform vertex animation on the weapons other than barrel rotations vis the tag system (tag_barrel). -

Since the placement is always the same for the character's hands on the weapons , create the animations to the point where it begins the weapon attack sequence. Then merge one of the weapon models into the character file as a guide. The weapons have a nested triangle of same dimensions as the tag_head and tag_torso triangles (each weapon in the game has this triangle saved with it. Move the weapon into a horizontal firing position (using the side view) to about where the character would be holding the weapon correctly. Then move the character's hands into the appropriate position and link the weapon to the character's right hand. - -

When you get to the point where you bring in the tags, make a snapshot of the weapon, hide the original and simply delete all the vertices and faces of the copy of the weapon object except for the nested triangle. Rename it tag_weapon, turn off the 'inherit scale' attributes (very important), and assign Physique to it (linking it to the 'right hand' of the biped) and voila. Ready to export. - -

Level of Detail

-Each of the Quake III Arena player characters have a base model and two lower polygon versions of the model (to help with speed issues). For use in the game, the three levels of detail are file formatted as follows: - -

- - - - - - - - - - - - -
[character].[file extension]This is the highest detail model for close up viewing
[character]_1.[file extension]This is a slightly lower polygon model for mid distance viewing
[character]_2.[file extension]This is the lowest polygon model for long distance viewing.
- -

Level of detail means you need to make three versions of your model to get the best performance during gameplay. Each -version needs to have the same textures assigned and same animations assigned to them in order to work in the game. The -numbers you need to shoot for are 800 faces for the highest level, 500 faces for next level and 300 for the lowest level. This works out roughly to be a 60% drop in each LOD, but your numbers will vary in order to maintain mesh integrity. Most LOD's created in Q3A were done with the plugin called MRM (multiple resolution mesh) by Intel. The stock Optimize modifier or manual optimization techniques can be applied. - -

8. Exporting

-Once the tags are in place (also with the Physique modifier attached to them) the model is ready to export to an ase(ascii) -file. To make the models available for use in Quake III Arena, the model was exported to a native 3dsMax ASCII format -file called an '.ase' file. This export option in Max has several check boxes to tweak and then just exports the character -with its animation data (via Character Studio) to a huge ase/ascii file. Under 'Output Options' make sure the 'Mesh Definition', 'Materials', 'Transform Animation Keys', and 'Animated Mesh' boxes are checked. Under 'Mesh Options' and 'Object Types' make sure 'Mapping Coordinates' and 'Geometric' are the only boxes checked, respectively and let it run. Your 'Time Configuration' must reflect a '0' starting point up through the last frame of your animation. The native Max exporter will rely on the time configuration as a guide on which frames to actually grab during the conversion process. Of course there will be better exporters available in the future…this is just how it was done for the characters in Q3A. - -

9. Animation Config File

-The character's animations are controlled by an 'animation.cfg' file where the model maker specifies reference frames and frame rates. The animation.cfg file is a text file (originally created with MS Excel) which contains the frame and animation sequence data. Place this in the model's directory. Note, when the modeler is testing the model in Quake III Arena, changes to the animation.cfg can be made without having to re-grab the model…just do a 'vid_restart' at the cvar command line -prompt. - -

Edit an animation.cfg file which matches the frame/animation sequences and place it in the character's directory. Each animation can have different frame rates that the modeler can tweak, save out in the animation.cfg, hit 'vid_restart' to see the change right away in the game (no need to re-grab the model). The file for visor is shown here below in it's entirety. You may clip this portion of the file out and use it as the basis for your own animation files. - -

-////////////////////////////////////////////////////////////////////////////////
-
-// animation config file
-
-sex		m
-
-headoffset	0 0 0
-footsteps	normal
-
-// first frame, num frames, looping frames, frames per second
-
-0	30	0	25	// BOTH_DEATH1
-29	1	0	25	// BOTH_DEAD1
-30	30	0	25	// BOTH_DEATH2
-59	1	0	25	// BOTH_DEAD2
-60	30	0	25	// BOTH_DEATH3
-89	1	0	25	// BOTH_DEAD3
-90	40	0	20	// TORSO_GESTURE
-130	6	0	15	// TORSO_ATTACK (MUST NOT CHANGE -- hand animation is synced to this)
-136	6	0	15	// TORSO_ATTACK2 (MUST NOT CHANGE -- hand animation is synced to this)
-142	5	0	20	// TORSO_DROP (MUST NOT CHANGE -- hand animation is synced to this)
-147	4	0	20	// TORSO_RAISE (MUST NOT CHANGE -- hand animation is synced to this)
-151	1	0	15	// TORSO_STAND
-152	1	0	15	// TORSO_STAND2
-153	8	8	20	// LEGS_WALKCR
-161	12	12	20	// LEGS_WALK
-173	9	9	18	// LEGS_RUN
-182	10	10	20	// LEGS_BACK
-192	10	10	15	// LEGS_SWIM
-202	8	0	15	// LEGS_JUMP
-210	1	0	15	// LEGS_LAND
-211	8	0	15	// LEGS_JUMPB
-219	1	0	15	// LEGS_LANDB
-220	10	10	15	// LEGS_IDLE
-230	10	10	15	// LEGS_IDLECR
-240	7	7	15	// LEGS_TURN
-
-//////////////////////////////////////////////////////////////////
- -

10. The Conversion Process

- -The models need to be run through id's custom md3 conversion/'grabber' program. The program uses the information in the Quake Data text file ([filename].qdt) to grab and convert the 3dsMax files. - -

10.1 The Conversion File

- -Create a "Quake Data" text file for the model with the extension ".qdt". The contents for our [character].qdt file would read something like: - -

$asecanimconvert models/players/[character]/[character].ase -playerparms 92 155 -
$asecanimconvert models/players/[character]/[character]_1.ase -lod 1 -playerparms 92 155 -
$asecanimconvert models/players/[character]/[character]_2.ase -lod 2 -playerparms 92 155 - -

-This is the grabber program executable. - -

- -This is the path to the model's .ase file. The program looks for files starting in your Quake3\baseq3 directory. - -

-This tells the converter that this is the first level of reduced detail for the model. The value "-lod 2" is for the second, -or lowest level of detail for the model. - -

-This tells the converter which frame the upper body anims only start (first value) and which frame the lower body only anims start (second value). The numbers here are only used as examples - -
1 Preface: Making Your Own Shaders -
2 Introduction - - -3 General Shader Keywords - - -4 Q3MAP Specific Shader Keywords - - -5 Editor specific shader instructions - - -6 Stage Specific Keywords - - -7 Notes on Alpha Channels -
8 Troubleshooting Shaders -
9 Creating New Textures - -
Appendix A: targetShaderName and targetNewShaderName - - diff --git a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/appendix/.svn/entries b/install/installs/ReactionPack/install/docs/Q3AShader_Manual/appendix/.svn/entries deleted file mode 100644 index d251273..0000000 --- a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/appendix/.svn/entries +++ /dev/null @@ -1,62 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/ReactionPack/trunk/install/docs/Q3AShader_Manual/appendix -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2011-01-20T04:25:31.635016Z -64 -rambetter - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -appA.html -file - - - - -2012-04-01T16:52:34.237408Z -71f8804da845b07160a6dfdf70b67936 -2011-01-20T04:25:31.635016Z -64 -rambetter - - - - - - - - - - - - - - - - - - - - - -1689 - diff --git a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/appendix/.svn/text-base/appA.html.svn-base b/install/installs/ReactionPack/install/docs/Q3AShader_Manual/appendix/.svn/text-base/appA.html.svn-base deleted file mode 100644 index a20c61a..0000000 --- a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/appendix/.svn/text-base/appA.html.svn-base +++ /dev/null @@ -1,60 +0,0 @@ - - -Quake III Arena Shader Manual: Appendix A - - - -

Q3Radiant Shader Manual

- -TTimo
-2001.31.08
-
-
-

Appendix A: usage of targetShaderName and targetShaderNewName

- -

-The targetShaderName and targetShaderNewName keys can be used with any entity -that supports the target key (the entity instance does not actually have to use -the target key for these new keys to work). If both are defined, then when the -entity decides to activate its targets, all shaders/textures in the map that -were originally the same name as the targetShaderName value, will be changed to -the targetShaderNewName value. -

- -

-For example this would make it look like the red light shader is "turning on": -

- -

-"targetShaderName" "textures/proto2/redlight_off"
-"targetShaderNewName" "textures/proto2/redlight_on" -

- -

-And this would turn it back off: -

- -

-"targetShaderName" "textures/proto2/redlight_off"
-"targetShaderNewName" "textures/proto2/redlight_off" -

- -

-Note that the ORIGINAL shader name is used in both instances, not whatever it -happens to be currently. Also, of course, this will happen globally. If the -mapper wanted to affect only a certain set of red lights, he/she would need to -make a unique shader name to be used with that set. -

- -

-The code that supports these keys is in G_UseTargets in g_utils.c. -

- -

-For more information, see this thread:
- -http://www.quake3world.com/ubb/Forum6/HTML/014812.html#9 - -

- - diff --git a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/appendix/appA.html b/install/installs/ReactionPack/install/docs/Q3AShader_Manual/appendix/appA.html deleted file mode 100644 index a20c61a..0000000 --- a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/appendix/appA.html +++ /dev/null @@ -1,60 +0,0 @@ - - -Quake III Arena Shader Manual: Appendix A - - - -

Q3Radiant Shader Manual

- -TTimo
-2001.31.08
-
-
-

Appendix A: usage of targetShaderName and targetShaderNewName

- -

-The targetShaderName and targetShaderNewName keys can be used with any entity -that supports the target key (the entity instance does not actually have to use -the target key for these new keys to work). If both are defined, then when the -entity decides to activate its targets, all shaders/textures in the map that -were originally the same name as the targetShaderName value, will be changed to -the targetShaderNewName value. -

- -

-For example this would make it look like the red light shader is "turning on": -

- -

-"targetShaderName" "textures/proto2/redlight_off"
-"targetShaderNewName" "textures/proto2/redlight_on" -

- -

-And this would turn it back off: -

- -

-"targetShaderName" "textures/proto2/redlight_off"
-"targetShaderNewName" "textures/proto2/redlight_off" -

- -

-Note that the ORIGINAL shader name is used in both instances, not whatever it -happens to be currently. Also, of course, this will happen globally. If the -mapper wanted to affect only a certain set of red lights, he/she would need to -make a unique shader name to be used with that set. -

- -

-The code that supports these keys is in G_UseTargets in g_utils.c. -

- -

-For more information, see this thread:
- -http://www.quake3world.com/ubb/Forum6/HTML/014812.html#9 - -

- - diff --git a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch01/.svn/entries b/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch01/.svn/entries deleted file mode 100644 index fade30f..0000000 --- a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch01/.svn/entries +++ /dev/null @@ -1,62 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/ReactionPack/trunk/install/docs/Q3AShader_Manual/ch01 -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2011-01-20T04:25:31.635016Z -64 -rambetter - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -pg1_1.htm -file - - - - -2012-04-01T16:52:34.580428Z -e605a774d4b228fb70925c0a8af4646b -2011-01-20T04:25:31.635016Z -64 -rambetter - - - - - - - - - - - - - - - - - - - - - -13533 - diff --git a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch01/.svn/text-base/pg1_1.htm.svn-base b/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch01/.svn/text-base/pg1_1.htm.svn-base deleted file mode 100644 index 9f0fd79..0000000 --- a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch01/.svn/text-base/pg1_1.htm.svn-base +++ /dev/null @@ -1,126 +0,0 @@ - - -Quake III Arena Shader Manual: Introduction - - - -

Q3Radiant Shader Manual

-
-

1 Preface: Making Your Own Shaders

- -The Manual for the Q3Radiant editor program contains a section called Creating New Assets that has the necessary information for setting up the files to create your own custom Quake III Arena shaders. It is recommended that you study the scripts in this document and in the individual shader scripts. Pay careful attention to syntax and punctuation. This is where you are most likely to make mistakes. - -

2 Introduction

- -The graphic engine for QuakeIII Arena has taken a step forward by putting much more direct control over the surface -qualities of textures into the hands of designers and artists. In writing this manual, we have tried to define the -concepts and tools that are used to modify textures in a way that, it is hoped, will be graspable by users who already have basic knowledge ofcomputer graphics but are not necessarily computer programmers. It is not a tutorial, nor was it intended to be one. - -

2.1 What is a Shader?

- -Shaders are short text scripts that define the properties of a surface as it appears and functions in a game world (or compatible editing tool). By convention, the documents that contain these scripts usually has the same name as the texture set which contains the textures being modified (e.g; base, hell, castle, etc,). Several specific script documents have also been created to handle special cases, like liquids, sky and special effects. - -

For Quake III Arena,Shader scripts are located in quake3/baseq3/scripts. - -

A Quake III Arena shader file consists of a series of surface attribute and rendering instructions formatted -within braces ("{" and "}"). Below you can see a simple example of syntaxand format for a single process, including the -Q3MAP keywords or "SurfaceParameters", which follow the first bracket and a single bracketed "stage": - -

textures/liquids/lava
-	{
-	deformVertexes wave sin 0 3 0 0.1
-	tessSize 64
-	{
-	map textures/common/lava.tga
-	}
-}
-
- -

2.2 Shader Name & File Conventions

-The first line is the shader name. Shader names can be up to 63 characters long. The names are often a mirror of -a pathname to a .tga file without the extension or base dir (/quake3/baseq3 in ourcase), but they do not need to be. - -

Shaders that are only going to be referenced by the gamecode, not modeling tools, often are just a single world, -like"projectionShadow" or "viewBlood". - -

Shaders that are used on characters or other polygon models need to mirror a .tga file, which allows the modelers to build with normal textures, then have the special effects show up when the model is loaded into the game. - -

Shaders that are placed on surfaces in the map editor commonly mirror a .tga file, but the "qer_editorimage" shader parameter canforce the editor to use an arbitrary image for display. - -

Shader pathnames have a case sensitivity issue - on windows, they aren't case sensitive, but on unix they are. Try to always use lowercase for filenames, and always use forward slashes "/" for directory separators. - -

2.3 Shader Types

-The keywords that affect shaders are divided into two classes. The first class of keywords are global parameters. Some global parameters ("surfaceparms." And all "q3map_" keywords) are processed by Q3MAP, and change physical attributes of the surface that uses the shader. These attributes can affect the player. To see changes in these -parameters one must re-bsp the map. - -

The remaining global keywords, and all Stage Specific Keywords are processed by the renderer. They are appearance changes -only and have no effect on game play or game mechanics. Changes to any of these attributes will take effect as soon as the game goes to another level or vid_restarts (type command vid_restart in the game console). - -

Shader keywords are notcase sensitive. - -

IMPORTANT NOTE: some of the shader commands may be order dependent, so it's good practice to place all global shader commands (keywords defined in this section) at the very beginning of the shader and to place shader stages at the end (see various examples). - -

2.4 Key Concepts

- -Ideally, a designer or artist who is manipulating textures with shader files has a basic understanding of wave forms and knows about mixing colored light (high school physics sort of stuff). If not, there are some concepts you need to have a -grasp on to make shaders work for you. - -

2.4.1 Surface Effects vs. Content Effects vs. Deformation Effects
-Shaders not only modify the visible aspect of textures on a geometry brush, curve, patch or mesh model, but they can also have an effect on both the content, "shape," and apparent movement of those things. A surface effect does nothing to modify -the shape or content of the brush. Surface effects include glows, transparencies and rgb (red, green, blue) value -changes. Content shaders affect the way the brush operates in the game world. Examples include water, fog, nonsolid, and -structural. Deformation effects change the actual shape of the affected brush or curve, and may make it appear to move. - -

2.4.2 Power Has a Price
-The shader script gives the designer, artist and programmer a great deal of easily accessible power over the appearance of -and potential special effects that may be applied to surfaces in the gameworld. But it is power that comes with a price tag -attached, and the cost is measured in performance speed. Each shader phase that affects the appearance of a texture causes the Q3:Aengine to make another processing pass and redraw the world. Think of it as if you were adding all -the shader-affected triangles to the total r_speed count for each stage in the shader script. A shader-manipulated texture that is seen through another shader-manipulated texture (e.g. a light in fog) has the effect of adding the total number of passes together for the affected triangles. A light that required two passes seen through a fog that requires one pass will be treated as having to redraw that part of the world three times. - -

2.4.3 RGB Color
- -RGB means "Red, Green, Blue."Mixing red, green and blue light in differing intensities creates the colors in computers and television monitors. This is called additive color (as opposed to the mixing of pigments in paint or colored ink in the printing process, which is subtractive color). In Quake III Arena and most higher-end computer art programs (and the color selector in Windows), the intensities ofthe individual Red, Green and Blue components are expressed as number values. When mixed together on a screen, number values of equal intensity in each component color create a completely neutral (gray) color. The lower the number value (towards 0), the darker the shade. The higher the value, the lighter the shade or the more saturated the color until it reaches a maximum value of 255 (in the art programs). All colors possible on the computer can be expressed as a formula of three numbers. The value for complete black is 0 0 0. The value for complete white is 255 255 255. However, the QuakeIII Arena graphics engine requires that the color range be "normalized" into a range between 0.0 and 1.0. - -

2.4.4 Normalization: a Scale of 0 to 1
-The mathematics in Quake III Arena use a scale of 0.0 to 1.0 instead of 0 to 255. Most computer art programs that can express RGB values as numbers use the 0 to 255 scale. To convert numbers, divide each of the artprogram's values for the component colors by 255. The resulting three values are your Quake III Arena formula for that color component. The same holds true for texture coordinates. - -

2.4.5 Texture Sizes
-TGA texture files are measured in pixels (picture elements). Textures are measured in powers of 2, with 16 x16 pixels being the smallest (typically) texture in use. Most will be larger. Textures need not be square, so long as both dimensions are powers of 2. Examples include: 32x256, 16x32, 128x16. - -

2.4.6 Color Math
- -In Quake III Arena , colors are changed by mathematical equations worked on the textures by way ofthe scripts or -"programlets" in the shader file. An equation that adds to or multiplies the number values in atexture causes it to become -darker. Equations that subtract from or modulate number values in a texture cause it to become lighter. Either equation can change the hue and saturation of a color. - -

2.4.7 Measurements
- -The measurements used in the shaders are in either game units, color units, or texture units. - -

· Game unit: A game unit is used by deformations to specify sizes relative to the world. Game units are the same scale we have had since way back in the Wolfensteindays - 8 units equals one foot. The default texture scale used by the Q3Radiant map editor results in two texels for each game unit, but that can be freely changed. - -

· Color units: Colors scale the values generated by the texture units to produce lighting effects. A value of 0.0 will be completely black, and a value of 1.0 will leave the texture unchanged. Colors are sometimes specified with a single value to be used across all red, green,and blue channels, or sometimes as separate values for each channel. - -

· Texture units: This is the normalized (see above) dimensions of the original texture image (or a previously modified texture at a given stage in the shader pipeline). A full texture, regardless of its original size in texels, has a normalized measurement of 1.0 x 1.0. For normal repeating textures, it is possible to have value greater than 1.0 or less than 0.0, resulting in repeating of the texture. The coordinates are usually assigned by the level editor or -modeling tools, but you still need to be aware of this for scrolling or turbulent movement of the texture at runtime. - -

2.4.8 Waveform Functions
-Many of the shader functions use waveforms to modulate measurements over time. Where appropriate, additional information is provided with wave modulated keyword functions to describe the effect of a particular waveform on that process. Currently there are five waveforms in use in Q3A shaders: - -

Sin: Sin standsfor sine wave, a regular smoothly flowing wave ranging from -1 to 1. -
Triangle: Triangle is a wave with a sharp ascent and a sharp decay, ranging from 0 to 1.It will make a choppy looking wave forms. -
Square: A squarewave simply switches from -1 to 1 with no in-between. -
Sawtooth: In the sawtooth wave, the ascent is like a triangle wave from 0 to 1, but the decay cuts off sharply back to 0. -
Inversesawtooth: This is the reverse of the sawtooth… instant ascent to the peak value (1), then a triangle wave descent to the valley value (0). The phase on this goes from 1.0 to 0.0 instead of 0.0 to 1.0. This wave is particularly usefulfor additive cross-fades. - -

Waveforms all have thefollowing properties: -
<base> Where the wave form begins. Amplitude is measured from this base value. -
<amplitude> This is the height of the wave created, measured from the base. You will probably need to test and tweak this value to get it correct for each new shader stage. The greater the amplitude, the higher the wave peaks and the deeper the valleys. -
<phase> This is a normalized value between 0.0 and 1.0. Changing phase to a non-zero value affects the point on the wave at which the wave form initially begins to be plotted. Example: In Sin or Triangle wave, a phase of 0.25 means it begins one fourth (25%) of the way along the curve, or more simply put, it begins at the peak of the wave. A phaseof 0.5 would begin at the point the wave re-crosses the base line. A phase of 0.75 would be at the lowest point of the valley. If only one wave form is being used in a shader, a phase shift will probably not be noticed and phase should have a value of zero (0). However, including two or more stages of the same process in a single shader, but with the phases shifted can be used to create interesting visual effects. Example: using rgbGen in two stages with different colors and a 0.5 difference in phase would cause the manipulated texture to modulate between two distinct colors. Phase changes can also be used when you have two uses of the same effect near each other, and you don't want them to be synchronized. You would write a separate shader for each, changing only the phase value. -
<freq>Frequency. This value is expressed as repetitions or cycles of the wave per second. A value of 1 -would cycle once per second. A value of 10 would cycle 10 times per second. A value of 0.1 would cycle once every 10 -seconds. -

Back | Home | Next - - - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch01/pg1_1.htm b/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch01/pg1_1.htm deleted file mode 100644 index 9f0fd79..0000000 --- a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch01/pg1_1.htm +++ /dev/null @@ -1,126 +0,0 @@ - - -Quake III Arena Shader Manual: Introduction - - - -

Q3Radiant Shader Manual

-
-

1 Preface: Making Your Own Shaders

- -The Manual for the Q3Radiant editor program contains a section called Creating New Assets that has the necessary information for setting up the files to create your own custom Quake III Arena shaders. It is recommended that you study the scripts in this document and in the individual shader scripts. Pay careful attention to syntax and punctuation. This is where you are most likely to make mistakes. - -

2 Introduction

- -The graphic engine for QuakeIII Arena has taken a step forward by putting much more direct control over the surface -qualities of textures into the hands of designers and artists. In writing this manual, we have tried to define the -concepts and tools that are used to modify textures in a way that, it is hoped, will be graspable by users who already have basic knowledge ofcomputer graphics but are not necessarily computer programmers. It is not a tutorial, nor was it intended to be one. - -

2.1 What is a Shader?

- -Shaders are short text scripts that define the properties of a surface as it appears and functions in a game world (or compatible editing tool). By convention, the documents that contain these scripts usually has the same name as the texture set which contains the textures being modified (e.g; base, hell, castle, etc,). Several specific script documents have also been created to handle special cases, like liquids, sky and special effects. - -

For Quake III Arena,Shader scripts are located in quake3/baseq3/scripts. - -

A Quake III Arena shader file consists of a series of surface attribute and rendering instructions formatted -within braces ("{" and "}"). Below you can see a simple example of syntaxand format for a single process, including the -Q3MAP keywords or "SurfaceParameters", which follow the first bracket and a single bracketed "stage": - -

textures/liquids/lava
-	{
-	deformVertexes wave sin 0 3 0 0.1
-	tessSize 64
-	{
-	map textures/common/lava.tga
-	}
-}
-
- -

2.2 Shader Name & File Conventions

-The first line is the shader name. Shader names can be up to 63 characters long. The names are often a mirror of -a pathname to a .tga file without the extension or base dir (/quake3/baseq3 in ourcase), but they do not need to be. - -

Shaders that are only going to be referenced by the gamecode, not modeling tools, often are just a single world, -like"projectionShadow" or "viewBlood". - -

Shaders that are used on characters or other polygon models need to mirror a .tga file, which allows the modelers to build with normal textures, then have the special effects show up when the model is loaded into the game. - -

Shaders that are placed on surfaces in the map editor commonly mirror a .tga file, but the "qer_editorimage" shader parameter canforce the editor to use an arbitrary image for display. - -

Shader pathnames have a case sensitivity issue - on windows, they aren't case sensitive, but on unix they are. Try to always use lowercase for filenames, and always use forward slashes "/" for directory separators. - -

2.3 Shader Types

-The keywords that affect shaders are divided into two classes. The first class of keywords are global parameters. Some global parameters ("surfaceparms." And all "q3map_" keywords) are processed by Q3MAP, and change physical attributes of the surface that uses the shader. These attributes can affect the player. To see changes in these -parameters one must re-bsp the map. - -

The remaining global keywords, and all Stage Specific Keywords are processed by the renderer. They are appearance changes -only and have no effect on game play or game mechanics. Changes to any of these attributes will take effect as soon as the game goes to another level or vid_restarts (type command vid_restart in the game console). - -

Shader keywords are notcase sensitive. - -

IMPORTANT NOTE: some of the shader commands may be order dependent, so it's good practice to place all global shader commands (keywords defined in this section) at the very beginning of the shader and to place shader stages at the end (see various examples). - -

2.4 Key Concepts

- -Ideally, a designer or artist who is manipulating textures with shader files has a basic understanding of wave forms and knows about mixing colored light (high school physics sort of stuff). If not, there are some concepts you need to have a -grasp on to make shaders work for you. - -

2.4.1 Surface Effects vs. Content Effects vs. Deformation Effects
-Shaders not only modify the visible aspect of textures on a geometry brush, curve, patch or mesh model, but they can also have an effect on both the content, "shape," and apparent movement of those things. A surface effect does nothing to modify -the shape or content of the brush. Surface effects include glows, transparencies and rgb (red, green, blue) value -changes. Content shaders affect the way the brush operates in the game world. Examples include water, fog, nonsolid, and -structural. Deformation effects change the actual shape of the affected brush or curve, and may make it appear to move. - -

2.4.2 Power Has a Price
-The shader script gives the designer, artist and programmer a great deal of easily accessible power over the appearance of -and potential special effects that may be applied to surfaces in the gameworld. But it is power that comes with a price tag -attached, and the cost is measured in performance speed. Each shader phase that affects the appearance of a texture causes the Q3:Aengine to make another processing pass and redraw the world. Think of it as if you were adding all -the shader-affected triangles to the total r_speed count for each stage in the shader script. A shader-manipulated texture that is seen through another shader-manipulated texture (e.g. a light in fog) has the effect of adding the total number of passes together for the affected triangles. A light that required two passes seen through a fog that requires one pass will be treated as having to redraw that part of the world three times. - -

2.4.3 RGB Color
- -RGB means "Red, Green, Blue."Mixing red, green and blue light in differing intensities creates the colors in computers and television monitors. This is called additive color (as opposed to the mixing of pigments in paint or colored ink in the printing process, which is subtractive color). In Quake III Arena and most higher-end computer art programs (and the color selector in Windows), the intensities ofthe individual Red, Green and Blue components are expressed as number values. When mixed together on a screen, number values of equal intensity in each component color create a completely neutral (gray) color. The lower the number value (towards 0), the darker the shade. The higher the value, the lighter the shade or the more saturated the color until it reaches a maximum value of 255 (in the art programs). All colors possible on the computer can be expressed as a formula of three numbers. The value for complete black is 0 0 0. The value for complete white is 255 255 255. However, the QuakeIII Arena graphics engine requires that the color range be "normalized" into a range between 0.0 and 1.0. - -

2.4.4 Normalization: a Scale of 0 to 1
-The mathematics in Quake III Arena use a scale of 0.0 to 1.0 instead of 0 to 255. Most computer art programs that can express RGB values as numbers use the 0 to 255 scale. To convert numbers, divide each of the artprogram's values for the component colors by 255. The resulting three values are your Quake III Arena formula for that color component. The same holds true for texture coordinates. - -

2.4.5 Texture Sizes
-TGA texture files are measured in pixels (picture elements). Textures are measured in powers of 2, with 16 x16 pixels being the smallest (typically) texture in use. Most will be larger. Textures need not be square, so long as both dimensions are powers of 2. Examples include: 32x256, 16x32, 128x16. - -

2.4.6 Color Math
- -In Quake III Arena , colors are changed by mathematical equations worked on the textures by way ofthe scripts or -"programlets" in the shader file. An equation that adds to or multiplies the number values in atexture causes it to become -darker. Equations that subtract from or modulate number values in a texture cause it to become lighter. Either equation can change the hue and saturation of a color. - -

2.4.7 Measurements
- -The measurements used in the shaders are in either game units, color units, or texture units. - -

· Game unit: A game unit is used by deformations to specify sizes relative to the world. Game units are the same scale we have had since way back in the Wolfensteindays - 8 units equals one foot. The default texture scale used by the Q3Radiant map editor results in two texels for each game unit, but that can be freely changed. - -

· Color units: Colors scale the values generated by the texture units to produce lighting effects. A value of 0.0 will be completely black, and a value of 1.0 will leave the texture unchanged. Colors are sometimes specified with a single value to be used across all red, green,and blue channels, or sometimes as separate values for each channel. - -

· Texture units: This is the normalized (see above) dimensions of the original texture image (or a previously modified texture at a given stage in the shader pipeline). A full texture, regardless of its original size in texels, has a normalized measurement of 1.0 x 1.0. For normal repeating textures, it is possible to have value greater than 1.0 or less than 0.0, resulting in repeating of the texture. The coordinates are usually assigned by the level editor or -modeling tools, but you still need to be aware of this for scrolling or turbulent movement of the texture at runtime. - -

2.4.8 Waveform Functions
-Many of the shader functions use waveforms to modulate measurements over time. Where appropriate, additional information is provided with wave modulated keyword functions to describe the effect of a particular waveform on that process. Currently there are five waveforms in use in Q3A shaders: - -

Sin: Sin standsfor sine wave, a regular smoothly flowing wave ranging from -1 to 1. -
Triangle: Triangle is a wave with a sharp ascent and a sharp decay, ranging from 0 to 1.It will make a choppy looking wave forms. -
Square: A squarewave simply switches from -1 to 1 with no in-between. -
Sawtooth: In the sawtooth wave, the ascent is like a triangle wave from 0 to 1, but the decay cuts off sharply back to 0. -
Inversesawtooth: This is the reverse of the sawtooth… instant ascent to the peak value (1), then a triangle wave descent to the valley value (0). The phase on this goes from 1.0 to 0.0 instead of 0.0 to 1.0. This wave is particularly usefulfor additive cross-fades. - -

Waveforms all have thefollowing properties: -
<base> Where the wave form begins. Amplitude is measured from this base value. -
<amplitude> This is the height of the wave created, measured from the base. You will probably need to test and tweak this value to get it correct for each new shader stage. The greater the amplitude, the higher the wave peaks and the deeper the valleys. -
<phase> This is a normalized value between 0.0 and 1.0. Changing phase to a non-zero value affects the point on the wave at which the wave form initially begins to be plotted. Example: In Sin or Triangle wave, a phase of 0.25 means it begins one fourth (25%) of the way along the curve, or more simply put, it begins at the peak of the wave. A phaseof 0.5 would begin at the point the wave re-crosses the base line. A phase of 0.75 would be at the lowest point of the valley. If only one wave form is being used in a shader, a phase shift will probably not be noticed and phase should have a value of zero (0). However, including two or more stages of the same process in a single shader, but with the phases shifted can be used to create interesting visual effects. Example: using rgbGen in two stages with different colors and a 0.5 difference in phase would cause the manipulated texture to modulate between two distinct colors. Phase changes can also be used when you have two uses of the same effect near each other, and you don't want them to be synchronized. You would write a separate shader for each, changing only the phase value. -
<freq>Frequency. This value is expressed as repetitions or cycles of the wave per second. A value of 1 -would cycle once per second. A value of 10 would cycle 10 times per second. A value of 0.1 would cycle once every 10 -seconds. -

Back | Home | Next - - - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch02/.svn/entries b/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch02/.svn/entries deleted file mode 100644 index cc0841e..0000000 --- a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch02/.svn/entries +++ /dev/null @@ -1,62 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/ReactionPack/trunk/install/docs/Q3AShader_Manual/ch02 -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2011-01-20T04:25:31.635016Z -64 -rambetter - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -pg2_1.htm -file - - - - -2012-04-01T16:52:34.807441Z -000690185532902146a8ac7d9c474305 -2011-01-20T04:25:31.635016Z -64 -rambetter - - - - - - - - - - - - - - - - - - - - - -16335 - diff --git a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch02/.svn/text-base/pg2_1.htm.svn-base b/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch02/.svn/text-base/pg2_1.htm.svn-base deleted file mode 100644 index 369f145..0000000 --- a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch02/.svn/text-base/pg2_1.htm.svn-base +++ /dev/null @@ -1,222 +0,0 @@ - - -Quake III Arena Shader Manual: General Shader Keywords - - - -

Q3Radiant Shader Manual

-
-

3 General Shader Keywords

-IMPORTANT NOTE: Once again, be aware that some of the shader commands may be order dependent, so it's good practice to place all global shader commands (keywords defined inthis section) at the very beginning of the shader and to place shader stages at the end (see various examples). - -

These Keywords are global to a shader and affect all stages. They are also ignored by Q3MAP. - -

3.1 skyParms <farbox> <cloudheight> <nearbox>

- -Specifies how to use the surface as a sky, including an optional far box (stars, moon, etc), optional cloud layers with any shader attributes, and an optional near box (mountains in front of the clouds, etc). - -

<farbox> Specifies a set of files to use as an environment box behind all cloudlayers. Specify "-" for no -farbox, or a file base name. A base name of "env/test" would look for files "env/test_rt.tga", "env/test_lf.tga", -"env/test_ft.tga", "env/test_bk.tga", "env/test_up.tga", "env/test_dn.tga" to use as the right / left / front / back / up / -down sides. - -
<cloudheight> controls apparent curvature of the cloud layers - lower numbers mean more curvature (and thus more distortion at the horizons). Higher height values create "flatter" skies with less horizon distortion. Think of height -as the radius of a sphere on which the clouds are mapped. Good ranges are 64 to 256. The default value is 128. - -
<nearbox> Specified as farbox, to be alpha blended ontop of the clouds. This has not be tested in a long time, so it probably doesn't actually work. Set to "-" to ignore. - -

Design Notes: - -
  • If you are making a map where the sky is seen by looking up most of the time, use a lower cloudheight value. Under those circumstances the tighter curve looks more dynamic. If you are making a map where the sky is seen by looking out windows most of the time or has a map area that is open to the sky on one or more sides, use a higher height to make the clouds seem more natural. - -
  • It is possible to create a sky with up to 8 cloudlayers, but that also means 8 processing passes and a potentially large processing hit. - -
  • Be aware that the skybox does not wrap around the entire world. The "floor" or bottom face of the skybox is not drawn by the game. If a player in the game can see that face, they will see the "hall of mirrors" effect.
- -

Example: Sky script - -

textures/skies/xtoxicsky_dm9
-{
-	qer_editorimage textures/skies/toxicsky.tga
-	surfaceparm noimpact
-	surfaceparm nolightmap
-q3map_globaltexture
-q3map_lightsubdivide 256
-	q3map_surfacelight 400
-	surfaceparm sky
-	q3map_sun 1 1 0.5 150 30 60
-	skyparms full 512 -
-	{
-		map textures/skies/inteldimclouds.tga
-		tcMod scroll 0.1 0.1
-		tcMod scale 3 2
-	}
-	{
-		map textures/skies/intelredclouds.tga
-		blendFunc add
-		tcMod scroll 0.05 0.05
-		tcMod scale 3 3
-	}
-}
-
- -

3.2 cull <side>

-Every surface of a polygon has two sides, a front and a back. Typically, we only see the front or "out" side. For -example, a solid block you only show the front side. In many applications we see both. For example, in water, you can see both front and a back. The same is true for things like grates and screens. - -

To "cull" means to remove. The value parameter determines the type of face culling to apply. The default value is cull front if this keyword is not specified. However for items that should be inverted then the value back should be used. To disable culling, the value disable ornone should be used. Only one cull instruction can be set -for the shader. - -

3.2.1 cull front
- -The front or "outside" of the polygon is not drawn in the world. This is the default value. It is used if the keyword "cull " appears in the content instructions without a <side>value or if the keyword cull does not appear at all in the shader. - -

3.2.2 cull back
- -Cull back removes the back or "inside" of a polygon from being drawn in the world. - -

3.2.3 cull disable, cull none
-Neither side of the polygon is removed. Both sides are drawn in the game. Very useful for making panels or barriers that -have no depth, such as grates, screens, metal wire fences and so on and for liquid volumes that the player can see from within. Also used for energy fields, sprites, and weapon effects (e.g. plasma). - -

Design Notes: For things like grates and screens, put the texture with the cull none property on one face only. On the other faces, use a non-drawing texture.
- -

3.3 deformVertexes

- -This function performs a general deformation on the surface's vertexes, changing the actual shape of the surface before drawing the shader passes. You can stack multiple deformVertexes commands to modify positions in more complex ways, making an object move in two dimensions, for instance. - -

3.3.1 -deformVertexes wave <div> <func> -<base><amplitude> <phase> <freq>
- -Designed for water surfaces, modifying the values differently at each point. It accepts the standard wave functions of the type sin,triangle, square, sawtooth orinversesawtooth . The "div" parameter is used to -control the wave "spread" - a value equal to the tessSizeof the surface is a good default value (tessSize is subdivision size, in game units, used for the shader when seen in the game world). - -

3.3.2 -deformVertexes normal <div> <func> -<base><amplitude ~0.1-~0.5> <frequency -~1.0-~4.0>
- -This deformation affects the normals of a vertex without actually moving it, which will effect later shader options like -lighting and especially environment mapping. If the shader stages don't use normals in any of their calculations, there will -be novisible effect. - -

Design Notes: Putting values of 0.1 to 0.5 in Amplitude and 1.0 to 4.0 in the Frequency can produce some satisfying results. Some things that have been done with it: A small fluttering bat, falling leaves, rain, flags.
- -

3.3.3 -deformVertexes bulge <bulgeWidth> -<bulgeHeight><bulgeSpeed>
- -This forces a bulge to move along the given s and t directions. Designed for use on curved pipes. - -

Specific parameter definitions for deform keywords: - -
<div> This is roughly defined as the size of the waves that occur. It is measured in game units. Smaller -values create agreater density of smaller wave forms occurring in a given area. Larger values create a lesser density of waves, or otherwise put, the appearance of larger waves. To look correct this value should closely correspond to the value (in pixels) set for tessSize (tessellation size) of the texture. A value of 100.0 is a good default value (which means your tessSize should be close to that for things tolook "wavelike"). - -
<func> This is the type of wave form being created. Sin stands for sine wave, a regular smoothly flowing -wave. Triangle is a wave with a sharp ascent and a sharp decay. It will make a choppy looking wave forms. A square -wave is simply on or off for the period of the frequency with no in between. The sawtooth wave has the ascent of a triangle wave, but has the decay cut off sharply like a square wave. An inversesawtooth wave reverses this. - -
<base> This is the distance, in game units that the apparent surface of the texture is displaced from the -actual surface of the brush as placed in the editor. Apositive value appears above the brush surface. A negative value appears below the brush surface. An example of thisis the Quad effect, which essentially is a shell with a positive base value to stand it away from the model surface and a 0 (zero) value for amplitude. - -
<amplitude> The distance that the deformation moves away from the base value. See Wave Forms in the introduction for a description of amplitude. - -
<phase> SeeWave Forms in the introduction for a description of phase) -
<frequency> See Wave Forms in the introduction for a description of frequency) - -

Design Note: The div and amplitude parameters, when used in conjunction with liquid volumes like water should take into consideration how much the water will be moving. A large ocean area would have have massive swells (big div values) that rose and fell dramatically (big amplitude values). While a small, quiet pool may move very little.
- -

3.3.4 -deformVertexes move<x> <y> <z> <func> -<base> <amplitude> <phase> <freq>
- -This keyword is used to make a brush, curve patch or md3model appear to move together as a unit. The <x> <y> -and <z> values are the distance and direction in game units the object appears to move relative to it's point of origin in the map. - -

The <func> <base> <amplitude><phase> and <freq> values are the same as found in other wave -form manipulations. - -

The product of the function modifies the values x, y, and z.Therefore, if you have an amplitude of 5 and an x value of 2, the object will travel 10 units from its point of origin along the x axis. This results in a total of 20 units of motion along the x axis, since the amplitude is the variation both above and below the base. - -

It must be noted that an object made with this shader does not actually change position, it only appears to. - -

Design Note: If an object is made up of surfaces with different shaders, all must have matching deformVertexes move values or the object will appear to tear itself apart.
- -

3.3.5 -DeformVertexes autosprite
- -This function can be used to make any given triangle quad (pair of triangles that form a square rectangle) automatically behave like a sprite without having to make it a separate entity. This means that the "sprite" on which the texture is placed will rotate to always appear at right angles to the player's view as a sprite would. Any four-sided brush side, flat patch, or pair of triangles in an .md3 model can have the autosprite effect on it. The brush face containing a texture with this shader keyword must besquare. - -

Design Note :This is best used on objects that would appear the same regardless of viewing angle. An example might be a glowing light flare.
- -

3.3.6 -DeformVertexes autosprite2
- -Is a slightly modified "sprite" that only rotates around the middle of its longest axis. This allows you to make a -pillar of fire that you can walk around, or an energy beam stretched across the room. - -

3.4 fogparms <red -value> <green value> <bluevalue> <distance to -Opaque>

- -

Note: you must also specify "surfaceparm fog" to cause q3map to identify the surfaces inside the volume. Fogparms only -describes how to render the fog on the surfaces. - -

<red value> <green value> <blue value> These are normalized values. A good computer art program should give you the RGB values for a color. To obtain the values that define fog color for Quake III Arena, divide the desired color's Red, Green and Blue values by 255 to obtain three normalized numbers within the 0.0 to 1.0 range. - -
<distance toopaque> This is the distance, in game units, until the fog becomes totally opaque, as measured from the point of view of the observer. By making the height of the fog brush shorter than the distance to opaque, the apparent density of the fog can be reduced (because it never reaches the depth at which full opacity occurs). - -

  • The fog volume can only have one surface visible (from outside the fog). -
  • Fog must be made of one brush. It cannot be made of adjacent brushes. -
  • Fog brushes must be axial. This means that only square or rectangular brushes may contain fog, and those must have their edges drawn along the axes of the map grid (all 90 degree angles). -
- -

Design Notes: - -
  • If a water texture contains a fog parameter, it must be treated as if it were a fog texture when in use. -
  • If a room is to be filled completely with a fog volume,it can only be entered through one surface (and still have the fog function correctly). -
  • Additional shader passes may be placed on a fog brush, as with other brushes.
- -

3.5 nopicmip

-This causes the texture to ignore user-set values for the r_picmip cvar command. The image will always be high -resolution. Example: Used to keep images and text in the heads up display from blurring when user optimizes the game graphics. - -

3.6 nomipmaps

-This implies nopicmip, but also prevents the generation of any lower resolution mipmaps for use by the 3d card. This will -cause the texture to alias when it gets smaller, but there are some cases where you would rather have this than a blurry image. Sometimes thin slivers of triangles force things to very low mipmap levels, which leave a few constant pixels on otherwise scrolling special effects. - -

3.7 polygonOffset

-Surfaces rendered with the polygonOffset keyword are rendered slightly off the polygon's surface. This is typically -used for wall markings and "decals." The distance between the offset and the polygon is fixed. It is not a variable in QuakeIII Arena. - -

3.8 portal

-Specifies that this texture is the surface for a portal or mirror. In the game map, a portal entity must be placed directly in front of the texture (within 64 game units). All this does is set "sortportal", so it isn't needed if you specify -that explicitly. - -

3.9 sort <value>

-Use this keyword to fine-tune the depth sorting of shaders as they are compared against other shaders in the game world. The -basic concept is that if there is a question or a problem with shaders drawing in the wrong order against each other, this allows the designer to create a hierarchy ofwhich shader draws in what order. - -

The default behavior is to put all blended shaders in sort "additive" and all other shaders in sort "opaque", so you only -need to specify this when you are trying to work around a sorting problem with multiple transparent surfaces in a scene. - -

The value here can be either a numerical value or one of the keywords in the following list (listed in order of ascending priority): - -

    portal (1): This surface is a portal, it draws over every other shader seen inside the portal, but before anything in the main view. - -
    Sky (2): Typically, the sky is the farthest surface in the game world. Drawing this after other opaque surfaces can be an optimization on some cards. This currently has the wrong value for this purpose, so it doesn't do much of anything. - -
    Opaque (3):This surface is opaque (rarely needed since this is the default with noblendfunc) - -
    Banner (6) :Transparent, but very close to walls. - -
    Underwater (8): Draw behind normal transparent surfaces. - -
    Additive (9): normal transparent surface (default for shaders with blendfuncs) -
    nearest (16):this shader should always sort closest to the viewer, e.g. muzzle flashes and blend blobs
-

Back | Home | Next - - - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch02/pg2_1.htm b/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch02/pg2_1.htm deleted file mode 100644 index 369f145..0000000 --- a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch02/pg2_1.htm +++ /dev/null @@ -1,222 +0,0 @@ - - -Quake III Arena Shader Manual: General Shader Keywords - - - -

Q3Radiant Shader Manual

-
-

3 General Shader Keywords

-IMPORTANT NOTE: Once again, be aware that some of the shader commands may be order dependent, so it's good practice to place all global shader commands (keywords defined inthis section) at the very beginning of the shader and to place shader stages at the end (see various examples). - -

These Keywords are global to a shader and affect all stages. They are also ignored by Q3MAP. - -

3.1 skyParms <farbox> <cloudheight> <nearbox>

- -Specifies how to use the surface as a sky, including an optional far box (stars, moon, etc), optional cloud layers with any shader attributes, and an optional near box (mountains in front of the clouds, etc). - -

<farbox> Specifies a set of files to use as an environment box behind all cloudlayers. Specify "-" for no -farbox, or a file base name. A base name of "env/test" would look for files "env/test_rt.tga", "env/test_lf.tga", -"env/test_ft.tga", "env/test_bk.tga", "env/test_up.tga", "env/test_dn.tga" to use as the right / left / front / back / up / -down sides. - -
<cloudheight> controls apparent curvature of the cloud layers - lower numbers mean more curvature (and thus more distortion at the horizons). Higher height values create "flatter" skies with less horizon distortion. Think of height -as the radius of a sphere on which the clouds are mapped. Good ranges are 64 to 256. The default value is 128. - -
<nearbox> Specified as farbox, to be alpha blended ontop of the clouds. This has not be tested in a long time, so it probably doesn't actually work. Set to "-" to ignore. - -

Design Notes: - -
  • If you are making a map where the sky is seen by looking up most of the time, use a lower cloudheight value. Under those circumstances the tighter curve looks more dynamic. If you are making a map where the sky is seen by looking out windows most of the time or has a map area that is open to the sky on one or more sides, use a higher height to make the clouds seem more natural. - -
  • It is possible to create a sky with up to 8 cloudlayers, but that also means 8 processing passes and a potentially large processing hit. - -
  • Be aware that the skybox does not wrap around the entire world. The "floor" or bottom face of the skybox is not drawn by the game. If a player in the game can see that face, they will see the "hall of mirrors" effect.
- -

Example: Sky script - -

textures/skies/xtoxicsky_dm9
-{
-	qer_editorimage textures/skies/toxicsky.tga
-	surfaceparm noimpact
-	surfaceparm nolightmap
-q3map_globaltexture
-q3map_lightsubdivide 256
-	q3map_surfacelight 400
-	surfaceparm sky
-	q3map_sun 1 1 0.5 150 30 60
-	skyparms full 512 -
-	{
-		map textures/skies/inteldimclouds.tga
-		tcMod scroll 0.1 0.1
-		tcMod scale 3 2
-	}
-	{
-		map textures/skies/intelredclouds.tga
-		blendFunc add
-		tcMod scroll 0.05 0.05
-		tcMod scale 3 3
-	}
-}
-
- -

3.2 cull <side>

-Every surface of a polygon has two sides, a front and a back. Typically, we only see the front or "out" side. For -example, a solid block you only show the front side. In many applications we see both. For example, in water, you can see both front and a back. The same is true for things like grates and screens. - -

To "cull" means to remove. The value parameter determines the type of face culling to apply. The default value is cull front if this keyword is not specified. However for items that should be inverted then the value back should be used. To disable culling, the value disable ornone should be used. Only one cull instruction can be set -for the shader. - -

3.2.1 cull front
- -The front or "outside" of the polygon is not drawn in the world. This is the default value. It is used if the keyword "cull " appears in the content instructions without a <side>value or if the keyword cull does not appear at all in the shader. - -

3.2.2 cull back
- -Cull back removes the back or "inside" of a polygon from being drawn in the world. - -

3.2.3 cull disable, cull none
-Neither side of the polygon is removed. Both sides are drawn in the game. Very useful for making panels or barriers that -have no depth, such as grates, screens, metal wire fences and so on and for liquid volumes that the player can see from within. Also used for energy fields, sprites, and weapon effects (e.g. plasma). - -

Design Notes: For things like grates and screens, put the texture with the cull none property on one face only. On the other faces, use a non-drawing texture.
- -

3.3 deformVertexes

- -This function performs a general deformation on the surface's vertexes, changing the actual shape of the surface before drawing the shader passes. You can stack multiple deformVertexes commands to modify positions in more complex ways, making an object move in two dimensions, for instance. - -

3.3.1 -deformVertexes wave <div> <func> -<base><amplitude> <phase> <freq>
- -Designed for water surfaces, modifying the values differently at each point. It accepts the standard wave functions of the type sin,triangle, square, sawtooth orinversesawtooth . The "div" parameter is used to -control the wave "spread" - a value equal to the tessSizeof the surface is a good default value (tessSize is subdivision size, in game units, used for the shader when seen in the game world). - -

3.3.2 -deformVertexes normal <div> <func> -<base><amplitude ~0.1-~0.5> <frequency -~1.0-~4.0>
- -This deformation affects the normals of a vertex without actually moving it, which will effect later shader options like -lighting and especially environment mapping. If the shader stages don't use normals in any of their calculations, there will -be novisible effect. - -

Design Notes: Putting values of 0.1 to 0.5 in Amplitude and 1.0 to 4.0 in the Frequency can produce some satisfying results. Some things that have been done with it: A small fluttering bat, falling leaves, rain, flags.
- -

3.3.3 -deformVertexes bulge <bulgeWidth> -<bulgeHeight><bulgeSpeed>
- -This forces a bulge to move along the given s and t directions. Designed for use on curved pipes. - -

Specific parameter definitions for deform keywords: - -
<div> This is roughly defined as the size of the waves that occur. It is measured in game units. Smaller -values create agreater density of smaller wave forms occurring in a given area. Larger values create a lesser density of waves, or otherwise put, the appearance of larger waves. To look correct this value should closely correspond to the value (in pixels) set for tessSize (tessellation size) of the texture. A value of 100.0 is a good default value (which means your tessSize should be close to that for things tolook "wavelike"). - -
<func> This is the type of wave form being created. Sin stands for sine wave, a regular smoothly flowing -wave. Triangle is a wave with a sharp ascent and a sharp decay. It will make a choppy looking wave forms. A square -wave is simply on or off for the period of the frequency with no in between. The sawtooth wave has the ascent of a triangle wave, but has the decay cut off sharply like a square wave. An inversesawtooth wave reverses this. - -
<base> This is the distance, in game units that the apparent surface of the texture is displaced from the -actual surface of the brush as placed in the editor. Apositive value appears above the brush surface. A negative value appears below the brush surface. An example of thisis the Quad effect, which essentially is a shell with a positive base value to stand it away from the model surface and a 0 (zero) value for amplitude. - -
<amplitude> The distance that the deformation moves away from the base value. See Wave Forms in the introduction for a description of amplitude. - -
<phase> SeeWave Forms in the introduction for a description of phase) -
<frequency> See Wave Forms in the introduction for a description of frequency) - -

Design Note: The div and amplitude parameters, when used in conjunction with liquid volumes like water should take into consideration how much the water will be moving. A large ocean area would have have massive swells (big div values) that rose and fell dramatically (big amplitude values). While a small, quiet pool may move very little.
- -

3.3.4 -deformVertexes move<x> <y> <z> <func> -<base> <amplitude> <phase> <freq>
- -This keyword is used to make a brush, curve patch or md3model appear to move together as a unit. The <x> <y> -and <z> values are the distance and direction in game units the object appears to move relative to it's point of origin in the map. - -

The <func> <base> <amplitude><phase> and <freq> values are the same as found in other wave -form manipulations. - -

The product of the function modifies the values x, y, and z.Therefore, if you have an amplitude of 5 and an x value of 2, the object will travel 10 units from its point of origin along the x axis. This results in a total of 20 units of motion along the x axis, since the amplitude is the variation both above and below the base. - -

It must be noted that an object made with this shader does not actually change position, it only appears to. - -

Design Note: If an object is made up of surfaces with different shaders, all must have matching deformVertexes move values or the object will appear to tear itself apart.
- -

3.3.5 -DeformVertexes autosprite
- -This function can be used to make any given triangle quad (pair of triangles that form a square rectangle) automatically behave like a sprite without having to make it a separate entity. This means that the "sprite" on which the texture is placed will rotate to always appear at right angles to the player's view as a sprite would. Any four-sided brush side, flat patch, or pair of triangles in an .md3 model can have the autosprite effect on it. The brush face containing a texture with this shader keyword must besquare. - -

Design Note :This is best used on objects that would appear the same regardless of viewing angle. An example might be a glowing light flare.
- -

3.3.6 -DeformVertexes autosprite2
- -Is a slightly modified "sprite" that only rotates around the middle of its longest axis. This allows you to make a -pillar of fire that you can walk around, or an energy beam stretched across the room. - -

3.4 fogparms <red -value> <green value> <bluevalue> <distance to -Opaque>

- -

Note: you must also specify "surfaceparm fog" to cause q3map to identify the surfaces inside the volume. Fogparms only -describes how to render the fog on the surfaces. - -

<red value> <green value> <blue value> These are normalized values. A good computer art program should give you the RGB values for a color. To obtain the values that define fog color for Quake III Arena, divide the desired color's Red, Green and Blue values by 255 to obtain three normalized numbers within the 0.0 to 1.0 range. - -
<distance toopaque> This is the distance, in game units, until the fog becomes totally opaque, as measured from the point of view of the observer. By making the height of the fog brush shorter than the distance to opaque, the apparent density of the fog can be reduced (because it never reaches the depth at which full opacity occurs). - -

  • The fog volume can only have one surface visible (from outside the fog). -
  • Fog must be made of one brush. It cannot be made of adjacent brushes. -
  • Fog brushes must be axial. This means that only square or rectangular brushes may contain fog, and those must have their edges drawn along the axes of the map grid (all 90 degree angles). -
- -

Design Notes: - -
  • If a water texture contains a fog parameter, it must be treated as if it were a fog texture when in use. -
  • If a room is to be filled completely with a fog volume,it can only be entered through one surface (and still have the fog function correctly). -
  • Additional shader passes may be placed on a fog brush, as with other brushes.
- -

3.5 nopicmip

-This causes the texture to ignore user-set values for the r_picmip cvar command. The image will always be high -resolution. Example: Used to keep images and text in the heads up display from blurring when user optimizes the game graphics. - -

3.6 nomipmaps

-This implies nopicmip, but also prevents the generation of any lower resolution mipmaps for use by the 3d card. This will -cause the texture to alias when it gets smaller, but there are some cases where you would rather have this than a blurry image. Sometimes thin slivers of triangles force things to very low mipmap levels, which leave a few constant pixels on otherwise scrolling special effects. - -

3.7 polygonOffset

-Surfaces rendered with the polygonOffset keyword are rendered slightly off the polygon's surface. This is typically -used for wall markings and "decals." The distance between the offset and the polygon is fixed. It is not a variable in QuakeIII Arena. - -

3.8 portal

-Specifies that this texture is the surface for a portal or mirror. In the game map, a portal entity must be placed directly in front of the texture (within 64 game units). All this does is set "sortportal", so it isn't needed if you specify -that explicitly. - -

3.9 sort <value>

-Use this keyword to fine-tune the depth sorting of shaders as they are compared against other shaders in the game world. The -basic concept is that if there is a question or a problem with shaders drawing in the wrong order against each other, this allows the designer to create a hierarchy ofwhich shader draws in what order. - -

The default behavior is to put all blended shaders in sort "additive" and all other shaders in sort "opaque", so you only -need to specify this when you are trying to work around a sorting problem with multiple transparent surfaces in a scene. - -

The value here can be either a numerical value or one of the keywords in the following list (listed in order of ascending priority): - -

    portal (1): This surface is a portal, it draws over every other shader seen inside the portal, but before anything in the main view. - -
    Sky (2): Typically, the sky is the farthest surface in the game world. Drawing this after other opaque surfaces can be an optimization on some cards. This currently has the wrong value for this purpose, so it doesn't do much of anything. - -
    Opaque (3):This surface is opaque (rarely needed since this is the default with noblendfunc) - -
    Banner (6) :Transparent, but very close to walls. - -
    Underwater (8): Draw behind normal transparent surfaces. - -
    Additive (9): normal transparent surface (default for shaders with blendfuncs) -
    nearest (16):this shader should always sort closest to the viewer, e.g. muzzle flashes and blend blobs
-

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Q3Radiant Shader Manual

-
-

4 Q3MAP Specific Shader Keywords

-These keywords change the physical nature of the textures and the brushes that are marked with them. Changing any of these values will require the map to be re-compiled. These are global and affect the entire shader. - -

4.1 tessSize <amount>

-For consistency's sake, this really should have been called q3map_tessSize. But it wasn't. The tessSize shader controls -the tessellation size (how finely a surface is chopped up in to triangles), in game units, of the surface. This is only -applicable to solid brushes, not curves, and is generally only used on surfaces that are flagged with the deformVertexes keyword. Abuse of this can create a huge number of triangles. This happens during q3map processing, so maps must be reprocessed for changes to take effect. - -

Design Note: It can also be used on tesselating surfaces to make sure that tesselations arelarge, and thus, less costly in terms of triangles created.
- -

4.2 q3map_backshader <shadername>

-This allows a brush to use a different shader when you are inside it looking out. By way of example, this would allow a water brush (or other) surfaces to have a different sort order (see sort above) or appearance when seen from the inside. - -

4.3 q3map_globaltexture

-Use this shader in the global keyword commands whenever the tcMod scale function is used in one of the later render stages. Many problems with getting shader effects to work across multiple adjacent brushes are a result of the way q3map optimizes texture precision. This option resolves that, but at the expense of some precision of the textures when they are far away from the origin of the map. - -

4.4 q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>

-This keyword in a sky shader will create the illusion of light cast into a map by a single, infinitely distance light source (sun, moon, hellish fire, etc.). This is only processed during the lighting phase of q3map. - -

<red><green> <blue> Color is described by three normalized rgbvalues. Color will be normalized to a 0.0 to 1.0 range, so it doesn't matter what range you use. - -
<intensity> is the brightness of the generated light. A value of 100 is a fairly bright sun. The -intensity of the light falls off with angle but not distance. - -
<degrees> is the angle relative to the directions on the map file. A setting of 0 degrees equals east. 90 -isnorth, 180 is west and 270 is south. - -
<elevation> is the distance, measured in degrees from the horizon (z value of zero in the map file). An -elevation of 0 is sunrise/sunset. An elevation of 90 is noon. - -

DESIGN NOTE: Sky shaders should probably still have aq3map_surfacelight value. The "sun" gives a strong directional light, but doesn't necessarily give the fill light needed to soften and illuminate shadows. Skies with clouds should probably have a weaker q3map_sunvalue and a higher q3map_surfacelight value. Heavy clouds diffuse light and weaken shadows. The opposite is true of a cloudless or nearly cloudless sky. Insuch cases, the "sun" or "moon" will cast stronger, shadows that have a greater degree of contrast. - -

Design Trick: Not certain what color formula you want to use for the sun's light? Try this. Create a light entity. Use the Q3Radiant editor's color selection tools to pick a color. The light's _color key's value will be the normalized RGB formula. Copy it from the value line in the editor (CTRL+c) and paste it into your shader.

- -

4.5 q3map_surfaceLight <light value>

- -The texture gives off light equal to the <light value> set for it. The relative surface area of the texture in the world affects the actual amount of light that appears to be radiated. To give off what appears to be the same amount -of light, a smaller texture must be significantly brighter than a larger texture. Unless the qer_lightimage keyword is used to select a different source for the texture's light color information, the color of the light will be the averaged color of the texture. - -

4.6 q3map_lightimage <texturepath/texturename>

-The keyword q3map_lightimage generates lighting from the average color of the TGA image specified by the -q3map_lightimage. - -

The keyword sequence for generating light on a q3map_surfacelight should be ordered as follows: - -

  1. q3map_lightimage ; (the texture providing the light and the color of the light) -
  2. qer_editorimage ; (the editor-only image used to select the source map for the texture) -
  3. the average color of the light emitted from the shader is calculated from the lightimage.)
- -

The reason q3map_lightimageis specified for the light in the example below, is because the blend map is predominantly yellow, and the designer wanted more yellow light to be emitted from the light. - -

Example: Taking light from another source texture - -

-textures/eerie/ironcrosslt2_10000
-{
-q3map_lightimagetextures/gothic_light/ironcrosslt2.blend.tga
-// this TGA is the source for the color of the blended light
-
-qer_editorimagetextures/gothic_light/ironcrosslt2.tga
-//base TGA (used because the shader is used with several
-// different light values
-
-q3map_surfacelight 10000
-//emitted light value of10,000
-
-{
-map $lightmap
-//source texture is affected by the lightmap
-rgbGen identity
-// this command handles the overbright bits created by "sunlight"
-// in the game
-}
-{
-maptextures/gothic_light/ironcrosslt2.tga
-blendFunc filter
-rgbGen identity
-}
-{
-maptextures/gothic_light/ironcrosslt2.blend.tga
-blendFunc add
-}
-}
-
- -

4.7 q3map_lightsubdivide <value>

-This allows the user to define how large, or small to make the subdivisions (triangles) in a textured surface, particularly aimed at light-emitting textures like skies. It defaults to 120 game units, but can be made larger (256 or 512) for sky boxes or smaller for light surfaces at the bottoms of cracks. This can be a dominant factor in processing time for q3map lighting. - -

4.8 surfaceparm <parm>

- -

All surfaceparm keywords are preceded by the word surfaceparm as follows: surfaceparm fogor surfaceparm noimpact. - -

4.8.1 alphashadow
-This keyword applied to a texture on a brush, patch or model will cause the lighting phase of the q3map process to use the texture's alpha channel as a mask for casting static shadows in the game world. - -

Design Note: Alphashadow does not work well with fine line detail on a texture. Fine lines may not cast acceptable shadows. It appears to work best with well-defined silhouettes and wider lines within the texture. Most of our tattered banners use this to cast tattered shadows.
- -

4.8.2 areaportal
-A brush marked with this keyword functions as an area portal, a break in the Q3MAP tree. It is typically placed on a very thin brush placed inside a door entity (but is not a part of that entity). The intent is to block the game from processing -surface triangles located behind it when the door is closed. It is also used by the BSPC (bot area file creation compiler) in the same manner as a clusterportal. The brush must touch all the structural brushes surrounding the -areaportal. - -

4.8.3 clusterportal
-A brush marked with this keyword function creates a subdivision of the area file (.aas) used by the bots for navigation. It -is typically placed in locations that are natural breaks in a map, such a sentrances to halls, doors, tunnels, etc. The intent is keep the bot from having to process the entire map at once. As with the the areaportal parameter, the affected brush must touch all the structural brushes surrounding the areaportal. - -

4.8.4 donotenter
-Read as "do not enter." Like clusterportal, this is a bot-only property. A brush marked with donotenter will not affect -non-bot players, but bots will not enter it. It should be used only when bots appear to have difficulty navigating around some map features. - -

4.8.5 flesh
-This will cue different sounds (in a similar manner to metalsteps) and cause blood to appear instead of bullet impact flashes. - -

4.8.6 fog
-Fog defines the brush as being a "fog" brush. This is a Q3MAP function that chops and identifies all geometry inside the -brush. The General shader keyword fogparms must also be specified to tell how to draw the fog. - -

4.8.7 lava
- -

Assigns to the texture the game properties set for lava. This affects both the surface and the content of a brush. - -

4.8.8 metalsteps
-The player sounds as if he is walking on clanging metal steps or gratings. Other than specifiying flesh, metalsteps, nosteps, or default (i.e. specify nothing) it is currently not possible for a designer to create or assign a specific sound routine to a texture. Note: If no sound is set for a texture, then the default footsteps sound routines are heard. - -

4.8.9 nodamage
-The player takes no damage if he falls onto a texture with this surfaceparm - -

4.8.10 nodlight
-Read as "No DeeLight". A texture containing this parameter will not be affected or lit by dynamic lights, such as -weapon effects. And example in Quake III Arena would be solid lava. - -

4.8.11 nodraw
-A texture marked with nodraw will not visually appear in the game world. Most often used for triggers, clip brushes, origin -brushes, and so on. - -

4.8.12 nodrop
-When a player dies inside a volume (brush) marked nodrop, no weapon is dropped. The intend use isfor "Pits of Death." Have a kill trigger inside a nodrop volume, and when the players die here, they won't drop their weapons. The intent is to prevent unnecessary polygon pileups on the floors of pits. - -

4.8.13 noimpact
-World entities will not impact on this texture. No explosions occur when projectiles strike this surface and no marks -will be left on it. Sky textures are usually marked with this texture so those projectiles will not hit the sky and leave -marks. - -

4.8.14 nomarks
-Projectiles will explode upon contact with this surface, but will not leave marks. Blood will also not mark this surface. -This is useful to keep lights from being temporarily obscured by battle damage. - -

Design Note: Use this on any surface with a deformVertexes keyword. Otherwise, the marks will appear on the unmodified surface location of the texture with the surface wriggles and squirms through the marks.
- -

4.8.15 nolightmap
-This texture does not have a lightmap phase. It is not affected by the ambient lighting of the world around it. It does not -require the addition of an rgbGen identity keyword in that stage. - -

4.8.16 nosteps
-The player makes no sound when walking on this texture. - -

4.8.17 nonsolid
-This attribute indicates a brush, which does not block the movement of entities in the game world. It applied to -triggers, hint brushes and similar brushes. This affects the content of a brush. - -

4.8.18 origin
-Used on the "origin" texture. Rotating entities need to contain an origin brush in their construction. The brush must be -rectangular (or square). The origin point is the exact center of the origin brush. - -

4.8.19 playerclip
-Blocks player movement through a nonsolid texture. Other game world entities can pass through a brush marked -playerclip. The intended use for this is to block the player but not block projectiles like rockets. - -

4.8.20 slick
-This surfaceparm included in a texture should give it significantly reduced friction. - -

4.8.21 slime
-Assigns to the texture the game properties for slime. This affects both the surface and the content of a brush. - -

4.8.22 structural
-This surface attribute causes a brush to be seen by the Q3MAP process as a possible break-point in a BSP tree. It is used -as a part of the shader for the "hint" texture. Generally speaking, any opaque texture not marked as "detail" is, by -default, structural, so you shouldn't need to specify this. - -

4.8.23 trans
-Tells q3map that pre-computed visibility should not be blocked by this surface. Generally, any shaders that have blendfuncs -should be marked as surfaceparm trans. - -

4.8.24 water
-Assigns to the texture the game properties for water. -

Back | Home | Next - - - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch03/pg3_1.htm b/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch03/pg3_1.htm deleted file mode 100644 index 57a8ea9..0000000 --- a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch03/pg3_1.htm +++ /dev/null @@ -1,197 +0,0 @@ - - -Quake III Arena Shader Manual: Specific Shader Keywords - - - -

Q3Radiant Shader Manual

-
-

4 Q3MAP Specific Shader Keywords

-These keywords change the physical nature of the textures and the brushes that are marked with them. Changing any of these values will require the map to be re-compiled. These are global and affect the entire shader. - -

4.1 tessSize <amount>

-For consistency's sake, this really should have been called q3map_tessSize. But it wasn't. The tessSize shader controls -the tessellation size (how finely a surface is chopped up in to triangles), in game units, of the surface. This is only -applicable to solid brushes, not curves, and is generally only used on surfaces that are flagged with the deformVertexes keyword. Abuse of this can create a huge number of triangles. This happens during q3map processing, so maps must be reprocessed for changes to take effect. - -

Design Note: It can also be used on tesselating surfaces to make sure that tesselations arelarge, and thus, less costly in terms of triangles created.
- -

4.2 q3map_backshader <shadername>

-This allows a brush to use a different shader when you are inside it looking out. By way of example, this would allow a water brush (or other) surfaces to have a different sort order (see sort above) or appearance when seen from the inside. - -

4.3 q3map_globaltexture

-Use this shader in the global keyword commands whenever the tcMod scale function is used in one of the later render stages. Many problems with getting shader effects to work across multiple adjacent brushes are a result of the way q3map optimizes texture precision. This option resolves that, but at the expense of some precision of the textures when they are far away from the origin of the map. - -

4.4 q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>

-This keyword in a sky shader will create the illusion of light cast into a map by a single, infinitely distance light source (sun, moon, hellish fire, etc.). This is only processed during the lighting phase of q3map. - -

<red><green> <blue> Color is described by three normalized rgbvalues. Color will be normalized to a 0.0 to 1.0 range, so it doesn't matter what range you use. - -
<intensity> is the brightness of the generated light. A value of 100 is a fairly bright sun. The -intensity of the light falls off with angle but not distance. - -
<degrees> is the angle relative to the directions on the map file. A setting of 0 degrees equals east. 90 -isnorth, 180 is west and 270 is south. - -
<elevation> is the distance, measured in degrees from the horizon (z value of zero in the map file). An -elevation of 0 is sunrise/sunset. An elevation of 90 is noon. - -

DESIGN NOTE: Sky shaders should probably still have aq3map_surfacelight value. The "sun" gives a strong directional light, but doesn't necessarily give the fill light needed to soften and illuminate shadows. Skies with clouds should probably have a weaker q3map_sunvalue and a higher q3map_surfacelight value. Heavy clouds diffuse light and weaken shadows. The opposite is true of a cloudless or nearly cloudless sky. Insuch cases, the "sun" or "moon" will cast stronger, shadows that have a greater degree of contrast. - -

Design Trick: Not certain what color formula you want to use for the sun's light? Try this. Create a light entity. Use the Q3Radiant editor's color selection tools to pick a color. The light's _color key's value will be the normalized RGB formula. Copy it from the value line in the editor (CTRL+c) and paste it into your shader.

- -

4.5 q3map_surfaceLight <light value>

- -The texture gives off light equal to the <light value> set for it. The relative surface area of the texture in the world affects the actual amount of light that appears to be radiated. To give off what appears to be the same amount -of light, a smaller texture must be significantly brighter than a larger texture. Unless the qer_lightimage keyword is used to select a different source for the texture's light color information, the color of the light will be the averaged color of the texture. - -

4.6 q3map_lightimage <texturepath/texturename>

-The keyword q3map_lightimage generates lighting from the average color of the TGA image specified by the -q3map_lightimage. - -

The keyword sequence for generating light on a q3map_surfacelight should be ordered as follows: - -

  1. q3map_lightimage ; (the texture providing the light and the color of the light) -
  2. qer_editorimage ; (the editor-only image used to select the source map for the texture) -
  3. the average color of the light emitted from the shader is calculated from the lightimage.)
- -

The reason q3map_lightimageis specified for the light in the example below, is because the blend map is predominantly yellow, and the designer wanted more yellow light to be emitted from the light. - -

Example: Taking light from another source texture - -

-textures/eerie/ironcrosslt2_10000
-{
-q3map_lightimagetextures/gothic_light/ironcrosslt2.blend.tga
-// this TGA is the source for the color of the blended light
-
-qer_editorimagetextures/gothic_light/ironcrosslt2.tga
-//base TGA (used because the shader is used with several
-// different light values
-
-q3map_surfacelight 10000
-//emitted light value of10,000
-
-{
-map $lightmap
-//source texture is affected by the lightmap
-rgbGen identity
-// this command handles the overbright bits created by "sunlight"
-// in the game
-}
-{
-maptextures/gothic_light/ironcrosslt2.tga
-blendFunc filter
-rgbGen identity
-}
-{
-maptextures/gothic_light/ironcrosslt2.blend.tga
-blendFunc add
-}
-}
-
- -

4.7 q3map_lightsubdivide <value>

-This allows the user to define how large, or small to make the subdivisions (triangles) in a textured surface, particularly aimed at light-emitting textures like skies. It defaults to 120 game units, but can be made larger (256 or 512) for sky boxes or smaller for light surfaces at the bottoms of cracks. This can be a dominant factor in processing time for q3map lighting. - -

4.8 surfaceparm <parm>

- -

All surfaceparm keywords are preceded by the word surfaceparm as follows: surfaceparm fogor surfaceparm noimpact. - -

4.8.1 alphashadow
-This keyword applied to a texture on a brush, patch or model will cause the lighting phase of the q3map process to use the texture's alpha channel as a mask for casting static shadows in the game world. - -

Design Note: Alphashadow does not work well with fine line detail on a texture. Fine lines may not cast acceptable shadows. It appears to work best with well-defined silhouettes and wider lines within the texture. Most of our tattered banners use this to cast tattered shadows.
- -

4.8.2 areaportal
-A brush marked with this keyword functions as an area portal, a break in the Q3MAP tree. It is typically placed on a very thin brush placed inside a door entity (but is not a part of that entity). The intent is to block the game from processing -surface triangles located behind it when the door is closed. It is also used by the BSPC (bot area file creation compiler) in the same manner as a clusterportal. The brush must touch all the structural brushes surrounding the -areaportal. - -

4.8.3 clusterportal
-A brush marked with this keyword function creates a subdivision of the area file (.aas) used by the bots for navigation. It -is typically placed in locations that are natural breaks in a map, such a sentrances to halls, doors, tunnels, etc. The intent is keep the bot from having to process the entire map at once. As with the the areaportal parameter, the affected brush must touch all the structural brushes surrounding the areaportal. - -

4.8.4 donotenter
-Read as "do not enter." Like clusterportal, this is a bot-only property. A brush marked with donotenter will not affect -non-bot players, but bots will not enter it. It should be used only when bots appear to have difficulty navigating around some map features. - -

4.8.5 flesh
-This will cue different sounds (in a similar manner to metalsteps) and cause blood to appear instead of bullet impact flashes. - -

4.8.6 fog
-Fog defines the brush as being a "fog" brush. This is a Q3MAP function that chops and identifies all geometry inside the -brush. The General shader keyword fogparms must also be specified to tell how to draw the fog. - -

4.8.7 lava
- -

Assigns to the texture the game properties set for lava. This affects both the surface and the content of a brush. - -

4.8.8 metalsteps
-The player sounds as if he is walking on clanging metal steps or gratings. Other than specifiying flesh, metalsteps, nosteps, or default (i.e. specify nothing) it is currently not possible for a designer to create or assign a specific sound routine to a texture. Note: If no sound is set for a texture, then the default footsteps sound routines are heard. - -

4.8.9 nodamage
-The player takes no damage if he falls onto a texture with this surfaceparm - -

4.8.10 nodlight
-Read as "No DeeLight". A texture containing this parameter will not be affected or lit by dynamic lights, such as -weapon effects. And example in Quake III Arena would be solid lava. - -

4.8.11 nodraw
-A texture marked with nodraw will not visually appear in the game world. Most often used for triggers, clip brushes, origin -brushes, and so on. - -

4.8.12 nodrop
-When a player dies inside a volume (brush) marked nodrop, no weapon is dropped. The intend use isfor "Pits of Death." Have a kill trigger inside a nodrop volume, and when the players die here, they won't drop their weapons. The intent is to prevent unnecessary polygon pileups on the floors of pits. - -

4.8.13 noimpact
-World entities will not impact on this texture. No explosions occur when projectiles strike this surface and no marks -will be left on it. Sky textures are usually marked with this texture so those projectiles will not hit the sky and leave -marks. - -

4.8.14 nomarks
-Projectiles will explode upon contact with this surface, but will not leave marks. Blood will also not mark this surface. -This is useful to keep lights from being temporarily obscured by battle damage. - -

Design Note: Use this on any surface with a deformVertexes keyword. Otherwise, the marks will appear on the unmodified surface location of the texture with the surface wriggles and squirms through the marks.
- -

4.8.15 nolightmap
-This texture does not have a lightmap phase. It is not affected by the ambient lighting of the world around it. It does not -require the addition of an rgbGen identity keyword in that stage. - -

4.8.16 nosteps
-The player makes no sound when walking on this texture. - -

4.8.17 nonsolid
-This attribute indicates a brush, which does not block the movement of entities in the game world. It applied to -triggers, hint brushes and similar brushes. This affects the content of a brush. - -

4.8.18 origin
-Used on the "origin" texture. Rotating entities need to contain an origin brush in their construction. The brush must be -rectangular (or square). The origin point is the exact center of the origin brush. - -

4.8.19 playerclip
-Blocks player movement through a nonsolid texture. Other game world entities can pass through a brush marked -playerclip. The intended use for this is to block the player but not block projectiles like rockets. - -

4.8.20 slick
-This surfaceparm included in a texture should give it significantly reduced friction. - -

4.8.21 slime
-Assigns to the texture the game properties for slime. This affects both the surface and the content of a brush. - -

4.8.22 structural
-This surface attribute causes a brush to be seen by the Q3MAP process as a possible break-point in a BSP tree. It is used -as a part of the shader for the "hint" texture. Generally speaking, any opaque texture not marked as "detail" is, by -default, structural, so you shouldn't need to specify this. - -

4.8.23 trans
-Tells q3map that pre-computed visibility should not be blocked by this surface. Generally, any shaders that have blendfuncs -should be marked as surfaceparm trans. - -

4.8.24 water
-Assigns to the texture the game properties for water. -

Back | Home | Next - - - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch04/.svn/entries b/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch04/.svn/entries deleted file mode 100644 index 66fcf20..0000000 --- a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch04/.svn/entries +++ /dev/null @@ -1,62 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/ReactionPack/trunk/install/docs/Q3AShader_Manual/ch04 -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2011-01-20T04:25:31.635016Z -64 -rambetter - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -pg4_1.htm -file - - - - -2012-04-01T16:52:35.439477Z -41ea0bf8d0b205ba8fdfecb0e3df4e16 -2011-01-20T04:25:31.635016Z -64 -rambetter - - - - - - - - - - - - - - - - - - - - - -3166 - diff --git a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch04/.svn/text-base/pg4_1.htm.svn-base b/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch04/.svn/text-base/pg4_1.htm.svn-base deleted file mode 100644 index 52ce0ef..0000000 --- a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch04/.svn/text-base/pg4_1.htm.svn-base +++ /dev/null @@ -1,64 +0,0 @@ - - -Quake III Arena Shader Manual: Editor Specific Shader Instructions - - - -

Q3Radiant Shader Manual

-
-

5 Editor specific shader instructions

-These instructions only affect the texture when it is seen in the Q3Radiant editor. They should be grouped with the surface -parameters but ahead of them in sequence. - -

5.1 qer_editorimage <texture path/texturename>

-This keyword creates a shader name in memory, but in the editor, it displays the TGA art image specified in qer_editorimage (in the example below this is textures/eerie/lavahell.tga). - -

The editor maps a texture using the size attributes of the TGA file used for the editor image. When that editor image represents a shader, any texture used in any of the shader stages will be scaled up or down to the dimensions of the editor image. If a 128x128 pixel image is used to represent the shader in the editor, then a 256x256 image used in a later stage will be shrunk to fit. A 64x64 image would be stretched to fit. Be sure to check this on bouncy, acceleration, and power-uppads placed on surfaces other than 256 x 256. Use tcMod scale to change the size of the stretched -texture. Rememberthat tcMod scale 0.5 0.5 will double your image, while tcMod scale 2 2will halve it. - -

Design Notes: The base_light and gothic_light shaders contain numerous uses of this. It can be very useful for making different light styles (mostly to change the light brightnesses) without having to create a new piece of TGA art for each new shader.
- - -

textures/liquids/lavahell2//path and name of new texture
-{
-qer_editorimagetextures/eerie/lavahell.tga
-//based on this
-qer_nocarve
-//cannot be cut by CSG subtract
-surfaceparm noimpact
-//projectiles do not hitit
-surfaceparm lava
-//has the game properties of lava
-surfaceparm nolightmap
-//environment lighting does not affect
-q3map_surfacelight 3000
-//light is emitted
-tessSize 256
-//relatively large triangles
-cull disable
-//no sides are removed
-deformVertexes wave 100sin 5 5 .5 0.02
-fogparms 0.85191420.309723 0.0 128 128
-{
-maptextures/eerie/lavahell.tga
-//base texture artwork
-tcMod turb .25 0.2 1 0.02
-//texture is subjected to turbulence
-tcMod scroll 0.1 0.1
-//the turbulence is scrolled
-}
-}
-
- -

5.2 qer_nocarve

-A brush marked with this instruction will not be affected by CSG subtract functions. It is especially useful for water and fog textures. - -

5.3 qer_trans <value>

-This parameter defines the percentage of transparency that a brush will have when seen in the editor (no effect on game -rendering a tall). It can have a positive value between 0 and 1. The higher the value, the less transparent the texture. -Example: qer_trans 0.2 means the brush is 20% opaque and nearly invisible. - -

Back | Home | Next - - - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch04/pg4_1.htm b/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch04/pg4_1.htm deleted file mode 100644 index 52ce0ef..0000000 --- a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch04/pg4_1.htm +++ /dev/null @@ -1,64 +0,0 @@ - - -Quake III Arena Shader Manual: Editor Specific Shader Instructions - - - -

Q3Radiant Shader Manual

-
-

5 Editor specific shader instructions

-These instructions only affect the texture when it is seen in the Q3Radiant editor. They should be grouped with the surface -parameters but ahead of them in sequence. - -

5.1 qer_editorimage <texture path/texturename>

-This keyword creates a shader name in memory, but in the editor, it displays the TGA art image specified in qer_editorimage (in the example below this is textures/eerie/lavahell.tga). - -

The editor maps a texture using the size attributes of the TGA file used for the editor image. When that editor image represents a shader, any texture used in any of the shader stages will be scaled up or down to the dimensions of the editor image. If a 128x128 pixel image is used to represent the shader in the editor, then a 256x256 image used in a later stage will be shrunk to fit. A 64x64 image would be stretched to fit. Be sure to check this on bouncy, acceleration, and power-uppads placed on surfaces other than 256 x 256. Use tcMod scale to change the size of the stretched -texture. Rememberthat tcMod scale 0.5 0.5 will double your image, while tcMod scale 2 2will halve it. - -

Design Notes: The base_light and gothic_light shaders contain numerous uses of this. It can be very useful for making different light styles (mostly to change the light brightnesses) without having to create a new piece of TGA art for each new shader.
- - -

textures/liquids/lavahell2//path and name of new texture
-{
-qer_editorimagetextures/eerie/lavahell.tga
-//based on this
-qer_nocarve
-//cannot be cut by CSG subtract
-surfaceparm noimpact
-//projectiles do not hitit
-surfaceparm lava
-//has the game properties of lava
-surfaceparm nolightmap
-//environment lighting does not affect
-q3map_surfacelight 3000
-//light is emitted
-tessSize 256
-//relatively large triangles
-cull disable
-//no sides are removed
-deformVertexes wave 100sin 5 5 .5 0.02
-fogparms 0.85191420.309723 0.0 128 128
-{
-maptextures/eerie/lavahell.tga
-//base texture artwork
-tcMod turb .25 0.2 1 0.02
-//texture is subjected to turbulence
-tcMod scroll 0.1 0.1
-//the turbulence is scrolled
-}
-}
-
- -

5.2 qer_nocarve

-A brush marked with this instruction will not be affected by CSG subtract functions. It is especially useful for water and fog textures. - -

5.3 qer_trans <value>

-This parameter defines the percentage of transparency that a brush will have when seen in the editor (no effect on game -rendering a tall). It can have a positive value between 0 and 1. The higher the value, the less transparent the texture. -Example: qer_trans 0.2 means the brush is 20% opaque and nearly invisible. - -

Back | Home | Next - - - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch05/.svn/entries b/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch05/.svn/entries deleted file mode 100644 index 44840f7..0000000 --- a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch05/.svn/entries +++ /dev/null @@ -1,62 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/ReactionPack/trunk/install/docs/Q3AShader_Manual/ch05 -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2011-01-20T04:25:31.635016Z -64 -rambetter - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -pg5_1.htm -file - - - - -2012-04-01T16:52:33.787382Z -abfc75962bf328819b335840b1f36feb -2011-01-20T04:25:31.635016Z -64 -rambetter - - - - - - - - - - - - - - - - - - - - - -32441 - diff --git a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch05/.svn/text-base/pg5_1.htm.svn-base b/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch05/.svn/text-base/pg5_1.htm.svn-base deleted file mode 100644 index c6748c1..0000000 --- a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch05/.svn/text-base/pg5_1.htm.svn-base +++ /dev/null @@ -1,483 +0,0 @@ - - -Quake III Arena Shader Manual: Stage Specific Keywords - - - -

Q3Radiant Shader Manual

-
-

6 Stage Specific Keywords

-Stage specifications only affect rendering. Changing any keywords or values within a stage will usually take effect as soon -as a vid_restart is executed. Q3MAP ignores stage specific keywords entirely. - -

A stage can specify a texture map, a color function, an alpha function, a texture coordinate function, a blend function, and a few other rasterization options. - -

6.1 Texture map specification

-
6.1.1 map <texturepath/texturename>
-Specifies the source texture map (a 24 or 32-bit TGA file) used for this stage. The texture may or may not contain alpha -channel information. The special keywords $lightmap and $whiteimage may be substituted in lieu of an actual -texture map name. In those cases, the texture named in the first line of the shader becomes the texture that supplies the light mapping data for the process. - -

$lightmap
-This is the overall lightmap for the game world. It is calculated during the Q3MAP process. It is the initial color -data found in the framebuffer. Note: due to the use of overbright bits in light calculation, the keyword rgbGen -identity must accompany all $lightmap instructions. - -

$whiteimage
-This is used for specular lighting on MD3 models. This is a white image generated internally by the game. This image can -be used in lieu of $lightmap or an actual texture map if, for example, you wish for the vertex colors to come -through unaltered. - -

6.1.2 Clampmap <texturepath>
-Dictates that this stage should clamp texture coordinates instead of wrapping them. During a stretch function, the area, -which the texture must cover during a wave cycle, enlarges and decreases. Instead of repeating a texture multiple times -during enlargement (or seeing only a portion of the texture during shrinking) the texture dimensions increase or contract accordingly. This is only relevant when using something like deformTexCoordParms to stretch/compress texture coordinates for a specific special effect. Remember that the Quake III Arena engine normalizes all texture coordinates (regardless of actual texture size) into a scale of 0.0 to1.0. - -

Proper Alignment: When using clampTexCoords make sure the texture is properly aligned on the brush. The -clampTexCoords function keeps the image from tiling. However, the editor doesn't represent this properly and shows a tiled image. Therefore, what appears to be the correct position may be offset. This is very apparent onanything with a tcMod rotate and clampTexCoords function. - -

AvoidingDistortion: When seen at a given distance (which can vary, depending onhardware and the size of the texture), the compression phase of a stretchfunction will cause a "cross"-like visual artifact to form on the modified texture due to the way that textures are reduced. This occurs because the texture undergoing modification lacks sufficient "empty space" around the displayed (non-black) part of the texture (see figure 2a). To compensate for this, make the non-zero portion of the texture substantially smaller (50% of maximum stretched size -- see figure 2b)than the dimensions of the texture. Then, write a scaling function (tcScale) into the appropriate shader phase, to enlarge the image to the desired proportion. - -

The shaders for the bouncy pads (in the sfx.shader file) show the stretch function in use, including the scaling of the -stretched texture: - -

Example: UsingclampTexCoords to control a stretching texture - -

-textures/sfx/metalbridge06_bounce
-{
-	//q3map_surfacelight 2000
-	surfaceparm nodamage
-	q3map_lightimage textures/sfx/jumppadsmall.tga
-	q3map_surfacelight 400
-	{
-		map textures/sfx/metalbridge06_bounce.tga
-		rgbGen identity
-	}
-	{
-		map $lightmap
-		rgbGen identity
-		blendfunc gl_dst_color gl_zero
-	}
-	{
-		map textures/sfx/bouncepad01b_layer1.tga
-		blendfunc gl_one gl_one
-		rgbGen wave sin .5 .5 0 1.5
-	}
-	{
-		clampmap textures/sfx/jumppadsmall.tga
-		blendfunc gl_one gl_one
-		tcMod stretch sin 1.2 .8 0 1.5
-		rgbGen wave square .5 .5 .25 1.5
-	}
-	// END
-}
-
- -

- -

6.1.3 AnimMap <frequency> <texture1> … <texture8>
-The surfaces in the game can be animated by displaying asequence of 1 to 8 frames (separate texture maps). These animations -are affected by other keyword effects in the same and later shader stages. - -

<Frequency>: the number of times that the animation cycle will repeat within a one second time period. The -larger the value, the more repeats within a second. Animations that should last for more than a second need to be expressed as decimal values. - -
<texture1> …<texture8>: the texture path/texture name for each animation frame must be -explicitly listed. Up to eight frames (eight separate .tga files) can be used to make an animated sequence. Each frame is -displayed for an equal subdivision of the frequency value. - -

Example: AnimMap 0.25 animMap 10textures/sfx/b_flame1.tga textures/sfx/b_flame2.tga textures/sfx/b_flame3.tgatextures/sfx/b_flame4.tga would be a 4 frame animated sequence, calling each frame in sequence over a cycle length of 4 seconds. Each frame would be displayed for 1 second before the next one is displayed. The cycle repeats after the last frame in sequence is shown. - -

Design Notes: To make a texture image appear for an unequal (longer) amount of time (compared to other frames), repeat that frame more than once in the sequence.
- -

textures/sfx/flameanim_blue
-{
-
-	//	*************************************************
-	//	*	Blue Flame				*
-	//	*	July 20, 1999 Surface Light 1800 	*
-	//	*	Please Comment Changes			*
-	//	*************************************************
-	qer_editorimage textures/sfx/b_flame7.tga
-	q3map_lightimage textures/sfx/b_flame7.tga
-	surfaceparm trans
-	surfaceparm nomarks
-	surfaceparm nolightmap
-	cull none
-	q3map_surfacelight 1800
-	// texture changed to blue flame.... PAJ
-	{
-		animMap 10 textures/sfx/b_flame1.tgatextures/sfx/b_flame2.tga
-textures/sfx/b_flame3.tga textures/sfx/b_flame4.tgatextures/sfx/b_flame5.tga
-textures/sfx/b_flame6.tga textures/sfx/b_flame7.tgatextures/sfx/b_flame8.tga
-		blendFunc GL_ONE GL_ONE
-		rgbGen wave inverseSawtooth 0 1 0 10
-
-	}
-	{
-		animMap 10 textures/sfx/b_flame2.tgatextures/sfx/b_flame3.tga
-textures/sfx/b_flame4.tga textures/sfx/b_flame5.tgatextures/sfx/b_flame6.tga
-textures/sfx/b_flame7.tga textures/sfx/b_flame8.tgatextures/sfx/b_flame1.tga
-		blendFunc GL_ONE GL_ONE
-		rgbGen wave sawtooth 0 1 0 10
-	}
-	{
-		map textures/sfx/b_flameball.tga
-		blendFunc GL_ONE GL_ONE
-		rgbGen wave sin .6 .2 0 .6
-	}
-}
-
- -

6.2 Blend Functions

-Blend functions are the keyword commands that tell the Quake III Arena graphic engine's renderer how graphic layers are to be mixed together. - -

6.2.1 Simplified blend functions:
-The most common blend functions are set up here as simple commands, and should be used unless you really know what you are -doing. - -

6.2.1.1 blendfunc add -
This is a shorthand command for blendfunc gl_one gl_one. Effects like fire and energy are additive. - -

6.2.1.2 blendfunc filter -
This is a shorthand command that can be substituted for either blendfunc gl_dst_color gl_zero or blendfunc gl_zero gl_src_color. A filter will always result in darker pixels than what is behind it, but it can also remove color selectively. Lightmaps are filters. - -

6.2.1.3 blendfunc blend -
Shorthand for blendfunc gl_src_alphagl_one_minus_src_alpha. This is conventional transparency, where part of the background is mixed with part of the texture. - -

6.2.2 Explicit blend functions:
-Getting a handle on this concept is absolutely key to understanding all shader manipulation of graphics. - -

BlendFunc or "Blend Function" is the equation at the core of processing shader graphics. The formula reads as follows: - -

[Source *<srcBlend>] + [Destination * -<dstBlend>] - -

Source is usually the RGB color data in a texture TGA file (remember it's all numbers) modified by any rgbgen and alphagen. In the shader, the source is generally identified by command MAP, followed by the name of the image. - -

Destination is the color data currently existing in the frame buffer. - -

Rather than think of the entire texture as a whole, it maybe easier to think of the number values that correspond to a single pixel, because that is essentially what the computer is processing … one pixel of the bit map at a time. - -

The process for calculating the final look of a texture in place in the game world begins with the precalculated lightmap for the area where the texture will be located. This data is in the frame buffer. That is to say, it is the initial data in the Destination. In an unmanipulated texture (i.e. one without a special shader script), color information from the texture is combined with the lightmap. In a shader-modified texture, the $lightmap stage must be present for the lightmap to be included in the calculation of the final texture appearance. - -

Each pass or "stage" of blending is combined (in a cumulative manner) with the color data passed onto it by the -previous stage. How that data combines together depends on the values chosen for the Source Blends and Destination Blends at each stage. Remember it's numbers that are being mathematically combined together that are ultimately interpreted as colors. - -

A general rule is that any Source Blend other than GL_ONE (or GL_SRC_ALPHA where the alpha channel is entirely white) will cause the Source to become darker. - -

6.2.3 Source Blend <srcBlend>
-The following values are valid for the Source Blend part of the equation. - -

GL_ONE This is the value 1. When multiplied by the Source, the value stays the same the value of the color information does not change. - -
GL_ZERO This is the value 0. When multiplied by the Source, all RGB data in the Source becomes Zero (essentially black). - -
GL_DST_COLOR This is the value of color data currently in the Destination (frame buffer). The value of that information depends on the information supplied by previous stages. - -
GL_ONE_MINUS_DST_COLOR This is nearly the same as GL_DST_COLOR except that the value for each component color -is inverted by subtracting it from one. (,i.e. R = 1.0 - DST.R, G = 1.0 - DST.G, B = 1.0 - DST.B, etc.) - -
GL_SRC_ALPHA The TGA file being used for the Source data must have an alpha channel in addition to its RGB channels (for a total of four channels). The alpha channel is an 8-bit black and white only channel. An entirely white alpha channel will not darken the Source. - -
GL_ONE_MINUS_SRC_ALPHA This is the same as GL_SRC_ALPHA except that the value in the alpha channel is inverted by subtracting it from one.(i.e. A=1.0 - SRC.A) - -

6.2.4 Destination Blend <dstBlend>
-The following values are valid for the Destination Blend part of the equation. - -

GL_ONE This is the value 1. When multiplied by the Destination, the value stays the same the value of the color information does not change. - -
GL_ZERO This is the value 0. When multiplied by the Destination,all RGB data in the Destinationbecomes Zero (essentially black). - -
GL_SRC_COLOR This is the value of color data currently in the Source (which is the texture being manipulated here). - -
GL_ONE_MINUS_SRC_COLOR This is the value of color data currently in Source, but subtracted from one(i.e. -inverted). - -
GL_SRC_ALPHA The TGA file being used for the Source data must have an alpha channel in addition to its RGB channels (four a total of four channels). The alpha channel is an 8-bit black and white only channel. An entirely white alpha channel will not darken the Source. - -
GL_ONE_MINUS_SRC_ALPHA This is the same as GL_SRC_ALPHA except that the value in the alpha channel is inverted by subtracting it from one. (i.e. A=1.0 - SRC.A). - -

Doing the Math: The Final Result - -
The product of the Source side of the equation is added to the product of the Destination side of the equation. The sum is then placed into the frame buffer to become the Destination information for the next stage. Ultimately, the equation creates a modified color value that is used by other functions to define what happens in the texture when it is displayed in the game world. - -

6.2.5 Default Blend Function
-If no blendFunc is specified then no blending will take place. A warning is generated if any stage after the first stage does not have a blendFunc specified. - -

6.2.6 Technical Information/Limitations Regarding Blend Modes:
-The Riva 128 graphics card supports ONLY the following blendmodes: - -

GL_ONE, GL_ONE -
GL_DST_COLOR, GL_ZERO - -
GL_ZERO, GL_SRC_COLOR - -
GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA - -
GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA - -

Cards running in 16 bit color cannot use any GL_DST_ALPHA blends. - -

6.3 rgbGen <func>

-There are two color sources for any given shader, the texture file and the vertex colors. Output at any given time will be equal to TEXTURE multiplied by VERTEXCOLOR. Most of the time VERTEXCOLORwill default to white (which is a normalized value of 1.0), so output will be TEXTURE (this usually lands in the Sourceside of the shader equation). Sometimes you do the opposite and use TEXTURE = WHITE, but this is only commonly used when doing specular lighting on entities (i.e. shaders that level designers will probably never create - -

The most common reason to use rgbGen is to pulsate something. This means that the VERTEXCOLOR will oscillate between two -values, and that value will be multiplied (darkening) the texture. - -

If no rgbGen is specified, either "identityLighting" or"identity" will be selected, depending on which blend modes are -used. - -

Valid <func> parameters are wave, identity, identityLighting, entity, oneMinusEntity, fromVertex, and -lightingDiffuse. - -

6.3.1 RgbGen identityLighting
-Colors will be (1.0,1.0,1.0) if running without overbright bits (NT, linux, windowed modes), or (0.5, 0.5, 0.5) if running -with overbright. Overbright allows a greater color range at the expense of a loss of precision. Additive and blended stages -will get this by default. - -

6.3.2 rgbGen identity
-Colors are assumed to be all white (1.0,1.0,1.0). All filters stages (lightmaps, etc) will get this by default. - -

6.3.3 rgbGen wave <func> <base> <amp><phase> <freq>
-Colors are generated using the specified waveform. An affected texture with become darker and lighter, but will not change -hue. Hue stays constant. Note that the rgb values for color will not go below 0 (black) orabove 1 (white). Valid waveforms are sin, triangle, square, sawtooth and inversesawtooth. - -

<func> Waveforms and their effects: - -
Sin: color flows smoothly through changes. - -
Triangle: color changes at a constant rate and spends noappreciable time at peaks and valleys. - -
Square: color alternates instantly between its peak and valley values. - -
Sawtooth: With a positive frequency value, the color changes at aconstant rate to the peak then instantly drops to its valley value. - -
Inversesawtooth: An inverse sawtooth wave will reverse this, making the ascent immediate (like a square wave) and the decay fall off like a triangle wave. - -
<base> Baseline value. The initial RGB formula of a color (normalilzed). - -
<amp> Amplitude. This is the degree of change from the baseline value. In some cases you will want -values outside the 0.0 to 1.0 range, but it will induce clamping (holding at the maximum or minimum value for a time period) -instead of continuous change. - -
<phase> See the explanation for phase under the waveforms heading of Key Concepts. - -
<freq> Frequency. This is a value (NOT normalized) that indicates peaks per second. - -

6.3.4 RgbGen entity
-Colors are grabbed from the entity's modulate field. This isused for things like explosions. - -

Design Note: This keyword would probably not be used by a level designer.
- -

6.3.5 rgbGen oneMinusEntity
-Colors are grabbed from 1.0 minus the entity's modulate field. - -

Design Note: This keyword would probably not be used by a level designer.
- -

6.3.6 rgbGen Vertex
-Colors are filled in directly by the data from the map or model files. - -

Design Note: rgbGen vertex should be used when you want the RGB values to be computed for a static model (i.e. mapobject) in the world using precomputed static lighting from Q3BSP. This would be used on things like -the gargoyles, the portal frame, skulls, and other decorative MD3s put into the Quake III Arena world.
- -

6.3.7 rgbGen oneMinusVertex
-As rgbGen vertex, but inverted. - -

Design Note: This keyword would probably not be used by a level designer
- -

6.3.8 rgbGen lightingDiffuse
-Colors are computed using a standard diffuse lighting equation. It uses the vertex normals to illuminate the object correctly. - -

Design Note: -rgbGen lightingDiffuse is used when you want the RGB values to be computed for a dynamic model (i.e. non-map object) in the world using regular in-game lighting. For example, you would specify on shaders for items, characters, weapons, etc.
- -

6.4 AlphaGen <func>

-The alpha channel can be specified like the rgbchannels. If not specified, it defaults to 1.0. - -

6.4.1 AlphaGen portal
-This rendering stage keyword is used in conjunction with the surface parameter keyword portal. The function -accomplishes the "fade" that causes the scene in the portal to fade from view. Specifically, it means "Generate alpha values -based on the distance from the viewer to the portal." Use alphaGen portal on the last rendering pass. - -

6.5 tcGen <coordinate source>

-Specifies how texture coordinates are generated and where they come from. Valid functions are base,lightmap and environment. - -

<base> = base texture coordinates from the original art. -
<lightmap> = lightmap texture coordinates -
<environment> = Make this object environment mapped. - -

6.5.1 tcGen vector (<sx> <sy> <sz>) -(<tx><ty> <tz>)
-New texcoord generation by world projection. This allows you to project a texture onto a surface in a fixed way, regardless of its orientation. - -

S coordinates correspond to the "x" coordinates on the texture itself. - -
T coordinates correspond to the "y" coordinates on the texture itself. - -

The measurements are in game units. - -

- -

Example: tcGen vector (0.01 0 0) (0 0.01 0) -
This would project a texture with a repeat every 100 units across the X/Y plane. - -

6.6 tcMod <func> <…>

-Specifies how texture coordinates are modified after they are generated. The valid functions for tcMod are rotate, -scale,scroll, stretch and transform. Transform is a function generally reserved for use by programmers who suggest that designers leave it alone. When using multiple tcMod functions during a stage, place the scroll command last in order, because it performs a mod operation to save precision, and that can disturb other operations. Texture coordinates are modified in the order in which tcMods are specified. In otherwords, if you see: - -

tcMod scale 0.5 0.5 -
tcMod scroll 1 1 - -

Then the texture coordinates will be scaled then scrolled. - -

6.6.1 tcMod rotate <degrees per per second>
-This keyword causes the texture coordinates to rotate. The value is expressed in degrees rotated each second. A positive value means clockwise rotation. A negative value means counterclockwise rotation. For example "tcMod rotate 5" would -rotate texture coordinates 5 degrees each second in a clockwise direction. The texture rotates around the center -point of the texture map, so you are rotating a texture with a single repetition, be careful to center it on the brush (unless off-center rotation is desired). - -

6.6.2 tcMod scale <sScale> <tScale>
-Resizes (enlarges or shrinks) the texture coordinates bymultiplying them against the given factors of <sScale> -and <tScale). The values "s" and "t"conform to the "x" and "y" values (respectively) as they are found in the original texture TGA. The values for sScale and tScale are NOT normalized. This means that a value greater than 1.0 will increase the size of thetexture. A positive value less than one will reduce the texture to a fraction of its size and cause it to repeat within the same area as the original texture (Note: see clampTexCoords for ways to control this).; - -

Example: tcMod scale 0.5 2 would cause the texture to repeat twice along its width, but expand to twice its height (in which case half of the texture would be seen in the same area as the original) - -

6.6.3 tcMod scroll <sSpeed> <tSpeed>
-Scrolls the texture coordinates with the given speeds. The values "s" and "t" conform to the "x" and "y" values -(respectively) as they are found in the original textureTGA. The scroll speed is measured in "textures" per second. A "texture" is the dimension of the texture being modified and includes any previous shader modifications to the original TGA). A negative s value would scroll the texture to the left. A negative t value would scroll the texture down. - -

Example: tcMod scroll 0.5 -0.5 moves the texture down and right (relative to the TGA files original coordinates) at the rate of a half texture each second of travel. - -

This should be the LAST tcMod in a stage. Otherwise there maybe popping or snapping visual effects in some shaders. - -

6.6.4 tcMod stretch <func> <base> -<amplitude><phase> <frequency>
- -Stretches the texture coordinates with the given function. Stretching is defined as stretching the texture coordinate away from the center of the polygon and then compressing it towards the center of the polygon. - -

<base>: A base value of one is the original dimension of the texture when it reaches the stretch stage. -Inserting other values positive or negative in this variable will produce unknown effects. - -
<amplitude>: This is the measurement of distance the texture will stretch from the base size. It is -measured, like scroll, in textures. A value of 1 here will double the size of the texture at its peak. - -
<phase>: See the explanation for phase under the deform vertexes keyword. - -
<frequency>: this is wave peaks per second. - -
Wave Functions <func> - -
Sin wave: the texture expands smoothly to its peak dimension and then shrinks smoothly to its valley dimension in a flowing manner. - -
Triangle wave: The textures stretch at a constant rate and spend no appreciable time at the peak or valley points. - -
Square wave: The texture is shown at its peak for the duration of the frequency and then at its valley for the -duration of the frequency. - -
Sawtooth: the texture stretches like a triangle wave until it reaches a peak, then instantly drops to the valley, as in a square wave. - -
Inversesawtooth: this is the reverse of the sawtooth wave. - -

6.6.5 tcMod <transform> <m00> <m01> <m10><m11> <t0> <t1>
-Transforms each texture coordinate as follows: - -

S' = s * m00 + t * m10 + t0 - -
T' = s * m01 + t * m11 + t1 - -

This is for use by programmers. - -

6.6.6 tcMod turb <base> <amplitude> -<phase><freq>
- -

Applies turbulence to the texture coordinate. Turbulence is a back and forth churning and swirling effect on the texture. - -

The parameters for this shader are defined as follows: - - -

<base> Currently undefined. - -
<amplitude> This is essentially the intensity of the disturbance or twisting and squiggling of the texture. - -
<phase> See the explanation for phase under the deformvertexes keyword. - -
<freq> Frequency. This value is expressed as repetitions or cycles of the wave per second. A value of one -would cycle once per second. A value of 10 would cycle 10 times per second. A value of 0.1 would cycle once every 10 -seconds. - -

6.7 depthFunc <func>

-This controls the depth comparison function used while rendering. The default is "lequal" (Less than or equal to) -where any surface that is at the same depth or closer of an existing surface is drawn. This is used for textures with -transparency or translucency. Under some circumstances you may wish to use "equal", e.g. for light-mapped grates that are alpha tested (it is also used for mirrors). - -

6.8 depthWrite

-By default, writes to the depth buffer when depthFunc passes will happen for opaque surfaces and not for translucent surfaces. Blended surfaces can have the depth writes forced with this function. - -

6.9 Detail

-This feature was not used in Quake III Arena maps, but should still function. -Designates this stage as a detail texture stage, which means that if the c_var, r_detailtextures, is set to 0 then this stage will be ignored (detail will not be displayed). This keyword, by itself, does not affect rendering at all. If you do put in a detail texture, it has to conform to very specific rules. Specifically, the blendFunc: - -

blendFuncGL_DST_COLOR GL_SRC_COLOR - -

This is also the simple blend function: blendfuncfilter - -

And the average intensity of the detail texture itself must be around 127. - -

Detail is used to blend fine pixel detail back into a base texture whose scale has been increased significantly. When detail iswritten into a set of stage instructions, it allows the stage to be disabled by the c_var console command setting "r_detailtextures 0". - -

A texture whose scale has been increased beyond a 1:1 ratio tends not to have very high frequency content. In other words, one texel can cover a lot of real estate. Frequency is also known as "detail." Lack of detail can appear acceptable if the player never has the opportunity to see the texture at close range. But seen close up, such textures look glaringly wrong within the sharp detail of the Quake III Arena environment. A detail texture solves this problem by taking a noisy "detail" pattern (a tiling texture that appears to have a great deal of surface roughness) and applying it to the base texture at a very densely packed scale (that is, reduced from its normal size). This is done programmatically in the -shader, and does not require modification of the base texture. Note that if the detail texture is the same size and scale as the base texture that you may as well just add the detail directly to the base texture. The theory is that the detail texture's scale will be so high compared to the base texture (e.g.; 9 detail texels fitting into 1 base texel) that it is literally impossible to fit that detail into the base texture directly. - -

For this to work, the rules are as follows: - -

    - -
  1. the lightmap must be rendered first. This is because the subsequent detail texture will be modifying the lightmap in the framebuffer directly; -
  2. the detail texture must be rendered next since it modifies the lightmap in the framebuffer; -
  3. the base texture must be rendered last; -
  4. the detail texture MUST have a mean intensity around 127-129. If it does not then it will modify the displayed texture's perceived brightness in the world; -
  5. the detail shader stage MUSThave the "detail" keyword or it will not be disabled if the user uses the "r_detailtextures 0" setting; -
  6. the detail stage MUST use "blendFunc GL_DST_COLOR GL_SRC_COLOR". Any other BlendFunc will cause mismatches in brightness between detail and non-detail views.; -
  7. the detail stage should scale its textures by some amount (usually between 3 and 12) using "tcMod" to control density. This roughly corresponds to coarseness. A very large number, such as 12, will give very fine detail, however that detail will disappear VERY quickly as the viewer moves away fromthe wall since it will be MIP mapped away. A very small number, e.g. 3, gives diminishing returns since not enough is brought in when the user gets very close. I'm currently using values between 6 and 9.5. You should use non-integral numbers as much as possible to avoid seeing repeating patterns. -
  8. detail textures add one pass of overdraw, so there is a definite performance hit . -
  9. detail textures can be shared, so designers may wish to define only a very small handful of detail textures for common surfaces such as rocks, etc.
- -

An example (non-existent) detailshader is as follows: -

Example: Texture with Detail - -

-textures/bwhtest/foo
-{
-// draw the lightmap first
-{
-map $lightmap
-rgbGen identity
-}
-// modify the lightmap in the framebuffer by
-// a highly compressed detail texture
-{
-map textures/details/detail01.tga
-blendFunc GL_DST_COLOR GL_SRC_COLOR
-// YOU MUST USE THIS!!
-detail
-// for the detail to be disabled, this must be present
-tcMod scale 9.1 9.2
-}
-// now slap on the base texture
-{
-map textures/castle/blocks11b.tga
-blendFunc filter
-}
-}
-
- -

6.10 alphaFunc <func>

-Determines the alpha test function used when rendering this map. Valid values are GT0, LT128, and GE128. These -correspond to "GREATER THAN 0", "LESS THAN 128", and "GREATER THAN OR EQUAL TO 128". This function is used when determining if a pixel should be written to the framebuffer. For example, if GT0 is specified, the only the portions of the texture map with corresponding alpha values greater than zero will be written to the framebuffer. By default alpha testing is disabled. - -

Both alpha testing and normal alpha blending can be used to get textures that have see-through parts. The difference is that alphaFunc is an all-or-nothing test, while blending smoothly blends between opaque and translucent at pixel edges. Alpha test can also be used with depthwrite, allowing other effects to be conditionally layered on top of just the opaque pixels by setting depthFunc to equal. - -

Back | Home | Next - - - diff --git a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch05/pg5_1.htm b/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch05/pg5_1.htm deleted file mode 100644 index c6748c1..0000000 --- a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch05/pg5_1.htm +++ /dev/null @@ -1,483 +0,0 @@ - - -Quake III Arena Shader Manual: Stage Specific Keywords - - - -

Q3Radiant Shader Manual

-
-

6 Stage Specific Keywords

-Stage specifications only affect rendering. Changing any keywords or values within a stage will usually take effect as soon -as a vid_restart is executed. Q3MAP ignores stage specific keywords entirely. - -

A stage can specify a texture map, a color function, an alpha function, a texture coordinate function, a blend function, and a few other rasterization options. - -

6.1 Texture map specification

-
6.1.1 map <texturepath/texturename>
-Specifies the source texture map (a 24 or 32-bit TGA file) used for this stage. The texture may or may not contain alpha -channel information. The special keywords $lightmap and $whiteimage may be substituted in lieu of an actual -texture map name. In those cases, the texture named in the first line of the shader becomes the texture that supplies the light mapping data for the process. - -

$lightmap
-This is the overall lightmap for the game world. It is calculated during the Q3MAP process. It is the initial color -data found in the framebuffer. Note: due to the use of overbright bits in light calculation, the keyword rgbGen -identity must accompany all $lightmap instructions. - -

$whiteimage
-This is used for specular lighting on MD3 models. This is a white image generated internally by the game. This image can -be used in lieu of $lightmap or an actual texture map if, for example, you wish for the vertex colors to come -through unaltered. - -

6.1.2 Clampmap <texturepath>
-Dictates that this stage should clamp texture coordinates instead of wrapping them. During a stretch function, the area, -which the texture must cover during a wave cycle, enlarges and decreases. Instead of repeating a texture multiple times -during enlargement (or seeing only a portion of the texture during shrinking) the texture dimensions increase or contract accordingly. This is only relevant when using something like deformTexCoordParms to stretch/compress texture coordinates for a specific special effect. Remember that the Quake III Arena engine normalizes all texture coordinates (regardless of actual texture size) into a scale of 0.0 to1.0. - -

Proper Alignment: When using clampTexCoords make sure the texture is properly aligned on the brush. The -clampTexCoords function keeps the image from tiling. However, the editor doesn't represent this properly and shows a tiled image. Therefore, what appears to be the correct position may be offset. This is very apparent onanything with a tcMod rotate and clampTexCoords function. - -

AvoidingDistortion: When seen at a given distance (which can vary, depending onhardware and the size of the texture), the compression phase of a stretchfunction will cause a "cross"-like visual artifact to form on the modified texture due to the way that textures are reduced. This occurs because the texture undergoing modification lacks sufficient "empty space" around the displayed (non-black) part of the texture (see figure 2a). To compensate for this, make the non-zero portion of the texture substantially smaller (50% of maximum stretched size -- see figure 2b)than the dimensions of the texture. Then, write a scaling function (tcScale) into the appropriate shader phase, to enlarge the image to the desired proportion. - -

The shaders for the bouncy pads (in the sfx.shader file) show the stretch function in use, including the scaling of the -stretched texture: - -

Example: UsingclampTexCoords to control a stretching texture - -

-textures/sfx/metalbridge06_bounce
-{
-	//q3map_surfacelight 2000
-	surfaceparm nodamage
-	q3map_lightimage textures/sfx/jumppadsmall.tga
-	q3map_surfacelight 400
-	{
-		map textures/sfx/metalbridge06_bounce.tga
-		rgbGen identity
-	}
-	{
-		map $lightmap
-		rgbGen identity
-		blendfunc gl_dst_color gl_zero
-	}
-	{
-		map textures/sfx/bouncepad01b_layer1.tga
-		blendfunc gl_one gl_one
-		rgbGen wave sin .5 .5 0 1.5
-	}
-	{
-		clampmap textures/sfx/jumppadsmall.tga
-		blendfunc gl_one gl_one
-		tcMod stretch sin 1.2 .8 0 1.5
-		rgbGen wave square .5 .5 .25 1.5
-	}
-	// END
-}
-
- -

- -

6.1.3 AnimMap <frequency> <texture1> … <texture8>
-The surfaces in the game can be animated by displaying asequence of 1 to 8 frames (separate texture maps). These animations -are affected by other keyword effects in the same and later shader stages. - -

<Frequency>: the number of times that the animation cycle will repeat within a one second time period. The -larger the value, the more repeats within a second. Animations that should last for more than a second need to be expressed as decimal values. - -
<texture1> …<texture8>: the texture path/texture name for each animation frame must be -explicitly listed. Up to eight frames (eight separate .tga files) can be used to make an animated sequence. Each frame is -displayed for an equal subdivision of the frequency value. - -

Example: AnimMap 0.25 animMap 10textures/sfx/b_flame1.tga textures/sfx/b_flame2.tga textures/sfx/b_flame3.tgatextures/sfx/b_flame4.tga would be a 4 frame animated sequence, calling each frame in sequence over a cycle length of 4 seconds. Each frame would be displayed for 1 second before the next one is displayed. The cycle repeats after the last frame in sequence is shown. - -

Design Notes: To make a texture image appear for an unequal (longer) amount of time (compared to other frames), repeat that frame more than once in the sequence.
- -

textures/sfx/flameanim_blue
-{
-
-	//	*************************************************
-	//	*	Blue Flame				*
-	//	*	July 20, 1999 Surface Light 1800 	*
-	//	*	Please Comment Changes			*
-	//	*************************************************
-	qer_editorimage textures/sfx/b_flame7.tga
-	q3map_lightimage textures/sfx/b_flame7.tga
-	surfaceparm trans
-	surfaceparm nomarks
-	surfaceparm nolightmap
-	cull none
-	q3map_surfacelight 1800
-	// texture changed to blue flame.... PAJ
-	{
-		animMap 10 textures/sfx/b_flame1.tgatextures/sfx/b_flame2.tga
-textures/sfx/b_flame3.tga textures/sfx/b_flame4.tgatextures/sfx/b_flame5.tga
-textures/sfx/b_flame6.tga textures/sfx/b_flame7.tgatextures/sfx/b_flame8.tga
-		blendFunc GL_ONE GL_ONE
-		rgbGen wave inverseSawtooth 0 1 0 10
-
-	}
-	{
-		animMap 10 textures/sfx/b_flame2.tgatextures/sfx/b_flame3.tga
-textures/sfx/b_flame4.tga textures/sfx/b_flame5.tgatextures/sfx/b_flame6.tga
-textures/sfx/b_flame7.tga textures/sfx/b_flame8.tgatextures/sfx/b_flame1.tga
-		blendFunc GL_ONE GL_ONE
-		rgbGen wave sawtooth 0 1 0 10
-	}
-	{
-		map textures/sfx/b_flameball.tga
-		blendFunc GL_ONE GL_ONE
-		rgbGen wave sin .6 .2 0 .6
-	}
-}
-
- -

6.2 Blend Functions

-Blend functions are the keyword commands that tell the Quake III Arena graphic engine's renderer how graphic layers are to be mixed together. - -

6.2.1 Simplified blend functions:
-The most common blend functions are set up here as simple commands, and should be used unless you really know what you are -doing. - -

6.2.1.1 blendfunc add -
This is a shorthand command for blendfunc gl_one gl_one. Effects like fire and energy are additive. - -

6.2.1.2 blendfunc filter -
This is a shorthand command that can be substituted for either blendfunc gl_dst_color gl_zero or blendfunc gl_zero gl_src_color. A filter will always result in darker pixels than what is behind it, but it can also remove color selectively. Lightmaps are filters. - -

6.2.1.3 blendfunc blend -
Shorthand for blendfunc gl_src_alphagl_one_minus_src_alpha. This is conventional transparency, where part of the background is mixed with part of the texture. - -

6.2.2 Explicit blend functions:
-Getting a handle on this concept is absolutely key to understanding all shader manipulation of graphics. - -

BlendFunc or "Blend Function" is the equation at the core of processing shader graphics. The formula reads as follows: - -

[Source *<srcBlend>] + [Destination * -<dstBlend>] - -

Source is usually the RGB color data in a texture TGA file (remember it's all numbers) modified by any rgbgen and alphagen. In the shader, the source is generally identified by command MAP, followed by the name of the image. - -

Destination is the color data currently existing in the frame buffer. - -

Rather than think of the entire texture as a whole, it maybe easier to think of the number values that correspond to a single pixel, because that is essentially what the computer is processing … one pixel of the bit map at a time. - -

The process for calculating the final look of a texture in place in the game world begins with the precalculated lightmap for the area where the texture will be located. This data is in the frame buffer. That is to say, it is the initial data in the Destination. In an unmanipulated texture (i.e. one without a special shader script), color information from the texture is combined with the lightmap. In a shader-modified texture, the $lightmap stage must be present for the lightmap to be included in the calculation of the final texture appearance. - -

Each pass or "stage" of blending is combined (in a cumulative manner) with the color data passed onto it by the -previous stage. How that data combines together depends on the values chosen for the Source Blends and Destination Blends at each stage. Remember it's numbers that are being mathematically combined together that are ultimately interpreted as colors. - -

A general rule is that any Source Blend other than GL_ONE (or GL_SRC_ALPHA where the alpha channel is entirely white) will cause the Source to become darker. - -

6.2.3 Source Blend <srcBlend>
-The following values are valid for the Source Blend part of the equation. - -

GL_ONE This is the value 1. When multiplied by the Source, the value stays the same the value of the color information does not change. - -
GL_ZERO This is the value 0. When multiplied by the Source, all RGB data in the Source becomes Zero (essentially black). - -
GL_DST_COLOR This is the value of color data currently in the Destination (frame buffer). The value of that information depends on the information supplied by previous stages. - -
GL_ONE_MINUS_DST_COLOR This is nearly the same as GL_DST_COLOR except that the value for each component color -is inverted by subtracting it from one. (,i.e. R = 1.0 - DST.R, G = 1.0 - DST.G, B = 1.0 - DST.B, etc.) - -
GL_SRC_ALPHA The TGA file being used for the Source data must have an alpha channel in addition to its RGB channels (for a total of four channels). The alpha channel is an 8-bit black and white only channel. An entirely white alpha channel will not darken the Source. - -
GL_ONE_MINUS_SRC_ALPHA This is the same as GL_SRC_ALPHA except that the value in the alpha channel is inverted by subtracting it from one.(i.e. A=1.0 - SRC.A) - -

6.2.4 Destination Blend <dstBlend>
-The following values are valid for the Destination Blend part of the equation. - -

GL_ONE This is the value 1. When multiplied by the Destination, the value stays the same the value of the color information does not change. - -
GL_ZERO This is the value 0. When multiplied by the Destination,all RGB data in the Destinationbecomes Zero (essentially black). - -
GL_SRC_COLOR This is the value of color data currently in the Source (which is the texture being manipulated here). - -
GL_ONE_MINUS_SRC_COLOR This is the value of color data currently in Source, but subtracted from one(i.e. -inverted). - -
GL_SRC_ALPHA The TGA file being used for the Source data must have an alpha channel in addition to its RGB channels (four a total of four channels). The alpha channel is an 8-bit black and white only channel. An entirely white alpha channel will not darken the Source. - -
GL_ONE_MINUS_SRC_ALPHA This is the same as GL_SRC_ALPHA except that the value in the alpha channel is inverted by subtracting it from one. (i.e. A=1.0 - SRC.A). - -

Doing the Math: The Final Result - -
The product of the Source side of the equation is added to the product of the Destination side of the equation. The sum is then placed into the frame buffer to become the Destination information for the next stage. Ultimately, the equation creates a modified color value that is used by other functions to define what happens in the texture when it is displayed in the game world. - -

6.2.5 Default Blend Function
-If no blendFunc is specified then no blending will take place. A warning is generated if any stage after the first stage does not have a blendFunc specified. - -

6.2.6 Technical Information/Limitations Regarding Blend Modes:
-The Riva 128 graphics card supports ONLY the following blendmodes: - -

GL_ONE, GL_ONE -
GL_DST_COLOR, GL_ZERO - -
GL_ZERO, GL_SRC_COLOR - -
GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA - -
GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA - -

Cards running in 16 bit color cannot use any GL_DST_ALPHA blends. - -

6.3 rgbGen <func>

-There are two color sources for any given shader, the texture file and the vertex colors. Output at any given time will be equal to TEXTURE multiplied by VERTEXCOLOR. Most of the time VERTEXCOLORwill default to white (which is a normalized value of 1.0), so output will be TEXTURE (this usually lands in the Sourceside of the shader equation). Sometimes you do the opposite and use TEXTURE = WHITE, but this is only commonly used when doing specular lighting on entities (i.e. shaders that level designers will probably never create - -

The most common reason to use rgbGen is to pulsate something. This means that the VERTEXCOLOR will oscillate between two -values, and that value will be multiplied (darkening) the texture. - -

If no rgbGen is specified, either "identityLighting" or"identity" will be selected, depending on which blend modes are -used. - -

Valid <func> parameters are wave, identity, identityLighting, entity, oneMinusEntity, fromVertex, and -lightingDiffuse. - -

6.3.1 RgbGen identityLighting
-Colors will be (1.0,1.0,1.0) if running without overbright bits (NT, linux, windowed modes), or (0.5, 0.5, 0.5) if running -with overbright. Overbright allows a greater color range at the expense of a loss of precision. Additive and blended stages -will get this by default. - -

6.3.2 rgbGen identity
-Colors are assumed to be all white (1.0,1.0,1.0). All filters stages (lightmaps, etc) will get this by default. - -

6.3.3 rgbGen wave <func> <base> <amp><phase> <freq>
-Colors are generated using the specified waveform. An affected texture with become darker and lighter, but will not change -hue. Hue stays constant. Note that the rgb values for color will not go below 0 (black) orabove 1 (white). Valid waveforms are sin, triangle, square, sawtooth and inversesawtooth. - -

<func> Waveforms and their effects: - -
Sin: color flows smoothly through changes. - -
Triangle: color changes at a constant rate and spends noappreciable time at peaks and valleys. - -
Square: color alternates instantly between its peak and valley values. - -
Sawtooth: With a positive frequency value, the color changes at aconstant rate to the peak then instantly drops to its valley value. - -
Inversesawtooth: An inverse sawtooth wave will reverse this, making the ascent immediate (like a square wave) and the decay fall off like a triangle wave. - -
<base> Baseline value. The initial RGB formula of a color (normalilzed). - -
<amp> Amplitude. This is the degree of change from the baseline value. In some cases you will want -values outside the 0.0 to 1.0 range, but it will induce clamping (holding at the maximum or minimum value for a time period) -instead of continuous change. - -
<phase> See the explanation for phase under the waveforms heading of Key Concepts. - -
<freq> Frequency. This is a value (NOT normalized) that indicates peaks per second. - -

6.3.4 RgbGen entity
-Colors are grabbed from the entity's modulate field. This isused for things like explosions. - -

Design Note: This keyword would probably not be used by a level designer.
- -

6.3.5 rgbGen oneMinusEntity
-Colors are grabbed from 1.0 minus the entity's modulate field. - -

Design Note: This keyword would probably not be used by a level designer.
- -

6.3.6 rgbGen Vertex
-Colors are filled in directly by the data from the map or model files. - -

Design Note: rgbGen vertex should be used when you want the RGB values to be computed for a static model (i.e. mapobject) in the world using precomputed static lighting from Q3BSP. This would be used on things like -the gargoyles, the portal frame, skulls, and other decorative MD3s put into the Quake III Arena world.
- -

6.3.7 rgbGen oneMinusVertex
-As rgbGen vertex, but inverted. - -

Design Note: This keyword would probably not be used by a level designer
- -

6.3.8 rgbGen lightingDiffuse
-Colors are computed using a standard diffuse lighting equation. It uses the vertex normals to illuminate the object correctly. - -

Design Note: -rgbGen lightingDiffuse is used when you want the RGB values to be computed for a dynamic model (i.e. non-map object) in the world using regular in-game lighting. For example, you would specify on shaders for items, characters, weapons, etc.
- -

6.4 AlphaGen <func>

-The alpha channel can be specified like the rgbchannels. If not specified, it defaults to 1.0. - -

6.4.1 AlphaGen portal
-This rendering stage keyword is used in conjunction with the surface parameter keyword portal. The function -accomplishes the "fade" that causes the scene in the portal to fade from view. Specifically, it means "Generate alpha values -based on the distance from the viewer to the portal." Use alphaGen portal on the last rendering pass. - -

6.5 tcGen <coordinate source>

-Specifies how texture coordinates are generated and where they come from. Valid functions are base,lightmap and environment. - -

<base> = base texture coordinates from the original art. -
<lightmap> = lightmap texture coordinates -
<environment> = Make this object environment mapped. - -

6.5.1 tcGen vector (<sx> <sy> <sz>) -(<tx><ty> <tz>)
-New texcoord generation by world projection. This allows you to project a texture onto a surface in a fixed way, regardless of its orientation. - -

S coordinates correspond to the "x" coordinates on the texture itself. - -
T coordinates correspond to the "y" coordinates on the texture itself. - -

The measurements are in game units. - -

- -

Example: tcGen vector (0.01 0 0) (0 0.01 0) -
This would project a texture with a repeat every 100 units across the X/Y plane. - -

6.6 tcMod <func> <…>

-Specifies how texture coordinates are modified after they are generated. The valid functions for tcMod are rotate, -scale,scroll, stretch and transform. Transform is a function generally reserved for use by programmers who suggest that designers leave it alone. When using multiple tcMod functions during a stage, place the scroll command last in order, because it performs a mod operation to save precision, and that can disturb other operations. Texture coordinates are modified in the order in which tcMods are specified. In otherwords, if you see: - -

tcMod scale 0.5 0.5 -
tcMod scroll 1 1 - -

Then the texture coordinates will be scaled then scrolled. - -

6.6.1 tcMod rotate <degrees per per second>
-This keyword causes the texture coordinates to rotate. The value is expressed in degrees rotated each second. A positive value means clockwise rotation. A negative value means counterclockwise rotation. For example "tcMod rotate 5" would -rotate texture coordinates 5 degrees each second in a clockwise direction. The texture rotates around the center -point of the texture map, so you are rotating a texture with a single repetition, be careful to center it on the brush (unless off-center rotation is desired). - -

6.6.2 tcMod scale <sScale> <tScale>
-Resizes (enlarges or shrinks) the texture coordinates bymultiplying them against the given factors of <sScale> -and <tScale). The values "s" and "t"conform to the "x" and "y" values (respectively) as they are found in the original texture TGA. The values for sScale and tScale are NOT normalized. This means that a value greater than 1.0 will increase the size of thetexture. A positive value less than one will reduce the texture to a fraction of its size and cause it to repeat within the same area as the original texture (Note: see clampTexCoords for ways to control this).; - -

Example: tcMod scale 0.5 2 would cause the texture to repeat twice along its width, but expand to twice its height (in which case half of the texture would be seen in the same area as the original) - -

6.6.3 tcMod scroll <sSpeed> <tSpeed>
-Scrolls the texture coordinates with the given speeds. The values "s" and "t" conform to the "x" and "y" values -(respectively) as they are found in the original textureTGA. The scroll speed is measured in "textures" per second. A "texture" is the dimension of the texture being modified and includes any previous shader modifications to the original TGA). A negative s value would scroll the texture to the left. A negative t value would scroll the texture down. - -

Example: tcMod scroll 0.5 -0.5 moves the texture down and right (relative to the TGA files original coordinates) at the rate of a half texture each second of travel. - -

This should be the LAST tcMod in a stage. Otherwise there maybe popping or snapping visual effects in some shaders. - -

6.6.4 tcMod stretch <func> <base> -<amplitude><phase> <frequency>
- -Stretches the texture coordinates with the given function. Stretching is defined as stretching the texture coordinate away from the center of the polygon and then compressing it towards the center of the polygon. - -

<base>: A base value of one is the original dimension of the texture when it reaches the stretch stage. -Inserting other values positive or negative in this variable will produce unknown effects. - -
<amplitude>: This is the measurement of distance the texture will stretch from the base size. It is -measured, like scroll, in textures. A value of 1 here will double the size of the texture at its peak. - -
<phase>: See the explanation for phase under the deform vertexes keyword. - -
<frequency>: this is wave peaks per second. - -
Wave Functions <func> - -
Sin wave: the texture expands smoothly to its peak dimension and then shrinks smoothly to its valley dimension in a flowing manner. - -
Triangle wave: The textures stretch at a constant rate and spend no appreciable time at the peak or valley points. - -
Square wave: The texture is shown at its peak for the duration of the frequency and then at its valley for the -duration of the frequency. - -
Sawtooth: the texture stretches like a triangle wave until it reaches a peak, then instantly drops to the valley, as in a square wave. - -
Inversesawtooth: this is the reverse of the sawtooth wave. - -

6.6.5 tcMod <transform> <m00> <m01> <m10><m11> <t0> <t1>
-Transforms each texture coordinate as follows: - -

S' = s * m00 + t * m10 + t0 - -
T' = s * m01 + t * m11 + t1 - -

This is for use by programmers. - -

6.6.6 tcMod turb <base> <amplitude> -<phase><freq>
- -

Applies turbulence to the texture coordinate. Turbulence is a back and forth churning and swirling effect on the texture. - -

The parameters for this shader are defined as follows: - - -

<base> Currently undefined. - -
<amplitude> This is essentially the intensity of the disturbance or twisting and squiggling of the texture. - -
<phase> See the explanation for phase under the deformvertexes keyword. - -
<freq> Frequency. This value is expressed as repetitions or cycles of the wave per second. A value of one -would cycle once per second. A value of 10 would cycle 10 times per second. A value of 0.1 would cycle once every 10 -seconds. - -

6.7 depthFunc <func>

-This controls the depth comparison function used while rendering. The default is "lequal" (Less than or equal to) -where any surface that is at the same depth or closer of an existing surface is drawn. This is used for textures with -transparency or translucency. Under some circumstances you may wish to use "equal", e.g. for light-mapped grates that are alpha tested (it is also used for mirrors). - -

6.8 depthWrite

-By default, writes to the depth buffer when depthFunc passes will happen for opaque surfaces and not for translucent surfaces. Blended surfaces can have the depth writes forced with this function. - -

6.9 Detail

-This feature was not used in Quake III Arena maps, but should still function. -Designates this stage as a detail texture stage, which means that if the c_var, r_detailtextures, is set to 0 then this stage will be ignored (detail will not be displayed). This keyword, by itself, does not affect rendering at all. If you do put in a detail texture, it has to conform to very specific rules. Specifically, the blendFunc: - -

blendFuncGL_DST_COLOR GL_SRC_COLOR - -

This is also the simple blend function: blendfuncfilter - -

And the average intensity of the detail texture itself must be around 127. - -

Detail is used to blend fine pixel detail back into a base texture whose scale has been increased significantly. When detail iswritten into a set of stage instructions, it allows the stage to be disabled by the c_var console command setting "r_detailtextures 0". - -

A texture whose scale has been increased beyond a 1:1 ratio tends not to have very high frequency content. In other words, one texel can cover a lot of real estate. Frequency is also known as "detail." Lack of detail can appear acceptable if the player never has the opportunity to see the texture at close range. But seen close up, such textures look glaringly wrong within the sharp detail of the Quake III Arena environment. A detail texture solves this problem by taking a noisy "detail" pattern (a tiling texture that appears to have a great deal of surface roughness) and applying it to the base texture at a very densely packed scale (that is, reduced from its normal size). This is done programmatically in the -shader, and does not require modification of the base texture. Note that if the detail texture is the same size and scale as the base texture that you may as well just add the detail directly to the base texture. The theory is that the detail texture's scale will be so high compared to the base texture (e.g.; 9 detail texels fitting into 1 base texel) that it is literally impossible to fit that detail into the base texture directly. - -

For this to work, the rules are as follows: - -

    - -
  1. the lightmap must be rendered first. This is because the subsequent detail texture will be modifying the lightmap in the framebuffer directly; -
  2. the detail texture must be rendered next since it modifies the lightmap in the framebuffer; -
  3. the base texture must be rendered last; -
  4. the detail texture MUST have a mean intensity around 127-129. If it does not then it will modify the displayed texture's perceived brightness in the world; -
  5. the detail shader stage MUSThave the "detail" keyword or it will not be disabled if the user uses the "r_detailtextures 0" setting; -
  6. the detail stage MUST use "blendFunc GL_DST_COLOR GL_SRC_COLOR". Any other BlendFunc will cause mismatches in brightness between detail and non-detail views.; -
  7. the detail stage should scale its textures by some amount (usually between 3 and 12) using "tcMod" to control density. This roughly corresponds to coarseness. A very large number, such as 12, will give very fine detail, however that detail will disappear VERY quickly as the viewer moves away fromthe wall since it will be MIP mapped away. A very small number, e.g. 3, gives diminishing returns since not enough is brought in when the user gets very close. I'm currently using values between 6 and 9.5. You should use non-integral numbers as much as possible to avoid seeing repeating patterns. -
  8. detail textures add one pass of overdraw, so there is a definite performance hit . -
  9. detail textures can be shared, so designers may wish to define only a very small handful of detail textures for common surfaces such as rocks, etc.
- -

An example (non-existent) detailshader is as follows: -

Example: Texture with Detail - -

-textures/bwhtest/foo
-{
-// draw the lightmap first
-{
-map $lightmap
-rgbGen identity
-}
-// modify the lightmap in the framebuffer by
-// a highly compressed detail texture
-{
-map textures/details/detail01.tga
-blendFunc GL_DST_COLOR GL_SRC_COLOR
-// YOU MUST USE THIS!!
-detail
-// for the detail to be disabled, this must be present
-tcMod scale 9.1 9.2
-}
-// now slap on the base texture
-{
-map textures/castle/blocks11b.tga
-blendFunc filter
-}
-}
-
- -

6.10 alphaFunc <func>

-Determines the alpha test function used when rendering this map. Valid values are GT0, LT128, and GE128. These -correspond to "GREATER THAN 0", "LESS THAN 128", and "GREATER THAN OR EQUAL TO 128". This function is used when determining if a pixel should be written to the framebuffer. For example, if GT0 is specified, the only the portions of the texture map with corresponding alpha values greater than zero will be written to the framebuffer. By default alpha testing is disabled. - -

Both alpha testing and normal alpha blending can be used to get textures that have see-through parts. The difference is that alphaFunc is an all-or-nothing test, while blending smoothly blends between opaque and translucent at pixel edges. Alpha test can also be used with depthwrite, allowing other effects to be conditionally layered on top of just the opaque pixels by setting depthFunc to equal. - -

Back | Home | Next - - - diff --git a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch06/.svn/entries b/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch06/.svn/entries deleted file mode 100644 index 8be2af6..0000000 --- a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch06/.svn/entries +++ /dev/null @@ -1,62 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/ReactionPack/trunk/install/docs/Q3AShader_Manual/ch06 -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2011-01-20T04:25:31.635016Z -64 -rambetter - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -pg6_1.htm -file - - - - -2012-04-01T16:52:33.928390Z -6206143dabc34a8fe4ff278dcc4de0d0 -2011-01-20T04:25:31.635016Z -64 -rambetter - - - - - - - - - - - - - - - - - - - - - -10364 - diff --git a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch06/.svn/text-base/pg6_1.htm.svn-base b/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch06/.svn/text-base/pg6_1.htm.svn-base deleted file mode 100644 index f6b94f0..0000000 --- a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch06/.svn/text-base/pg6_1.htm.svn-base +++ /dev/null @@ -1,145 +0,0 @@ - - -Quake III Arena Shader Manual: Notes on Alpha Channels - - - -

Q3Radiant Shader Manual

-
-

7 Notes on Alpha Channels

-To use some blend modes of alphaFunc, you must add an alpha channel to your texture files. Photoshop can do this. -Paintshop Pro has the ability to make an alpha channel but cannot work directly in to it. In Photoshop you want to set the type to Mask. Black has a value of 255. White has a value of 0. The darkness of a pixel's alpha value determines the -transparency of the corresponding RGB value in the game world. Darker = more transparent. - -

Care must be taken when reworking textures with alpha channels. Textures without alpha channels are saved as 24 bit images while textures with alpha channels are saved as 32 bit. If you save them out as 24 bit, the alpha channel is erased. Note: Adobe Photoshop will prompt you to save as 32, 24 or 16 bit. Choose wisely. If you save a texture as 32 bit and you don't actually have anything in the alpha channel, Quake III Arena may still be forced to use a lower quality texture format (when in 16 bit rendering) than if you had saved it as 24 bit. - -

To create a texture that has "open" areas, make those areas black in the alpha channel and make white the areas that are to be opaque. Using gray shades can create varying degrees of opacity/transparency. - -

Example: An opaque texture with see-through holes knocked in it. - -

-textures/base_floor/pjgrate1
-{
-	surfaceparm metalsteps
-	cull none
-
-	// A GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES
-	{
-		map textures/base_floor/pjgrate1.tga
-		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
-		alphaFunc GT0
-		depthWrite
-		rgbGen identity
-	}
-	{
-		map $lightmap
-		rgbGen identity
-		blendFunc GL_DST_COLOR GL_ZERO
-		depthFunc equal
-	}
-	}
-
- -

The alpha channel can also be used to merge a texture (including one that contains black) into another image so that the merged art appears to be and opaque decal on a solid surface (unaffected by the surface it appears to sit on), without actually using an alpha function. The following is a very simple example: - -

- -
Figure 1 - -

Start with a TGA file image. In this case, a pentagram on a plain white field (figure 1A). The color of the field surrrounding the image to be merged is not relevant to this process (although having a hard-edged break between the image to be isolated and the field makes the mask making process easier). Make an alpha channel. The area of the image to be merged with another image is masked off in white. The area to be masked out (notused) is pure black (figure 1B). The image to be merged into is greenfloor.tga (figure 1C). - -

Make a qer_editorimage of greenfloor.tga. This is placed inthe frame buffer as the map image for the texture. By -using GL_SRC_ALPHA as the source part of the blend equation, the shader adds in only the non-black parts of the pentagram. -Using GL_MINUS_ONE_SRC_ALPHA, the shader inverts the pentagram's alpha channel and adds in only the non-black parts of the green floor. - -

In a like manner, the alpha channel can be used to blend the textures more evenly. A simple experiment involves using a -linear gradiant in the alpha channel (white to black) and merging two textures so they appear to cross fade into each other. - -

A more complicated experiment would be to take the pentagram in the first example and give it an aliased edge so that the pentagram appeared to fade or blend into the floor. - -

8 Troubleshooting Shaders

-If a shader is not working, look first for syntax errors. -
  • Are the brackets correctly set? -
  • Do you have too many parameter values on a line? -
  • Are you using a word in a parameter that wants a numerical value? -
  • Are you using a numerical value in a parameter that wants a word? -
  • Are the path names to your textures correct? -
  • Are your texture names correct? There is a chance that the texture name is too long or too complex. Try renaming a -texture with a shorter, simpler name.
- -

9 Creating New Textures

-If you are familiar with the required tools, creating new assets for use in Quake III Arena is not particularly difficult. As a general rule, you should create new directories for each map with names different from the names used by id. If you are making a map that will be called "H4x0r_D00M", every directory containing new assets for that map should be titled H4x0r_D00M. This is to try and avoid asset directories overwriting each other as the editor and the gameload in assets. - -

9.1 Tools Needed

-Any combination of graphic programs and plug-ins that canout put a 24 bit MS windows compatible Targa (.tga) or JPEG (.jpg) graphic file.If you plan to make textures that will have an alpha channel component (a 4th 8-bit greyscale channel that is used by the shaders to further manipulate the art), you must have a program that can create 32-bit art with that fourth channel. - -

Adobe Photoshop has the ability to easily create alpha channels. PaintShop Pro from JASC (v5.0+) can also make an -alpha channel by creating a mask and naming it "alpha". - -

Generally speaking, regardless of the program used, we found it best to do most of the art manipulation of the alpha channel in a separate layer or file and then paste it into the alpha channel before saving. - -

9.2 Setting up Files

-The editor and the game program look for assets to be located along the paths set up in your project file. Start by creating -a directory for you new textures by creating file folders to make a directory path as follows: - -

quake3\baseq3\textures\[mymapname]
- -

The installation of Q3Radiant will create a text document called "shaderlist.txt" in the following path: - -

quake3\baseq3\scripts\shaderlist.txt
- -

Q3Radiant will use the contents of this script to grab your new textures for inclusion in the game. The contents of shaderlist.txt document will contain a listing of all the shader documents that were used by id Software to create Quake III Arena. - -

Since you will obviously want to create your own shaders, you need to put them in separate folders and create a new shader script for them. - -

If you plan to work on several maps at once and want to distinguish between textures used in each map, simply add additional map names here. For map and mod makers, we STRONGLY recommend that any new shader scripts created use the name of the map or mod in the shader file name. We know we can't avoid every incident of files overwriting each other, but we certainly can advise you how to try. - -

Now, in the scripts directory that you just created, create another text file and call it: - -

[mymapname].shader
- -

This file will contain the shader scripts you write to modify a particular texture. - -

9.3 Rules and Guidelines

-
9.3.1 Rules
-Follow these rules when creating textures for the Quake III Arena engine: - -
  • Save your textures into your new [map name] directories. -
  • Don't use the same names that id used for textures. It will cause problems. -
  • For best quality, save textures without an alpha channel as 24 bit TARGA files. Using JPEG files can save memory space, but at the risk of losing detail and depth in the texture. JPEG files cannot be used for textures requiring an alpha channel. -
  • Textures containing an alpha channel must be saved as32 bit TARGA files. -
  • If a new texture requires no further manipulation, it does not need a shader script. -
  • Size textures in powers of 2. Example: 8x8, 16x16,32x32, 64x64 pixels and so on. -
  • Textures don't need to be square. A 32x256 pixel texture is perfectly acceptable.
- -

9.3.2 Guidelines
-The following are some things the id designers learned about textures. - -
  • Create textures in "suites" built around one or two large textures with a number of much smaller supporting detail or accent textures. -
  • Very large textures are possible, but some video cards compress textures larger than 256x256 pixels. -
  • Textures are grouped alphabetically by name in the texture display window, so you may want to give suites of textures -similar names. -
  • Use the shader function qe3_editorimage to conserve memory when making multiple versions of a single texture (as in the case of a glowing texture with several light values). -
  • Unless you are creating special effects or textures designed to draw the player's eye to a specific spot, muted, middle value colors work best with the game engine. -
  • Extremely busy (a lot of fussy detail) textures can break up or form visually unpleasant patterns when seen at distances.
- -

9.4 Making the .pk3 File>

-When you go to distribute your creation to the gaming world, you need to put your newly created map, textures, bot area files, and shader documents into an archive format called a "pk3" file. You do not need to include the shaderlist.txt file, since that is only used by the editor. You will need to keep the paths to the various assets the same. So your paths should be something like this: - -

Textures: baseq3/textures/[mymapnamefolder] -
Bsp & aas: baseq3/maps/mymapname.bsp, mymapname.aas -
Shader scripts: baseq3/scripts/mymapname.shader - -

You need to use an archiving program call Winzip to make the pk3 file. Get Winzip from http://www.winzip.com/winzip/winzip.htm - -
Make a zip archive called mymapname.zip - -
Zip all the required assets into a zip archive file (Quake III Arena DOES support compressed pk3 files). - -
Rename the zip archive to mymapname.pk3 - -
Put it where the Quake III Arena community can find it. -

Back | Home | Next - - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch06/pg6_1.htm b/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch06/pg6_1.htm deleted file mode 100644 index f6b94f0..0000000 --- a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/ch06/pg6_1.htm +++ /dev/null @@ -1,145 +0,0 @@ - - -Quake III Arena Shader Manual: Notes on Alpha Channels - - - -

Q3Radiant Shader Manual

-
-

7 Notes on Alpha Channels

-To use some blend modes of alphaFunc, you must add an alpha channel to your texture files. Photoshop can do this. -Paintshop Pro has the ability to make an alpha channel but cannot work directly in to it. In Photoshop you want to set the type to Mask. Black has a value of 255. White has a value of 0. The darkness of a pixel's alpha value determines the -transparency of the corresponding RGB value in the game world. Darker = more transparent. - -

Care must be taken when reworking textures with alpha channels. Textures without alpha channels are saved as 24 bit images while textures with alpha channels are saved as 32 bit. If you save them out as 24 bit, the alpha channel is erased. Note: Adobe Photoshop will prompt you to save as 32, 24 or 16 bit. Choose wisely. If you save a texture as 32 bit and you don't actually have anything in the alpha channel, Quake III Arena may still be forced to use a lower quality texture format (when in 16 bit rendering) than if you had saved it as 24 bit. - -

To create a texture that has "open" areas, make those areas black in the alpha channel and make white the areas that are to be opaque. Using gray shades can create varying degrees of opacity/transparency. - -

Example: An opaque texture with see-through holes knocked in it. - -

-textures/base_floor/pjgrate1
-{
-	surfaceparm metalsteps
-	cull none
-
-	// A GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES
-	{
-		map textures/base_floor/pjgrate1.tga
-		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
-		alphaFunc GT0
-		depthWrite
-		rgbGen identity
-	}
-	{
-		map $lightmap
-		rgbGen identity
-		blendFunc GL_DST_COLOR GL_ZERO
-		depthFunc equal
-	}
-	}
-
- -

The alpha channel can also be used to merge a texture (including one that contains black) into another image so that the merged art appears to be and opaque decal on a solid surface (unaffected by the surface it appears to sit on), without actually using an alpha function. The following is a very simple example: - -

- -
Figure 1 - -

Start with a TGA file image. In this case, a pentagram on a plain white field (figure 1A). The color of the field surrrounding the image to be merged is not relevant to this process (although having a hard-edged break between the image to be isolated and the field makes the mask making process easier). Make an alpha channel. The area of the image to be merged with another image is masked off in white. The area to be masked out (notused) is pure black (figure 1B). The image to be merged into is greenfloor.tga (figure 1C). - -

Make a qer_editorimage of greenfloor.tga. This is placed inthe frame buffer as the map image for the texture. By -using GL_SRC_ALPHA as the source part of the blend equation, the shader adds in only the non-black parts of the pentagram. -Using GL_MINUS_ONE_SRC_ALPHA, the shader inverts the pentagram's alpha channel and adds in only the non-black parts of the green floor. - -

In a like manner, the alpha channel can be used to blend the textures more evenly. A simple experiment involves using a -linear gradiant in the alpha channel (white to black) and merging two textures so they appear to cross fade into each other. - -

A more complicated experiment would be to take the pentagram in the first example and give it an aliased edge so that the pentagram appeared to fade or blend into the floor. - -

8 Troubleshooting Shaders

-If a shader is not working, look first for syntax errors. -
  • Are the brackets correctly set? -
  • Do you have too many parameter values on a line? -
  • Are you using a word in a parameter that wants a numerical value? -
  • Are you using a numerical value in a parameter that wants a word? -
  • Are the path names to your textures correct? -
  • Are your texture names correct? There is a chance that the texture name is too long or too complex. Try renaming a -texture with a shorter, simpler name.
- -

9 Creating New Textures

-If you are familiar with the required tools, creating new assets for use in Quake III Arena is not particularly difficult. As a general rule, you should create new directories for each map with names different from the names used by id. If you are making a map that will be called "H4x0r_D00M", every directory containing new assets for that map should be titled H4x0r_D00M. This is to try and avoid asset directories overwriting each other as the editor and the gameload in assets. - -

9.1 Tools Needed

-Any combination of graphic programs and plug-ins that canout put a 24 bit MS windows compatible Targa (.tga) or JPEG (.jpg) graphic file.If you plan to make textures that will have an alpha channel component (a 4th 8-bit greyscale channel that is used by the shaders to further manipulate the art), you must have a program that can create 32-bit art with that fourth channel. - -

Adobe Photoshop has the ability to easily create alpha channels. PaintShop Pro from JASC (v5.0+) can also make an -alpha channel by creating a mask and naming it "alpha". - -

Generally speaking, regardless of the program used, we found it best to do most of the art manipulation of the alpha channel in a separate layer or file and then paste it into the alpha channel before saving. - -

9.2 Setting up Files

-The editor and the game program look for assets to be located along the paths set up in your project file. Start by creating -a directory for you new textures by creating file folders to make a directory path as follows: - -

quake3\baseq3\textures\[mymapname]
- -

The installation of Q3Radiant will create a text document called "shaderlist.txt" in the following path: - -

quake3\baseq3\scripts\shaderlist.txt
- -

Q3Radiant will use the contents of this script to grab your new textures for inclusion in the game. The contents of shaderlist.txt document will contain a listing of all the shader documents that were used by id Software to create Quake III Arena. - -

Since you will obviously want to create your own shaders, you need to put them in separate folders and create a new shader script for them. - -

If you plan to work on several maps at once and want to distinguish between textures used in each map, simply add additional map names here. For map and mod makers, we STRONGLY recommend that any new shader scripts created use the name of the map or mod in the shader file name. We know we can't avoid every incident of files overwriting each other, but we certainly can advise you how to try. - -

Now, in the scripts directory that you just created, create another text file and call it: - -

[mymapname].shader
- -

This file will contain the shader scripts you write to modify a particular texture. - -

9.3 Rules and Guidelines

-
9.3.1 Rules
-Follow these rules when creating textures for the Quake III Arena engine: - -
  • Save your textures into your new [map name] directories. -
  • Don't use the same names that id used for textures. It will cause problems. -
  • For best quality, save textures without an alpha channel as 24 bit TARGA files. Using JPEG files can save memory space, but at the risk of losing detail and depth in the texture. JPEG files cannot be used for textures requiring an alpha channel. -
  • Textures containing an alpha channel must be saved as32 bit TARGA files. -
  • If a new texture requires no further manipulation, it does not need a shader script. -
  • Size textures in powers of 2. Example: 8x8, 16x16,32x32, 64x64 pixels and so on. -
  • Textures don't need to be square. A 32x256 pixel texture is perfectly acceptable.
- -

9.3.2 Guidelines
-The following are some things the id designers learned about textures. - -
  • Create textures in "suites" built around one or two large textures with a number of much smaller supporting detail or accent textures. -
  • Very large textures are possible, but some video cards compress textures larger than 256x256 pixels. -
  • Textures are grouped alphabetically by name in the texture display window, so you may want to give suites of textures -similar names. -
  • Use the shader function qe3_editorimage to conserve memory when making multiple versions of a single texture (as in the case of a glowing texture with several light values). -
  • Unless you are creating special effects or textures designed to draw the player's eye to a specific spot, muted, middle value colors work best with the game engine. -
  • Extremely busy (a lot of fussy detail) textures can break up or form visually unpleasant patterns when seen at distances.
- -

9.4 Making the .pk3 File>

-When you go to distribute your creation to the gaming world, you need to put your newly created map, textures, bot area files, and shader documents into an archive format called a "pk3" file. You do not need to include the shaderlist.txt file, since that is only used by the editor. You will need to keep the paths to the various assets the same. So your paths should be something like this: - -

Textures: baseq3/textures/[mymapnamefolder] -
Bsp & aas: baseq3/maps/mymapname.bsp, mymapname.aas -
Shader scripts: baseq3/scripts/mymapname.shader - -

You need to use an archiving program call Winzip to make the pk3 file. Get Winzip from http://www.winzip.com/winzip/winzip.htm - -
Make a zip archive called mymapname.zip - -
Zip all the required assets into a zip archive file (Quake III Arena DOES support compressed pk3 files). - -
Rename the zip archive to mymapname.pk3 - -
Put it where the Quake III Arena community can find it. -

Back | Home | Next - - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/index.htm b/install/installs/ReactionPack/install/docs/Q3AShader_Manual/index.htm deleted file mode 100644 index a7220ef..0000000 --- a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/index.htm +++ /dev/null @@ -1,76 +0,0 @@ - - -Quake III Arena Shader Manual: Table of Contents - - - -

-

Q3Radiant Shader Manual

- -

Revision #12

- -

By Paul Jaquays and Brian Hook - -

(with additional material by John Carmack, Christian Antkow, Kevin Cloud, & Adrian Carmack) -

QERadiant.com thanks John Hutton for re-formating this manual into a more web friendly version

-
-

Table of Contents

-1 Preface: Making Your Own Shaders -
2 Introduction - - -3 General Shader Keywords - - -4 Q3MAP Specific Shader Keywords - - -5 Editor specific shader instructions - - -6 Stage Specific Keywords - - -7 Notes on Alpha Channels -
8 Troubleshooting Shaders -
9 Creating New Textures - -
Appendix A: targetShaderName and targetNewShaderName - - diff --git a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/q3ashader_manual_files/.svn/entries b/install/installs/ReactionPack/install/docs/Q3AShader_Manual/q3ashader_manual_files/.svn/entries deleted file mode 100644 index 0f8662d..0000000 --- a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/q3ashader_manual_files/.svn/entries +++ /dev/null @@ -1,62 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/ReactionPack/trunk/install/docs/Q3AShader_Manual/q3ashader_manual_files -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2011-01-20T04:25:31.635016Z -64 -rambetter - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -image002.jpg -file - - - - -2012-04-01T16:52:34.370416Z -d1016d1f0aa8bc3388f0f8df18498597 -2011-01-20T04:25:31.635016Z -64 -rambetter -has-props - - - - - - - - - - - - - - - - - - - - -26981 - diff --git 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- - -3499 - -ch8.htm -file - - - - -2012-04-01T16:52:33.323356Z -9232ac93df079a9a29bd7a1b131cf8c3 -2011-01-20T04:25:31.635016Z -64 -rambetter - - - - - - - - - - - - - - - - - - - - - -1290 - diff --git a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/apA.htm.svn-base b/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/apA.htm.svn-base deleted file mode 100644 index 47e3843..0000000 --- a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/apA.htm.svn-base +++ /dev/null @@ -1,58 +0,0 @@ - - -Q3Map2 Shader Manual: Triggerable Shader Entities - - - - - - - - - - -
- - - -

-Appendix A - Triggerable Shader Entities
-
-Q3Map2 Shader Manual


- - - -By TTimo, 31.08.01

- -The targetShaderName and targetShaderNewName keys can be used with any entity that supports the target key (the entity instance does not actually have to use the target key for these new keys to work). If both are defined, then when the entity decides to activate its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value.

- -For example this would make it look like the red light shader is "turning on": - -

-"targetShaderName" "textures/proto2/redlight_off"
-"targetShaderNewName" "textures/proto2/redlight_on"
-
- -And this would turn it back off: - -

-"targetShaderName" "textures/proto2/redlight_off"
-"targetShaderNewName" "textures/proto2/redlight_off" 
-
- -Note that the ORIGINAL shader name is used in both instances, not whatever it happens to be currently. Also, of course, this will happen globally. If the mapper wanted to affect only a certain set of red lights, he/she would need to make a unique shader name to be used with that set.

- -The code that supports these keys is in G_UseTargets in g_utils.c

- - - -


-Previous | Contents | Next -


- - - -
-
- - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/apB.htm.svn-base b/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/apB.htm.svn-base deleted file mode 100644 index 7a90b54..0000000 --- a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/apB.htm.svn-base +++ /dev/null @@ -1,131 +0,0 @@ - - -Q3Map2 Shader Manual: Terrain - - - - - - - - - - -
- - - -

-Appendix B - Terrain
-
-Q3Map2 Shader Manual


- - - -Q3Map2 terrain has changed radically since Quake III: Team Arena first hit the shelves. Alphamapped terrain shaders are difficult to set up, limiting and lacks the ability for the mapper to fine tune the effect. The new terrain improvements in Q3Map2 have removed these difficulties, allowing the mapper to fully exploit terrain shaders for breathtaking outdoor scenes. This section will assume that you are already familiar with the method of setting up a standard alphamapped terrain as described in the Terrain Construction for Quake 3 Engine Games manual by Paul Jaquays, and will focus on the new enhanced features of Q3Map2 terrain.

- - - -
-
General Changes

- - - -Q3Map2 terrain has changed dramatically in terms of not only visually, but also in terms of how it is processed by the compiler. To ensure compatibility, there needs to be a few changes. Foremost, make sure that all terrain shader files are listed in the shaderlist.txt file.

- -Before using Q3Map2 alphamapped terrain, it must be noted that terrain is now handled completely different than before. Q3Map2 no longer looks for the word terrain in the shader name to determine whether or not it is an indexed shader. Instead it looks for q3map_indexed or q3map_terrain. For this reason, the alphamap terrain shaders have been slightly modified. If using Q3Map2 alphamaps, make sure that your "textures/common/terrain" and "textures/common/terrain2" shaders have been updated to the following:

- - - -
Script: "common" terrain shaders
-textures/common/terrain -{ - q3map_terrain - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nomarks -} - -textures/common/terrain2 -{ - q3map_terrain - qer_editorimage textures/common/terrain.tga - surfaceparm dust - surfaceparm nodraw - surfaceparm nomarks - surfaceparm nolightmap -} -
- - -
- -Base Shader
-To simplify the terrain shader writing process, a base shader can be used as a template with subclassed shaders referencing it. This makes use of the q3map_baseShader directive. The base shader can consist of all q3map_* directives and must be processed before all other terrain shaders referencing it. The use of a base shader is recommend for all terrain shaders.

- -tcMod Functions
-q3map_tcMod can be used on terrain shaders to minimize any obvious texture tiling, particularly q3map_tcMod rotate. In some situations q3map_tcMod scale or the stage driven tcMod scale may be used to scale the textures - though typically tcGen texture projection functions are usually the preferred method.

- -tcGen Functions
-In most situations, terrain textures will need to be projected onto the terrain mesh. This is achieved by using either q3map_tcGen function or the stage specific tcGen. Any tcGen functions will overwrite any tcMod scale functions.

- - - -
-
Lightmapped Terrain

- - - -The foremost improvement to Q3Map2 terrain is the ability to use lightmaps as a lighting system rather than basic vertex lighting. This allows terrain to not only cast detailed shadows onto itself, but also allows other map geometry to cast shadows onto the terrain as well. The additional rendering pass of the lightmap creates a slight performance hit as a price for the improved visuals. Several new q3map_* directives are typically used to tweak the terrain lightmap:

- -q3map_nonPlanar
-Required on all terrain shaders, q3map_nonPlanar allows shadows to be cast across non-planar edges. This fixes a problem where lightmapped terrain would not light properly across uneven surfaces.

- -q3map_lightmapAxis
-Optionally used, q3map_lightmapAxis can be used to specify the axis in which the lightmap is projected from. This is typically used on normal triangle-quad souped terrain and is set implicitly to "q3map_lightmapAxis z" with q3map_terrain. It is not recommended for terrain with caves or undersides.

- -q3map_shadeAngle
-Most terrain artists will choose to enable triangle edge shadow smoothing to reduce the appearance of sharp shadow edges across the terrain mesh. q3map_shadeAngle specifies the triangle edge angle at which the light will be diffused. For best results, it is recommended that you start with low values and tweak the angle parameter in small increments until a satisfactory result is produced. Overly high values will wash out shadow details.

- -q3map_lightmapMergable
-Setting q3map_lightmapMergable merges all terrain into one seamless lightmap, reducing the appearance of artifacts spanning across separate lightmap images.

- -q3map_lightmapSampleSize
-Lightmapped terrain can be very memory intensive as Q3Map2 has to typically generate a large amount of lightmap data. q3map_lightmapSampleSize can be used to reduce the amount of lightmap memory used by limiting the resolution of the lightmap images. Similarly, it can also be used to increase the lightmap resolution at the cost of memory.

- -q3map_lightmapSampleOffset
-If experiencing lightmap splotches over the surface of terrain lightmaps, q3map_lightmapSampleOffset can be used to fix this. For best results, start with small numbers (default 1.0) and slowly increase this value until the splotches disappear. Overly high values will cause unsatisfactory results.

- - - -
-
AlphaMod Dotproduct Terrain

- - - -AlphaMod dotproduct terrain is a revolutionary way in which Q3Map2 terrain is blended. It removes the need for an alphamap and metashader and automatically determines the blending of terrain depending on the vertex normals of the terrain mesh. Equally important, this new system removes the need of a triangle-quad grid, allowing the designer to create a terrain mesh using any triangle shape or size.

- - - -
-
AlphaMod Volume Terrain

- - - -Following the automatic generation of dotproduct blending, alphaMod volume terrain blending was developed to give direct control of the alpha blending back to the designer. Using this system the designer can modify the exact location and amount of blending to occur, directly from within the editor.

- - - - - - -


-Previous | Contents | Next -


- - - -
-
- - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/apC.htm.svn-base b/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/apC.htm.svn-base deleted file mode 100644 index 51bf93b..0000000 --- a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/apC.htm.svn-base +++ /dev/null @@ -1,117 +0,0 @@ - - -Q3Map2 Shader Manual: Foghull - - - - - - - - - - -
- - - -

-Appendix C - Foghull
-
-Q3Map2 Shader Manual


- - -Most recent Quake III engine games are programmed with a feature known as distance clipping used to clip (cull) map geometry beyond a user set distance. At the time of Quake III Arena's release, distance clipping was not an available feature. The Q3Map2 foghull feature was designed to simulate true distance clipping for Quake III Arena and Team Arena games.

- - - -
-
What is a Foghull?

- - - -Farplane distance clipping is a feature used to cull (remove) the drawing of polygons beyond a certain distance from the player in an attempt to improve performance. It is typically used on large, open terrain maps with little vis-blocking structures. Through the use of distance clipping a maximum vis distance is set, which provides the culling of rendered polygons. Fog is used to hide the effect of polygons appearing and disappearing by obscuring the maximum distance that the player can see.

- -Since distance clipping is not a feature natively built into Quake III Arena, using distance culling would result in a hall of mirrors (HOM) effect where the culled geometry begins, since nothing is being drawn in the frame buffer. To compensate for this, the foghull feature uses a series of six skybox images that are drawn in place of the absent culled geometry, thus preventing the HOM effect.

- - - -
-
Skybox Images

- - - -The skybox images used with the foghull feature should never be actually seen since the idea is to use the fog to obsure the maximum distance that the player can see. It only exists to prevent the HOM effect. To pull this off in a convincing manner, the skybox images should be six identical 8x8 pixel (to save on texture memory) textures each filled with a flat color matching the exact color of the fog. The six skybox images must be named in accordance to the skyParms farbox convention, using the _ft, _rt, _bk, _lf, _up, _dn suffixes.

- - - -
-
Foghull Shaders

- - - -Two shaders are required when using the foghull feature, a fog volume shader and a skybox shader, both of which are simple, standard shaders.

- -The color of the fog used must match the color used in the skybox images. Any decent image editing software will give you the three RGB color values of your skybox images, which must be normalized by dividing by 255. As with any other fog shader, the fogParms and surfaceparm fog keywords must be present.

- - - -
Script: Fog Volume Shader
-textures/env/fog1024 -{ - fogParms ( 0.8 0.8 0.8 ) 1024 //Normalized RGB, distance to opaque - - surfaceparm fog //Must be used - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - - qer_editorImage textures/sfx/fog_grey.tga - qer_trans 0.4 -} -
- - - -The skyParms and surfaceparm sky keywords must be used to create the skybox "hull" of the map. The skyParms farbox value must point to the base name of the skybox images (sans suffix). Optional surface emitted sun lighting can be added using q3map_skylight with q3map_sun or q3map_sunExt (see Appendix I: Light Emitting Shaders).

- - - -
Script: Skybox Shader
-textures/skies/foghullsky -{ - skyParms textures/skies/foghullsky 0 - //farbox cloudheight nearbox - - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm sky //Must be used - surfaceparm trans -} -
- - - - -
-
Entity Key Value Pairs

- - - -To activate the foghull feature, the _foghull and _farplanedist worldspawn entity key/value pairs must be set in the Entity Inspector (in Radiant, select any non-entity brush and press "N").

- -The _foghull key's value works similar to that of terrain entities. It must point to the name of the skybox shader, minus the standard "textures/" prefix. For the skybox shader example above with the shader name "textures/skies/foghullsky", you would use a _foghull value of "skies/foghullsky".

- -The _farplanedist value is simply the distance at which polygons will begin to get culled. One important note is that the _farplanedist value must be greater than the distance to opaque value set in the fog shader. In the above fog shader, the distance to opaque value was set to 1024 game units. The _farplanedist value must therefore be greater than 1024, otherwise the HOM effect will appear.

- - - -


-Previous | Contents | Next -


- - - -
-
- - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/apI.htm.svn-base b/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/apI.htm.svn-base deleted file mode 100644 index 77adb40..0000000 --- a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/apI.htm.svn-base +++ /dev/null @@ -1,260 +0,0 @@ - - -Q3Map2 Shader Manual: Light Emitting Shaders - - - - - - - - - - -
- - - -

-Appendix I - Light Emitting Shaders
-
-Q3Map2 Shader Manual


- - - -Q3Map2 surface light and sky shaders are quite different than the original Quake III shaders. As new lighting algorithms were introduced, new shader keywords were created to accompany or replace the original keywords. This section will illustrate the differences between these shaders.

- - - -
-
Surface Lights

- - - -*nothing here yet*
-Mention:
-*q3map_lightRGB red green blue

- - - -
-
Skies

- - - -Originally, sky shaders were just very large surface lights that casted parallel directional lighting. With Q3Map2, there are a few differences that sets sky shaders apart from surface lights. First of all, we'll take a look at how the pre-Q3Map2 shaders were set up:

- - - -
Script: Pre-Q3Map2 sky shaders
-textures/shadermanual/sky -{ - skyparms textures/shaderlab_terrain/env/sky 1024 - //farbox cloudheight nearbox - - q3map_lightImage textures/shaderlab_terrain/sky_clouds.tga - - q3map_sun 1 1 1 140 -35 25 //red green blue intensity degrees elevation - q3map_lightSubdivide 256 //sets a pointlight every 256 game units - q3map_surfaceLight 200 //emits 200 units of light - - surfaceparm sky //flags compiler that this is sky - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm nodlight - - nopicmip - nomipmaps - - qer_editorimage textures/shaderlab_terrain/sky_clouds.tga - - { - map textures/shaderlab_terrain/sky_clouds.tga - tcMod scale 3 3 - //tcMod scroll 0.005 -0.0125 - rgbGen identityLighting - } - { - map textures/shaderlab_terrain/sky_arc_masked.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - tcMod transform 0.25 0 0 0.25 0.1075 0.1075 - rgbGen identityLighting - } -} -
- - - -Keep in mind that this is a generalized shader, and that there can be a lot of different variations to yield different effects. Take a look at some of the original Quake III Arena shaders for more examples. In this screenshot (compiled with LIGHT -fast, viewed with /r_lightmap 1), the effect isn't bad, but the shadows are a bit jagged.

- -


- -Q3Map2 sky shaders improves on the way lightmaps are calculated, improving both quality and compiler performance. This is essentially the same shader with some small changes:

- - - -
Script: Using q3map_skyLight
-textures/shadermanual/sky -{ - skyparms textures/shaderlab_terrain/env/sky 1024 - - - q3map_lightImage textures/shaderlab_terrain/sky_clouds.tga - - q3map_sun 1 1 1 140 -35 25 - q3map_skylight 100 3 //amount iterations - - surfaceparm sky - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm nodlight - - nopicmip - nomipmaps - - qer_editorimage textures/shaderlab_terrain/sky_clouds.tga - - { - map textures/shaderlab_terrain/sky_clouds.tga - tcMod scale 3 3 - //tcMod scroll 0.005 -0.0125 - rgbGen identityLighting - } - { - map textures/shaderlab_terrain/sky_arc_masked.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - tcMod transform 0.25 0 0 0.25 0.1075 0.1075 - rgbGen identityLighting - } -} -
- - - -What we've done here is replace q3map_lightSubdivide and q3map_surfacelight with q3map_skylight which yields more uniform shadows at a fraction of the compile time. However, this also generates the "stadium light" effect - producing some unwanted shadows. We'll fix this later.

- -


- -To solve the problem with jagged shadow edges, we can smooth out the shadows by blurring the lightmap. Depending on the type of lighting that you want to achieve for the sun (a cloudy day, for example), you can create a penumbra (half-shadow) effect using q3map_sunExt. This simulates the way sunlight bounces in certain conditions, creating a slight "jittering" effect. This is the same shader again with q3map_sunExt.

- - - -
Script: Using q3map_sunExt
-textures/shadermanual/sky -{ - skyparms textures/shaderlab_terrain/env/sky 1024 - - - q3map_lightImage textures/shaderlab_terrain/sky_clouds.tga - - q3map_sunExt 1 1 1 140 -35 25 3 16 //adds deviance and samples - q3map_skylight 100 3 - - surfaceparm sky - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm nodlight - - nopicmip - nomipmaps - - qer_editorimage textures/shaderlab_terrain/sky_clouds.tga - - { - map textures/shaderlab_terrain/sky_clouds.tga - tcMod scale 3 3 - //tcMod scroll 0.005 -0.0125 - rgbGen identityLighting - } - { - map textures/shaderlab_terrain/sky_arc_masked.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - tcMod transform 0.25 0 0 0.25 0.1075 0.1075 - rgbGen identityLighting - } -} -
- - -In the following screenshot, you can see that the jagged shadow edges are gone.

- -


- -As mentioned above, you may be faced with problems involving the "stadium lights" effect when using q3map_skyLight. We can eliminate this problem by using higher values for the q3map_sunExt samples and q3map_skyLight iterations parameter, but at the cost of a higher compile time. For example, q3map_sunExt 1 1 1 140 -35 25 3 32 and q3map_skylight 100 6.

- -Note:
-Since the time that these screenshots were taken, the skylight subdivision code has been greatly improved (Q3Map2 2.5.14) for far more uniform lighting and faster compiles, so using higher iteration values can result in better quality, reducing the "stadium light" effect and without necessarily increasing compile times.

- -


- -A faster approximate alternative of getting rid of the "stadium lights" effect is to use q3map_lightmapFilterRadius.

- - - -
Script: Using q3map_lightmapFilterRadius
-textures/shadermanual/sky -{ - skyparms textures/shaderlab_terrain/env/sky 1024 - - - q3map_lightImage textures/shaderlab_terrain/sky_clouds.tga - - q3map_sunExt 1 1 1 140 -35 25 3 16 - q3map_lightmapFilterRadius 0 8 //self other - q3map_skyLight 100 3 - - surfaceparm sky - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm nodlight - - nopicmip - nomipmaps - - qer_editorimage textures/shaderlab_terrain/sky_clouds.tga - - { - map textures/shaderlab_terrain/sky_clouds.tga - tcMod scale 3 3 - //tcMod scroll 0.005 -0.0125 - rgbGen identityLighting - } - { - map textures/shaderlab_terrain/sky_arc_masked.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - tcMod transform 0.25 0 0 0.25 0.1075 0.1075 - rgbGen identityLighting - } -} -
- - -The self and other parameters are the amount of filtering applied on the lightmap in world units. The self value is always set to "0" on sky shaders since skies don't have lightmaps. The q3map_lightmapFilterRadius directive should always be placed before any light-related directives that you want it to affect. In our case, we placed it after q3map_sunExt and before q3map_skyLight so that it filters the stadium lights, but won't blur the sun shadows which are already jittered. This produces very similar results without the long compile times.

- -
screenshot here


- -For additional information, see this thread:
-Shader Lighting Experiment

- - -
-
Lighting Effects

- - -Here are some additional features that you can use to create special lighting effects:
-*multiple suns by adding more than one q3map_sun or q3map_sunExt to shader
-*stuff about compiler switches
-*-skyfix
-*_skybox entity does not work with surfaceLight, must use skyLight

- - - - - - -


-Previous | Contents | Next -


- - - -
-
- - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/ch0.htm.svn-base b/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/ch0.htm.svn-base deleted file mode 100644 index 5898e5a..0000000 --- a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/ch0.htm.svn-base +++ /dev/null @@ -1,103 +0,0 @@ - - -Q3Map2 Shader Manual: Preface - - - - - - - - - - -
- - - -

-0 - Preface
-
-Q3Map2 Shader Manual


- - - -The Q3Map2 Edition of the Shader Manual

- -Q3Map2 is an updated version of the original Q3Map program used to compile .map files created in a level editor such as Radiant into .bsp files used by Quake III engine games. Since it's introduction, ydnar has added so many new features and improved efficiency to the degree where Q3Map2 has become the standard compiling program for the level editing community as well as for many commercial games.

- -While still accurate, the original QeRadiant Shader Manual written by the staff at id Software did not contain shader keywords pertaining to the new Q3Map2, hence the need for this updated version of the manual including recent developments to the compiler.

- -This manual is based on the original manual with some minor reformatting, edits and error corrections, but the main difference is the inclusion of Q3Map2 specific shader keywords. Additionally, this version also includes an expanded appendix with information on selected Q3Map2 features as well as a new chapter for shader keywords used specifically with third party Quake III engine games.

- -Since Q3Map2 is being updated with additional features on a regular basis, this manual will also be updated to reflect any new shader keywords being introduced so check back for updates.

- --Obsidian

- - - -
-
Credits

- - - -Q3Map2 Shader Manual
-Written by Obsidian and ydnar


- -The Q3Map2 Shader Manual is based on the QeRadiant Shader Manual - Revision #12. Other portions were adapted from the Q3Map2 Handbook (Beta Edition), the Q3Map2 Readme document, and from various discussions on the forums/IRC channels. All works were consulted with permission from the authors.

- -QeRadiant Shader Manual, Revision #12
-
    -
  • Written by Paul Jaquays and Brian Hook.
  • -
  • Additional material by John Carmack, Christian Antkow, Kevin Cloud and Adrian Carmack.
  • -
  • Converted into a web friendly version by John Hutton.
  • -
  • Appendix A by TTimo.
  • -
- -Q3Map2 Handbook (Beta Edition)
-
    -
  • Written by Jetscreamer, Shadowspawn and ydnar.
  • -
- -Q3Map2 Readme
-
    -
  • Written by ydnar
  • -
- -Special Thanks:
-
    -
  • Paul Jaquays for his support, feedback and for writing the original QeRadiant Shader Manual.
  • -
  • ydnar for Q3Map2, thereby making level editing 2x more fun at 1/10 the compile time. Thanks for his technical expertise and help in writing this manual.
  • -
- -This is not an id Software product. Do not contact them for support.

- - - -
-
Contact

- - - -Shader Manual Development
-Feel free to e-mail me if you have any suggestions, comments or error corrections. -meridanox@gmail.com

- -Q3Map2 Shader Manual at Shaderlab:
-http://shaderlab.com/q3map2/shader_manual/

- -Forums
-Quake 3 World Level Editing and Modeling Forum
-Splash Damage Q3Map2 Support Forum

- - -


-Previous | Contents | Next -


- - - -
-
- - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/ch1.htm.svn-base b/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/ch1.htm.svn-base deleted file mode 100644 index d099447..0000000 --- a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/ch1.htm.svn-base +++ /dev/null @@ -1,249 +0,0 @@ - - -Q3Map2 Shader Manual: Introduction - - - - - - - - - - -
- - - -

-1 - Introduction
-
-Q3Map2 Shader Manual


- - - -The graphic engine for Quake III Arena has taken a step forward by putting much more direct control over the surface qualities of textures into the hands of designers and artists. In writing this manual, we have tried to define the concepts and tools that are used to modify textures in a way that, it is hoped, will be graspable by users who already have basic knowledge of computer graphics but are not necessarily computer programmers. It is not a tutorial, nor is it intended to be one.

- -The Manual for the Q3Radiant editor program contains a section called Creating New Assets that has the necessary information for setting up the files to create your own custom Quake III Arena shaders. You should follow a similar convention when creating your custom shaders. It is reproduced here for your convenience:

- - - -Quote: from Q3Radiant Editor Manual
-Creating New Assets
-If you are familiar with the required tools, creating new assets for use in Quake III Arena is not particularly difficult. As a rule, you should create new directories for each map with names different from the names used by id. If you are making a map that will be called "H4x0r_D00M", every directory containing new assets for that map should be titled H4x0r_D00M. This is to try and avoid asset directories overwriting each other as the editor and the game load in assets. -

- - - -It is recommended that you study the scripts in this document and in the individual shader scripts. Pay careful attention to syntax and punctuation. This is where you are most likely to make mistakes.

- - - -
-
What is a Shader?

- - - -Shaders are short text scripts that define the properties of a surface as it appears and functions in a game world (or compatible editing tool). By convention, the documents that contain these scripts usually has the same name as the texture set which contains the textures being modified (e.g; base, hell, castle, etc,). Several specific script documents have also been created to handle special cases, like liquids, sky and special effects. -For Quake III Arena, shader scripts are located in [Quake3]/baseq3/scripts.

- -A Quake III Arena shader file consists of a series of surface attribute and rendering instructions formatted within braces ("{" and "}"). Below you can see a simple example of syntax and format for a single process, including the Q3Map2 keywords and "Surface Parameters", which follow the first bracket and a single bracketed "stage":

- - - -Script: Syntax and Format
- -
-

-textures/liquids/lava-example
-{
-	deformVertexes wave sin 0 3 0 0.1
-	q3map_tessSize 64
-	surfaceparm lava
-	qer_editorimage textures/common/lava.tga
-	{
-		map textures/common/lava.tga
-	}
-}
-
- -
- -

-//Shader Name
-
-//General Shader Keywords
-//Q3Map2 Specific Shader Keywords
-//Q3Map2 Specific Surface Parameter Shader Keywords
-//Editor Specific Shader Keywords
-
-//Stage Specific Shader Keywords
-
-
-

- -Shaders need to be referenced by the map editor, compiler (Q3Map2) and game engine - each of which uses a different part of the shader. In the above example shader, the different sections are listed on the right.

- - - -
-
Shader Name & File Conventions

- - - -The first line is the shader name. It is used by the map editor, compiler, game engine, and models to reference the script and art files associated with the shader. Shader names can be up to 63 characters long. The names are often a mirror of a pathname to the texture image without the file extension (.tga or .jpg) or base dir (/quake3/baseq3 in our case), but they do not need to be.

- -Shaders that are only going to be referenced by the game code, not modeling tools, often are just a single word, like "projectionShadow" or "viewBlood".

- -Shaders that are used on character or other polygon mesh models need to mirror the art files, which allows the modelers to build with normal textures, then have the special effects show up when the model is loaded into the game.

- -Shaders that are placed on surfaces in the map editor commonly mirror an image file, but the "qer_editorimage" shader parameter can force the editor to use an arbitrary image for display.

- -Shader path names have a case sensitivity issue - on Windows, they aren't case sensitive, but on Unix they are. Try to always use lowercase for filenames, and always use forward slashes "/" for directory separators.

- -Following the shader name, is an opening bracket "{" designating the beginning of the shader contents, and a closing bracket "}" at the end of the shader. Notice that the contents of the above example shader are indented for better legibility.

- - - -
-
:q3map Suffix

- - - -The :q3map suffix can be added to the end of the shader name of "compile-time" shaders. This means that shaders with names marked with :q3map will be used by the compiler only and will be ignored by the game engine. This is especially useful if you want to add Q3Map2-relevant shader directives to basic lightmapped textures. This allows Quake 3 to generate the stages implicitly while Q3Map2 processes the Q3Map2-relevant sections of the shader. Consider the following shaders:

- - - -
Script: Without :q3map
-textures/q3map2_sm/floor -{ - surfaceparm metalsteps - { - map $lightmap - rgbGen identity - } - { - map textures/q3map2_sm/floor.tga - blendFunc GL_DST_COLOR GL_ZERO - } -} -
- - -Normally, we wouldn't need a shader for this texture to be displayed properly in game since the lightmap and texture stages are generated implicitly by Quake 3. The only reason why this shader exists is because we want Q3Map2 to process this surface as having metalsteps when the player walks on it. As a result, we end up writing out the entire shader.

- -To save ourselves from needless work, we can mark this shader as being compiler-only and have Quake 3 generate the lightmap and texture stages for us as it usually does by default:

- - -
Script: With :q3map
-textures/q3map2_sm/floor:q3map -{ - surfaceparm metalsteps -} -
- - - - -
-
Keyword Types

- - - -Only the shader name is case sensitive (use all lowercase). Shader keywords (aka. directives) are not, but by convention, you should use mixedCase (ie. q3map_alphaMod). Some of the shader keywords are order dependant, so it's good practice to keep all keyword of a similar type grouped together in the following order, from top-down:

- -
General Shader Keywords
-A shader may contain general shader keywords, which affects the shader's appearance globally (affects the entire shader), and changes the physical attributes of the surface that uses the shader. These attributes can affect the player. These parameters are executed at runtime, that is, in order to see the changes one does not need to re-compile the map.

- -
Q3Map2 Specific Shader Keywords
-The general shader keywords may be followed by Q3Map2 specific keywords. These keywords are used by the compiler to change the physical nature of the shader's surface and are also global.

- -
Q3Map2 Specific Surface Parameter Shader Keywords
-These are actually part of the Q3Map2 specific shader keywords that are flags telling the compiler about the physical nature of the shader's surface. These are also global.

- -
Editor Specific Shader Keywords
-Editor specific shader keywords change the appearance of the shader in the map editor only. It has no effect on the shader in game.

- -
Stage Specific Shader Keywords
-The shader may contain one or more "stages". Each stage consists of an opening and closing bracket along with the contents of the stage (indented). The stage will contain a texture map specification which specifies the source image, and various other stages specific shader keywords that modifies the appearance of the source image. Stage specific keywords are processed by the renderer. They are appearance changes only and have no effect on game play or game mechanics. Changes to any of these attributes will take effect as soon as the game goes to another level or vid_restarts (type command "/vid_restart" in the game console).

- - - -
-
Documenting With Comments

- - - -It is often useful to document parts of shaders, especially for testing purposes or when working with a development team of other designers. Comments added to shaders are ignored completely, making it useful for adding notes, or for temporarily removing keywords for testing.

- -Shaders use the same double forward slashes "//" convention common with many programming languages for commenting. All text after the "//" on the same line are ignored from the shader. See various shaders for examples.

- - - -
-
Key Concepts

- - - -Ideally, a designer or artist who is manipulating textures with shader files has a basic understanding of wave forms and knows about mixing colored light (high school physics sort of stuff). If not, there are some concepts you need to have a grasp on to make shaders work for you.

- -
Surface Effects vs. Content Effects vs. Deformation Effects
-Shaders not only modify the visible aspect of textures on a geometry brush, curve, patch or mesh model, but they can also have an effect on both the content, "shape," and apparent movement of those things. A surface effect does nothing to modify the shape or content of the brush. Surface effects include glows, transparencies and rgb (red, green, blue) value changes. Content shaders affect the way the brush operates in the game world. Examples include water, fog, nonsolid, and structural. Deformation effects change the actual shape of the affected brush or curve, and may make it appear to move.

- -
Power Has a Price
-The shader script gives the designer, artist and programmer a great deal of easily accessible power over the appearance of and potential special effects that may be applied to surfaces in the game world. But it is power that comes with a price tag attached, and the cost is measured in performance speed. Each shader phase that affects the appearance of a texture causes the Quake III engine to make another processing pass and redraw the world. Think of it as if you were adding all the shader-affected triangles to the total r_speed count for each stage in the shader script. A shader-manipulated texture that is seen through another shader-manipulated texture (e.g. a light in fog) has the effect of adding the total number of passes together for the affected triangles. A light that required two passes seen through a fog that requires one pass will be treated as having to redraw that part of the world three times.

- -
RGB Color
-RGB means "Red, Green, Blue". Mixing red, green and blue light in differing intensities creates the colors in computers and television monitors. This is called additive color (as opposed to the mixing of pigments in paint or colored ink in the printing process, which is subtractive color). In Quake III Arena and most higher-end computer art programs (and the color selector in Windows), the intensities of the individual Red, Green and Blue components are expressed as number values. When mixed together on a screen, number values of equal intensity in each component color create a completely neutral (gray) color. The lower the number value (towards 0), the darker the shade. The higher the value, the lighter the shade or the more saturated the color until it reaches a maximum value of 255 (in the art programs). All colors possible on the computer can be expressed as a formula of three numbers. The value for complete black is 0 0 0. The value for complete white is 255 255 255. However, the Quake III Arena graphics engine requires that the color range be "normalized" into a range between 0.0 and 1.0.

- -
Normalization: a Scale of 0 to 1
-The mathematics in Quake III Arena use a scale of 0.0 to 1.0 instead of 0 to 255. Most computer art programs that can express RGB values as numbers use the 0 to 255 scale. To convert numbers, divide each of the art program's values for the component colors by 255. The resulting three values are your Quake III Arena formula for that color component. The same holds true for texture coordinates.

- -
Texture Sizes
-TGA texture files are measured in pixels (picture elements). Textures are measured in powers of 2, with 16 x16 pixels being the smallest (typically) texture in use. Most will be larger. Textures need not be square, so long as both dimensions are powers of 2. Examples include: 32x256, 16x32, 128x16.

- -
Color Math
-In Quake III Arena, colors are changed by mathematical equations worked on the textures by way of the scripts or "programlets" in the shader file. An equation that adds to, or multiplies the number values in a texture causes it to become darker. Equations that subtract from or modulate number values in a texture cause it to become lighter. Either equation can change the hue and saturation of a color.

- -
Measurements
-The measurements used in the shaders are in either game units, color units, or texture units.

- -
    -Game unit: A game unit is used by deformations to specify sizes relative to the world. Game units are the same scale we have had since way back in the Wolfenstein days - 8 units equals one foot. The default texture scale used by the Radiant map editor results in two texels for each game unit, but that can be freely changed.

    - -Color units: Colors scale the values generated by the texture units to produce lighting effects. A value of 0.0 will be completely black, and a value of 1.0 will leave the texture unchanged. Colors are sometimes specified with a single value to be used across all red, green, and blue channels, or sometimes as separate values for each channel.

    - -Texture units: This is the normalized (see above) dimensions of the original texture image (or a previously modified texture at a given stage in the shader pipeline). A full texture, regardless of its original size in texels, has a normalized measurement of 1.0 x 1.0. For normal repeating textures, it is possible to have value greater than 1.0 or less than 0.0, resulting in repeating of the texture. The coordinates are usually assigned by the level editor or modeling tools, but you still need to be aware of this for scrolling or turbulent movement of the texture at runtime.

    -
- -
Waveform Functions
-Many of the shader functions use waveforms to modulate measurements over time. Where appropriate, additional information is provided with wave modulated keyword functions to describe the effect of a particular waveform on that process. Currently there are five waveforms in use in Q3A shaders:

- -
    -Sin: Sin stands for sine wave, a regular smoothly flowing wave function ranging from -1 to 1.

    -Triangle: Triangle is a wave with a sharp ascent and a sharp decay, ranging from 0 to 1. It will make choppy looking wave forms.

    -Square: A squarewave simply switches from -1 to 1 with no in-between.

    -Sawtooth: In the sawtooth wave, the ascent is like a triangle wave from 0 to 1, but the decay cuts off sharply back to 0.

    -Inversesawtooth: This is the reverse of the sawtooth... instant ascent to the peak value (1), then a triangle wave descent to the valley value (0). The phase on this goes from 1.0 to 0.0 instead of 0.0 to 1.0. This wave is particularly useful for additive cross-fades.

    -
- -Waveforms all have the following properties:

- -
    -base: Where the wave form begins. Amplitude is measured from this base value.

    -amplitude: This is the height of the wave created, measured from the base. You will probably need to test and tweak this value to get it correct for each new shader stage. The greater the amplitude, the higher the wave peaks and the deeper the valleys.

    -phase: This is a normalized value between 0.0 and 1.0. Changing phase to a non-zero value affects the point on the wave at which the wave form initially begins to be plotted. Example: In Sin or Triangle wave, a phase of 0.25 means it begins one fourth (25%) of the way along the curve, or more simply put, it begins at the peak of the wave. A phaseof 0.5 would begin at the point the wave re-crosses the base line. A phase of 0.75 would be at the lowest point of the valley. If only one wave form is being used in a shader, a phase shift will probably not be noticed and phase should have a value of zero (0). However, including two or more stages of the same process in a single shader, but with the phases shifted can be used to create interesting visual effects. Example: using rgbGen in two stages with different colors and a 0.5 difference in phase would cause the manipulated texture to modulate between two distinct colors. Phase changes can also be used when you have two uses of the same effect near each other, and you don't want them to be synchronized. You would write a separate shader for each, changing only the phase value.

    -freq: Frequency. This value is expressed as repetitions or cycles of the wave per second. A value of 1 would cycle once per second. A value of 10 would cycle 10 times per second. A value of 0.1 would cycle once every 10 seconds.

    -
- - -


-Previous | Contents | Next -


- - - -
-
- - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/ch2.htm.svn-base b/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/ch2.htm.svn-base deleted file mode 100644 index 6f3311e..0000000 --- a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/ch2.htm.svn-base +++ /dev/null @@ -1,246 +0,0 @@ - - -Q3Map2 Shader Manual: General Shader Keywords - - - - - - - - - - -
- - - -

-2 - General Shader Keywords
-
-Q3Map2 Shader Manual


- - - -IMPORTANT NOTES: Once again, be aware that some of the shader commands may be order dependent, so it's good practice to place all global shader commands (keywords defined in this section) at the very beginning of the shader and to place shader stages at the end (see various examples).

- -These Keywords are global to a shader and affect all stages. They are also ignored by Q3Map2.

- - - -
-
skyParms farbox cloudheight nearbox

- - - -Specifies how to use the surface as a sky, including an optional far box (stars, moon, etc), optional cloud layers with any shader attributes, and an optional near box (mountains in front of the clouds, etc).

- -
    -farbox : Specifies a set of files to use as an environment box behind all cloudlayers. Specify "-" for no farbox, or a file base name. A base name of "env/test" would look for files "env/test_rt.tga", "env/test_lf.tga", "env/test_ft.tga", "env/test_bk.tga", "env/test_up.tga", "env/test_dn.tga" to use as the right / left / front / back / up / down sides.

    -cloudheight : Controls apparent curvature of the cloud layers - lower numbers mean more curvature (and thus more distortion at the horizons). Higher height values create "flatter" skies with less horizon distortion. Think of height as the radius of a sphere on which the clouds are mapped. Good ranges are 64 to 256. The default value is 128.

    -nearbox : Specified as farbox, to be alpha blended ontop of the clouds. This has not be tested in a long time, so it probably doesn't actually work. Set to "-" to ignore.

    -
- -Design Notes: -
    -
  • If you are making a map where the sky is seen by looking up most of the time, use a lower cloudheight value. Under those circumstances the tighter curve looks more dynamic. If you are making a map where the sky is seen by looking out windows most of the time or has a map area that is open to the sky on one or more sides, use a higher height to make the clouds seem more natural.
  • -
  • It is possible to create a sky with up to 8 cloudlayers, but that also means 8 processing passes and a potentially large processing hit.
  • -
  • Be aware that the skybox does not wrap around the entire world. The "floor" or bottom face of the skybox is not drawn by the game. If a player in the game can see that face, they will see the "hall of mirrors" effect.
  • -
  • There's a bug in Quake 3 (but fixed in Enemy Territory) that causes a shader vertex overflow (SHADER_MAX_VERTEXES HIT IN FILLCLOUDSKYSIDE) if more than two cloud layers are used in maps with a lot of visible sky. To compensate, either reduce the amount of visible sky or limit the shader to two cloud layers.
  • -
- -Q3Map2 sky shaders work differently from the original and contain a number of improvements in terms of efficiency and visually. The example given below is an original Quake III Arena sky shader. While it is still operational, it is a little outdated and is being kept here for legacy purposes only. It is recommended that you take advantage of the new features of Q3Map2 skies by consulting Appendix I: Light Emitting Shaders > Skies.

- - - -
Script: Original Quake III Arena sky shader
-textures/skies/xtoxicsky_dm9 -{ - qer_editorimage textures/skies/toxicsky.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 256 - q3map_surfacelight 400 - surfaceparm sky - q3map_sun 1 1 0.5 150 30 60 - skyparms full 512 - - { - map textures/skies/inteldimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.1 0.1 - } - { - map textures/skies/intelredclouds.tga - blendFunc add - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} -
- - - - -
-
cull side

- - - -Every surface of a polygon has two sides, a front and a back. Typically, we only see the front or "out" side. For example, a solid block you only show the front side. In many applications we see both. For example, in water, you can see both front and a back. The same is true for things like grates and screens.

- -To "cull" means to remove. The value parameter determines the type of face culling to apply. The default value is cull back if this keyword is not specified. However for items that should be inverted then the value front should be used. To disable culling, the value disable or none should be used. Only one cull instruction can be set for the shader.

- -
    -front : The front or "outside" of the polygon is not drawn in the world. It is used if the keyword "cull" appears in the content instructions without a side value.

    -back : Cull back removes the back or "inside" of a polygon from being drawn in the world.

    -disable or none : Neither side of the polygon is removed. Both sides are drawn in the game. Very useful for making panels or barriers that have no depth, such as grates, screens, metal wire fences and so on and for liquid volumes that the player can see from within. Also used for energy fields, sprites, and weapon effects (e.g. plasma).

    -
- -Design Notes
-For things like grates and screens, put the texture with the cull none property on one face only. On the other faces, use a non-drawing texture.

- - - -
-
deformVertexes type ---

- - - -This function performs a general deformation on the surface's vertexes, changing the actual shape of the surface before drawing the shader passes. You can stack multiple deformVertexes commands to modify positions in more complex ways, making an object move in two dimensions, for instance. There are 6 possible values for the type parameter, each of which will be described in more detail: wave, normal, bulge, move, autosprite, autosprite2. Depending on which of the 6 type parameters are used, different additional parameters will need to be used, including the generalized waveform functions (see Chapter 1: Key Concepts)

- -Design Notes:
-The div and amplitude parameters, when used in conjunction with liquid volumes like water should take into consideration how much the water will be moving. A large ocean area would have have massive swells (big div values) that rose and fell dramatically (big amplitude values). While a small, quiet pool may move very little.

- -
deformVertexes wave div func base amplitude phase freq
-Designed for water surfaces, modifying the values differently at each point. The div parameter is used to control the wave "spread" - a value equal to the q3map_tessSize of the surface is a good default value. It accepts the standard wave functions sin, triangle, square, sawtooth or inversesawtooth.

- -
deformVertexes normal div func base amplitude freq
-This deformation affects the normals of a vertex without actually moving it, which will effect later shader options like lighting and especially environment mapping. If the shader stages don't use normals in any of their calculations, there will be no visible effect. The div parameter is used to control the wave "spread" - a value equal to the q3map_tessSize of the surface is a good default value. Good values for amplitude ranges from 0.1 to 0.5 while values of 1.0 to 4.0 are good for frequency.

- -Design Notes:
-Putting values of 0.1 to 0.5 in Amplitude and 1.0 to 4.0 in the Frequency can produce some satisfying results. Some things that have been done with it: A small fluttering bat, falling leaves, rain, flags.

- -
deformVertexes bulge bulgeS bulgeT bulgeSpeed
-This forces a bulge to move along the given s and t directions. Designed for use on curved pipes. The bulgeS and bulgeT parameters is the amount of bulge displacement measured in game units. bulgeSpeed is the number of seconds it takes for the bulge to complete a single cycle.

- -
deformVertexes move x y z func base amplitude phase freq
-The move parameter is used to make a brush, curve patch or model appear to move together as a unit. The x y z values are the distance and direction in game units the object appears to move relative to it's point of origin in the map. -The func base amplitude phase freq values are the same as found in other waveform manipulations.

- -The product of the function modifies the values x, y, and z. Therefore, if you have an amplitude of 5 and an x value of 2, the object will travel 10 units from its point of origin along the x axis. This results in a total of 20 units of motion along the x axis, since the amplitude is the variation both above and below the base.

- -It must be noted that an object made with this shader does not actually change position, it only appears to.

- -Design Notes:
-If an object is made up of surfaces with different shaders, all must have matching deformVertexes move values or the object will appear to tear itself apart.

- -
deformVertexes autosprite
-This function can be used to make any given triangle quad (pair of triangles that form a square rectangle) automatically behave like a sprite without having to make it a separate entity. This means that the "sprite" on which the texture is placed will rotate to always appear at right angles to the player's view as a sprite would. Any four-sided brush side, flat patch, or pair of triangles in a model can have the autosprite effect on it. The brush face containing a texture with this shader keyword must be square.

- -
deformVertexes autosprite2
-Is a slightly modified "sprite" that only rotates around the middle of its longest axis. This allows you to make a pillar of fire that you can walk around, or an energy beam stretched across the room.

- - - -
-
fogParms ( r g b ) opacity

- - - -Note: You must also specify "surfaceparm fog" to cause Q3Map2 to identify the surfaces inside the volume. Fogparms only describes how to render the fog on the surfaces.

- -r g b : These are normalized values. A good computer art program should give you the RGB values for a color. To obtain the values that define fog color for Quake III Arena, divide the desired color's red, green and blue values by 255 to obtain three normalized numbers within the 0.0 to 1.0 range.

-opacity : This is the distance, in game units, until the fog becomes totally opaque, as measured from the point of view of the observer. By making the height of the fog brush shorter than the distance to opaque, the apparent density of the fog can be reduced (because it never reaches the depth at which full opacity occurs). - -
    -
  • The fog volume can only have one surface visible (from outside the fog).
  • -
  • Fog must be made of one brush. It cannot be made of adjacent brushes.
  • -
  • Fog brushes must be axial. This means that only square or rectangular brushes may contain fog, and those must have their edges drawn along the axes of the map grid (all 90 degree angles).
  • -
- -Design Notes:
-
    -
  • If a water texture contains a fog parameter, it must be treated as if it were a fog texture when in use.
  • -
  • If a room is to be filled completely with a fog volume,it can only be entered through one surface (and still have the fog function correctly).
  • -
  • Additional shader passes may be placed on a fog brush, as with other brushes.
  • -
- - - -
-
noPicMip

- - - -This causes the texture to ignore user-set values for the r_picmip cvar command. The image will always be high resolution. Example: Used to keep images and text in the heads up display from blurring when user optimizes the game graphics.

- - - -
-
noMipMaps

- - - -This implies noPicMip, but also prevents the generation of any lower resolution mipmaps for use by the 3D card. This will cause the texture to alias when it gets smaller, but there are some cases where you would rather have this than a blurry image. Sometimes thin slivers of triangles force things to very low mipmap levels, which leave a few constant pixels on otherwise scrolling special effects.

- - - -
-
polygonOffset

- - - -Surfaces rendered with the polygonOffset keyword are rendered slightly off the polygon's surface. This is typically used for wall markings and "decals." The distance between the offset and the polygon is fixed. It is not a variable in Quake III Arena.

- -Design Notes:
-
    -
  • Use this for wall or floor markings, particularily for direction arrows for team games. Texture the brush with the decal shader on one face and the other faces with a nodraw shader. Then place the brush flush with the surface of the wall or floor.
  • -
  • When using a _decal entity for texture projection, polygonOffset must be used to prevent Z-fighting. If you experience problems with depth sorting, try using sort 6.
  • -
- - - - -
-
portal

- - - -Specifies that this texture is the surface for a portal or mirror. In the game map, a portal entity must be placed directly in front of the texture (within 64 game units). All this does is set "sort portal", so it isn't needed if you specify that explicitly.

- - - -
-
sort value

- - - -Use this keyword to fine-tune the depth sorting of shaders as they are compared against other shaders in the game world. The basic concept is that if there is a question or a problem with shaders drawing in the wrong order against each other, this allows the designer to create a hierarchy of which shader draws in what order.

- -The default behavior is to put all blended shaders in sort "additive" and all other shaders in sort "opaque", so you only need to specify this when you are trying to work around a sorting problem with multiple transparent surfaces in a scene.

- -The value here can be either a numerical value or one of the keywords in the following list (listed in order of ascending priority): - -
    - portal (1): This surface is a portal, it draws over every other shader seen inside the portal, but before anything in the main view.
    - Sky (2): Typically, the sky is the farthest surface in the game world. Drawing this after other opaque surfaces can be an optimization on some cards. This currently has the wrong value for this purpose, so it doesn't do much of anything.
    - Opaque (3): This surface is opaque (rarely needed since this is the default with no blendfunc)
    - Banner (6): Transparent, but very close to walls.
    - Underwater (8): Draw behind normal transparent surfaces.
    - Additive (9): Normal transparent surface (default for shaders with blendfunc's)
    - Nearest (16): This shader should always sort closest to the viewer, e.g. muzzle flashes and blend blobs.

    -
- - - -


-Previous | Contents | Next -


- - - -
-
- - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/ch3.htm.svn-base b/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/ch3.htm.svn-base deleted file mode 100644 index 4208e89..0000000 --- a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/ch3.htm.svn-base +++ /dev/null @@ -1,799 +0,0 @@ - - -Q3Map2 Shader Manual: Q3Map2 Specific Shader Keywords - - - - - - - - - - -
- - - -

-3 - Q3Map2 Specific Shader Keywords
-
-Q3Map2 Shader Manual


- - -These keywords change the physical nature of the textures and the brushes that are marked with them. Changing any of these values will require the map to be re-compiled. These are global and affect the entire shader.

- - - -
-
q3map_alphaGen func ---

- - -blah

- - - -
-
q3map_alphaMod func ---

- - - -This is used for special blending effects on shaders by altering the amount of blending falloff depending on specific surface properties such as the surfaces normal axis or the vertexes contained within its volume. alphaMod operations are applied to an object's vertexes so the rgbGen vertex directive is required for each affected stage.

- -
q3map_alphaMod dotproduct ( X Y Z)
-It is used to blend textures using alphaFunc or blendFunc in the shader's second pass, with the falloff depending on the surface's normal axis. This is achieved by doing a vector dot product of the specified normalized vector value ( X Y Z ) and the vertex normal which yields the amount of blending. The dot product operation multiplies each element of one vector against the corresponding elements of a second vector, then adds them. Examples:

- - -( 0 0 1 ) dp ( 0 0 1 ) = 0 * 0 + 0 * 0 + 1 * 1 = 1
-( 0 0 1 ) dp ( 0 0 0.5 ) = 0 * 0 + 0 * 0 + 1 * 0.5 = 0.5
-( 0.5 0.5 1 ) dp ( 0 0.5 0.5 ) = 0.5 * 0 + 0.5 * 0.5 + 1 * 0.5 = 0.75

-
- -
q3map_alphaMod dotproduct2 ( X Y Z )
-This works in a similar way to dotproduct except it exaggerates the differences in vertex normals by squaring the final dot product value. With the same values as the above example, dotproduct2 would give the following:

- - -[ ( 0 0 1 ) dp ( 0 0 1 ) ]2 = ( 0 * 0 + 0 * 0 + 1 * 1 )2 = 1
-[ ( 0 0 1 ) dp ( 0 0 0.5 ) ]2 = ( 0 * 0 + 0 * 0 + 1 * 0.5 )2 = 0.25
-[ ( 0.5 0.5 1 ) dp ( 0 0.5 0.5 ) ]2 = ( 0.5 * 0 + 0.5 * 0.5 + 1 * 0.5 )2 = 0.5625 -



- - - -
Script: q3map_dotproduct on terrain
-textures/shaderlab_vector_1/rock_1_z_lodterrain -{ - //Used for radiosity lighting - q3map_lightImage textures/shaderlab_vector_1/rock_1.tga - - q3map_nonplanar - q3map_shadeAngle 179 - q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 ) - q3map_tcMod rotate 33 - q3map_lightmapAxis z - - // this means dot product squared, for faster falloff between vertical and horizontal planes - q3map_alphaMod dotproduct2 ( 0 0 0.95 ) - - surfaceparm nonsolid - surfaceparm pointlight - - { - map textures/shaderlab_vector_1/rock_1.tga - rgbGen vertex - } - { - map textures/slterra/sand_1.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen vertex - } -} -
-
- -Design Notes:
-Typical examples of use include snow covering the top faces of objects, or terrain with grass growing on horizontal planes blending into rocky cliffs on near vertical surfaces. It is an excellent way of automatically creating realistic alpha-blended terrain without the complicated steps in setting up an alpha map.

- - -
q3map_alphaMod scale N.N
-Used in conjunction with q3map_alphaMod volume. Scales the vertex alpha by N.N.

- -
q3map_alphaMod set N.N
-Used in conjunction with q3map_alphaMod volume. Sets the vertex alpha (regardless of any previous alpha values) to N.N * 255.

- -
q3map_alphaMod volume
-This was created as a way to explicitly set the amount of vertex alpha-blending by altering the alpha values of vertexes contained within a brush volume marked with this shader directive. Applies all other q3map_alphaMod directives to each vertex inside a brush textured with this shader, allowing large faded scrolling fire shaders, waterfalls, marquees, explicit dotProduct terrain blending control, etc.

- -Design Notes:
-This is usually used in special alphaMod volume "common" shaders for use within the editor only. A brush textured with the alphaMod volume shader is used to overlap the vertexes of another brush using an alpha-blended shader, altering the vertex alpha values. Worldspawn alphaMod volume brushes will affect all surfaces. You can func_group an alphaMod volume brush to affect only that entity.

- - - -
-
q3map_backShader shadername

- - - -This allows a brush to use a different shader when you are inside it looking out. By way of example, this would allow a water brush (or other) surfaces to have a different sort order or appearance when seen from the inside. q3map_backShader only works on brush faces. For this reason, it is deprecated in favor of using q3map_cloneShader where the target shader contains q3map_invert.

- - - - - -
-
q3map_backSplash percentage distance

- - - -A surface light is lit by itself, often causing areas of higher light intensity than other areas. q3map_backSplash moves the light source away from the surface of the shader, allowing it to create smoother lighting over the face. By default, all shaders are assigned backsplash values, 0.05 for the percentage, 23 units for the distance.

- -
    -percentage : Specifies the intensity percentage of the light generated by q3map_surfacelight to be redirected back at the surface. Use a value of 0 or a negative value to disable back splash lights.
    -distance : Distance of the back splash lights from the surface. -
- - - -
-
q3map_baseShader shadername

- - - -Allows shaders to be subclassed (Q3Map2 relevant portions only, such as surfaceparms, lighting, texture projection, etc). Subclassed shaders can reference the base shader by referring to the base shader's name. In order for q3map_baseShader to work correctly, the base shader must be specified before any shaders that subclass it. Some EasyGen terrain templates incorrectly specified the base shader after the terrain shaders that depended on it, resulting in some interesting errors.

- -This is fundamentally the reverse of q3map_remapShader. Use q3map_baseShader when a single group of q3map_* directives is required for multiple base shaders. Use q3map_remapShader when similar shaders are used that require different groups of q3map_* directives.

- - - -
-
q3map_bounce N.N

- - - -Deprecated! Use q3map_bounceScale instead.

- - - -
-
q3map_bounceScale N.N

- - - -Use a number between 0 and 1.0 (or higher), to scale the amount of light reflected in radiosity passes. You can oversaturate it by using a number higher than 1.0, but this can lead to excessive compile times. Using 90 would probably make things positively glacial. 1.0 is a default, fudged number that looked OK with the maps that were tested. Tweaking it to 1.5 or 2.0 won't hurt anything, per se, but it does give you finer control over how each shader re-emits light. The poorly worded q3map_bounce has been renamed to q3map_bounceScale. While its use has been deprecated, q3map_bounce still works.

- - - -
-
q3map_clipModel

- - - -Automatically clips misc_model entities for player and weapon collision. This should only be used on large models such as terrain (not small decorative models - manually clip those). The shader's surfaceparms are inherited by the magic clip brush, so if you have surfaceparm nonsolid in your model's shader that uses q3map_clipModel, then the brush will also be non-solid. This can also be set on a per model basis with spawnflags 2.

- - - -
-
q3map_cloneShader shadername

- - - -A shader with this keyword will inherit the target shader's properties and appearance. Be careful, this can lead to an infinite loop if a cloning shader references another cloning shader or itself.

- - - -
-
q3map_colorGen

- - -blah

- - - -
-
q3map_colorMod

- - -blah

- - - -
-
q3map_extraShader

- - - -Does not exist!

- - - -
-
q3map_fadeAlpha N

- - - -Does not exist!

- - - -
-
q3map_fogDir angle

- - - -Specifies the direction a fog shader fades from transparent to opaque.

- - - -
-
q3map_forceMeta

- - - -Forces model (MD3, ASE, etc.) surfaces to be broken down into their component triangles like brush faces and passed through the meta code on a per shader basis. This is required for lightmapped models. Setting spawnflags 4 on a misc_model will set q3map_forceMeta on all its surfaces.

- - - - - -
-
q3map_forceSunlight

- - - -Obsolete!
-By default, no sunlight is cast on vertex-lit .md3 models or vertex-lit terrain. Using this option, sunlight (overbright bits created by the q3map_sun option) will be cast on these surfaces. q3map_forceSunlight is now obsolete since suns are now first class light sources.

- - - -
-
q3map_fur layers offset fade

- - - -This is used for generating fur over a surface. This is typically used in conjunction with q3map_cloneShader in the surface (parent) shader and references the fur shader as the clone. A possible application of this is to create grass on alphablended terrain. Keep in mind that the use of a fur shader may cause a large hit to performance but when used sparingly, it can produce some interesting effects. (See Appendix D: Fur)
- -
    -layers : This specifies the number of desired replicated fur layers generated.

    -offset : The distance (in game units) between subsequent layers.

    -fade : A normalized value indicating the fade falloff between subsequent layers.

    -
- - - -
-
q3map_globalTexture

- - - -Use this shader in the global keyword commands whenever the tcMod scale function is used in one of the later render stages. Many problems with getting shader effects to work across multiple adjacent brushes are a result of the way Q3Map2 optimizes texture precision. This option resolves that, but at the expense of some precision of the textures when they are far away from the origin of the map.

- - - -
-
q3map_indexed

- - - -This is used for explicit terrain-style indexed mapping. It instructs Q3Map2 to look at the func_group terrain entity's _indexmap key for an image to pull index values from, and then to construct a shader name with the root based on the _shader key's value.

- - - -
-
q3map_invert

- - - -Inverts a surface normal. Works on brush faces, models and patches. Used in celshading to achieve the inverted backfacing hull.

- - - -
-
q3map_lightImage texturename

- - - -By default, surface lights use the average color of the source image to generate the color of the light. q3map_lightImage specifies an alternate image to be used for light color emission, radiosity color emission, light filtering and alpha shadows. You can even use a light image with a different alpha channel for blurrier alpha shadows. The light color is averaged from the referenced texture. The texture must be the same size as the base image map. q3map_lightImage should appear before qer_editorImage.

- -The reason q3map_lightImage is specified for the light in the example below, is because the blend map is predominantly yellow, but the base image is not. The designer wanted the color of the light to be sampled from the blend map instead of the base image.

- - - -
Script: Taking light from another source image
-textures/eerie/ironcrosslt2_10000 -{ - q3map_lightImage textures/gothic_light/ironcrosslt2.blend.tga - // this TGA is the source for the color of the blended light - - qer_editorImage textures/gothic_light/ironcrosslt2.tga - //editor TGA (used because the shader is used with several different light values) - - q3map_surfacelight 10000 - //emitted light value of 10,000 - - { - map $lightmap - //source texture is affected by the lightmap - rgbGen identity - // this command handles the overbright bits created by "sunlight" in the game - } - { - map textures/gothic_light/ironcrosslt2.tga - blendFunc filter - rgbGen identity - } - { - maptextures/gothic_light/ironcrosslt2.blend.tga - blendFunc add - } -} -
- - - - -
-
q3map_lightmapAxis axis

- - - -Takes a single argument: either x, y or z. The keyword q3map_terrain has an implicit (read default) q3map_lightmapAxis defined as z. This keyword is not recommended for things like caves or arches which have undersides.

- - - -
-
q3map_lightmapBrightness N.N

- - - -Lightmap brightness scaling. A value of 2.0 will be twice as bright (linearly) and a value of 0.5 will be half as bright.

- - - -
-
q3map_lightmapFilterRadius self other

- - - -This is usually used on light emitting shaders to approximate finer subdivided lighting. It adds a gaussian blur effect to the lightmaps of either the shader itself, or the surfaces affected by the shader, or both. The values for self and other are measured in world units of filtering (blurring) of lightmap data cast by any light sources. The self parameter can be set for surfacelights for finer subdivided lighting, but should be set to 0 for sky shaders since they don't have lightmaps. The other parameter should be set just high enough to eliminate the "stadium shadow" effect sometimes produced by q3map_skylight or to smooth out the lighting on surfacelights. If using a value higher than 4 for the iterations parameter on q3map_skylight, you don't need q3map_lightmapFilterRadius as much, but at the expense of higher compile times. q3map_lightmapFilterRadius should be placed before any light related shader directives that you want it to affect. (see Appendix I: Light Emitting Shaders)

- - - -
-
q3map_lightmapGamma N.N

- - - -Deprecated! Use q3map_lightmapBrightness instead.

- - - -
-
q3map_lightmapMergable

- - - -Allows terrain to be mapped onto a single lightmap page for seamless terrain shadows. It will specify that the shaders using it can merge nonplanars together onto a single lightmap, so you can have a single 512x512 lightmap across a terrain entity.

- - - -
-
q3map_lightmapSampleOffset distance

- - - -Takes a single parameter, defaulting to 1.0, which specifies how many units off a surface should Q3Map2 sample lighting from. Use larger values (2.0-8.0) if you're getting ugly splotches on lightmapped terrain.

- - - -
-
q3map_lightmapSampleSize N

- - - -Surfaces using a shader with this option will have the pixel size of the lightmaps set to (NxN). This option can be used to produce high-resolution shadows on certain surfaces. In addition, it can be used to reduce the size of lightmap data, where high-resolution shadows are not required. The default Quake III lightmap sample size is 16.

- - - -
-
q3map_lightmapSize width height

- - - -Specifies the size of the lightmap texture that surface lightmaps get packed on to. Used mainly in Enemy Territory for terrain lightmaps (512x512) in concert with the Q3Map2 switch -lightmapsize.

- - - -
-
q3map_lightRGB red green blue

- - - -This forces a specified color of light to be emitted from a surface or sky light, rather than sampling colors from a lightimage, editor image or the texture map. Three normalized color values of light are required for the red green blue parameters. This does not affect bounced light in radiosity or lightfilter.

- - - -
-
q3map_lightStyle N

- - - -Used to set light styles on surface lights for lightmap flickering/waveform effects. N takes the form of a number between 1 and 31, that references the corresponding style number set in the worldspawn entity. Equivalent to setting "style" "N" on a light entity (see Appendix G: Lightstyles).

- - - -
-
q3map_lightSubdivide N

- - - -Used on surface lights (see q3map_surfacelight). Chops up the surface into smaller polygons for more uniform lighting. It defaults to 120 game units, but can be made larger or smaller as needed (for light surfaces at the bottom of cracks, for example). This can be a dominant factor in processing time for Q3Map2 lighting. Can have an increasingly "darker" effect when used with -fast. Compensate by raising the surface light value. For sky shaders, use q3map_skylight instead (see Appendix I: Light Emitting Shaders).

- - - -
-
q3map_noClip

- - - -You might have noticed that terrain has been made to not clip or t-junction anymore. It was causing too many issues, so a new parameter was added: q3map_noClip. Normally, Q3Map2 clips all faces to the BSP, and then takes the minimum polygon that encompasses all visible fragments. q3map_noClip forces Q3Map2 to uses the original brush faces (This is implicit for autosprite(2) surfaces). Therefore, if you map tidy, you could theoretically use q3map_noClip on all your shaders. q3map_noClip and q3map_noTJunc, when used in combination, will preserve mesh geometry exactly as you make it.

- - - -
-
q3map_noFast

- - - -When used on surfaces that emit light, this will disable -fast optimizations. This is useful for large areas of dim sky, where you want the dim light to reach all surfaces. This shader keyword prevents fast from affecting dim sky surfaces. It is necessary, if you can't do a workaround with brighter skies or by using a larger q3map_lightSubdivide value.

- - - -
-
q3map_noFog

- - - -Volumes marked with a shader containing this keyword will not be affected by fog.

- - - -
-
q3map_nonPlanar

- - -Instructs Q3Map2 to merge any adjacent triangles that don't lie in the same plane into a non-planar triangle soup. This allows shadows to be cast correctly across non-planar edges. It is typically used on lightmapped terrain shaders.

- - - -
-
q3map_normalImage texturename

- - - -Allow the use of a normal (height) map to simulate textured bumpmapping. This isn't real bumpmapping per se, but generates a static lightmap image that reflects the normal map and light source.

- - - -
-
q3map_noTJunc

- - - -Read as "no T-Junc". With this option, surfaces modified by a shader are not used for T-junction fixing. q3map_noClip and q3map_noTJunc, used in combination will preserve mesh geometry exactly as you make it.

- - - -
-
q3map_noVertexLight

- - -blah

- - - -
-
q3map_noVertexShadows

- - - -Obsolete!
-Vertex lighting code was rewritten a couple of times, rendering this keyword irrelevant. Shaders that are used on misc_models or terrain were to use q3map_noVertexShadows to disable shadows being cast on the vertex lit surfaces. Casting shadows at small, misc_model objects often makes sense. However, having shadows on large, vertex lit terrain surfaces often looks bad. Shadows are not cast on forced_vertes_lit surfaces by default (shaders with pointlight).

- - - -
-
q3map_offset N.N

- - - -Offsets a surface along the vertex normals N.N units. Used in celshading.

- - - -
-
q3map_patchShadows

- - - -Obsolete!
-When this option is used in conjunction with the original lighting algorithm (-light), surfaces with textures modified with this option will show shadows that are cast by curve patches. Curve patches do not cast shadows by default.

- - - -
-
q3map_remapShader shadername

- - -Allows shaders to be subclassed. Subclassed shaders can reference the remap shader by referencing the remap shader's name. In order for this to work, the remap shader must be specified before any shaders that references it. Subclassed shaders must contain Q3Map2 and editor relevant portions only (q3map_*, surfaceparm and qer_* directives).

- -This is fundamentally the reverse of q3map_baseShader. Use q3map_baseShader when a single group of q3map_* directives is required for multiple base shaders. Use q3map_remapShader when similar shaders are used that require different groups of q3map_* directives.

- -Design Notes:
-Since the subclassed shaders that are applied to geometry does not contain any texture stages, qer_editorImage is usually required in conjunction with q3map_remapShader.

- - - -
-
q3map_replicate

- - - -Does not exist!

- - - -
-
q3map_rgbGen

- - -blah

- - - -
-
q3map_rgbMod

- - -blah

- - - -
-
q3map_shadeAngle angle

- - -Specifies the breaking angle for phong shading. This allows for smooth shadows between brush faces like patches. The angle parameter is the angle between adjacent faces at which smoothing will start to occur. Typical values are usually in the 120-179 range.

- - - -
-
q3map_skylight amount iterations

- - - -This replaces q3map_surfacelight and q3map_lightSubdivide on sky surfaces for much faster and more uniform sky illumination. Amount is a brightness value, similar to what you would use in q3map_sun. Good values are between 50 and 200. Iterations is an exponential factor. 3 is the best value that balances speed and quality. Values of 4 and 5 are higher quality at the expense of higher compile time. Values below 3 are not too useful

- - - -
-
q3map_splotchFix

- - - -This is used on lightmapped model shaders if splotched lighting artifacts appear. Any shadows at the ambient/dark level will be flooded from neighbouring luxels. This gets rid of shadow acne, but a surface must be more or less uniformly lit or this looks ugly. Try using q3map_lightmapSampleOffset first before using this as a last resort.

- - - -
-
q3map_styleMarker

- - - -For use on shaders that accompany style lights. For any shaders that may be hit by a styled light, add q3map_styleMarker after the lightmap stage and before the texture stages so Q3Map2 can properly create the fake lightmap stages (see Appendix G: Lightstyles).

- - - -
-
q3map_styleMarker2

- - - -Similar to q3map_styleMarker except it is used on masked textures where a depthFunc equal is required.

- - - -
-
q3map_sun red green blue intensity degrees elevation

- - - -This keyword in a sky shader will create the illusion of light cast into a map by a single, infinitely distance parallel light source (sun, moon, hellish fire, etc.). This is only processed during the lighting phase of Q3Map2. While still perfectly usable, q3map_sun is now deprecated in favour for q3map_sunExt (see below).

- -
    -red green blue : Color is described by three normalized RGB values. Color will be normalized to a 0.0 to 1.0 range, so it doesn't matter what range you use.

    -intensity : The brightness of the generated light. A value of 100 is a fairly bright sun. The intensity of the light falls off with angle but not distance.

    -degrees : The angle relative to the directions of the map file. A setting of 0 degrees equals east. 90 is north, 180 is west and 270 is south. In the original version of Q3Map, non-axial values had a tendency to produce jagged shadows. With Q3Map2, this problem is avoided with new options like lightmap filtering, raytracing and penumbra effects.

    -elevation : The distance, measured in degrees from the horizon (z value of zero in the map file). An elevation of 0 is sunrise/sunset. An elevation of 90 is noon.

    -
- -Design Notes:
-Sky shaders should probably still have a q3map_surfacelight or preferred q3map_skylight value. The "sun" gives a strong directional light, but doesn't necessarily give the fill light needed to soften and illuminate shadows. Skies with clouds should probably have a weaker q3map_sun value and a higher q3map_surfacelight or q3map_skylight value. Heavy clouds diffuse light and weaken shadows. The opposite is true of a cloudless or nearly cloudless sky. In such cases, the "sun" or "moon" will cast stronger shadows that have a greater degree of contrast. This is also why q3map_sunExt is preferred. It gives the designer greater control over shadow contrast with a penumbra effect.

- -Design Trick:
-Not certain what color formula you want to use for the sun's light? Try this. Create a light entity. Use the Radiant editor's color selection tools to pick a color. The light's _color key's value will be the normalized RGB formula. Copy it from the value line in the editor (CTRL+c) and paste it into your shader.

- - - -
-
q3map_sunExt red green blue intensity degrees elevation deviance samples

- - - -Works like q3map_sun with the addition of two new parameters to create "light jittering" for penumbra (half-shadow) effects. This gives you much more realistic shadows from the sun, especially when trying to simulate a cloudy day or a wide sun. The penumbra effect can also be applied to entity lights (point, spot or sun) with the _deviance N (distance in world units for point/spot lights and degrees for suns) and _samples N (number of samples) key/value pairs.

- -
    -deviance : The number of degrees for the half-shadow. General values up to 2 or 3 are acceptable. The real sun has a solid angle of about half a degree.

    -samples : The number of random jitters distributed over the solid arc (~16).

    -
- - - -
-
q3map_sunlight

- - - -Does not exist!

- - - -
-
q3map_surfacelight value

- - - -The texture gives off light equal to the value set for it. The relative surface area of the texture in the world affects the actual amount of light that appears to be radiated. To give off what appears to be the same amount of light, a smaller texture must be significantly brighter than a larger texture. Unless the q3map_lightImage keyword is used to select a different source for the texture's light color information, the color of the light will be the averaged color of the texture. For sky shaders, use q3map_skylight instead for faster and more uniform sky illumination.

- - - -
-
q3map_surfaceModel modelpath density odds minscale maxscale minangle maxangle oriented

- - - -A surface with q3map_surfaceModel in its shader will randomly place a specified model across it's face. This is designed to place grass or tree models over terrain. - -
    -modelpath : The path to the model file (any supported format).

    -density : The density of the models, in game units.

    -odds : The odds of the model appearing (normalized?).

    -minscale : The minimum scale of the model from its original size of 1.0.

    -maxscale : The maximum scale of the model from its original size of 1.0.

    -minangle : The model's minimum angle of rotation.

    -maxangle : The model's maximum angle of rotation.

    -oriented : This is a flag, either 0 or 1, and sets whether the model gets fitted to the orientation of the surface.

    -
- - - -
-
q3map_tcGen func ---

- - - -This currently supports two functions, vector and ivector. Both functions are used for texture projection and do the exact same thing. The only difference is in the math, ivector was designed to be more intuitive.

- -
q3map_tcGen vector sVector tVector
-Projects a texture Ns units by Nt units along a chosen axis. q3map_tcGen vector ( 1/256 0 0 ) ( 0 1/256 0 ) will project a texture every 256 units in x, and every 256 units in y, along the z-axis.

- -
q3map_tcGen ivector 1.0/sVector 1.0/tVector
-Projects a texture Ns units by Nt units along a chosen axis. q3map_tcGen ivector ( 256 0 0 ) ( 0 256 0 ) will project a texture every 256 units in x, and every 256 units in y, along the z-axis. Ivector means inverse vector, and this means you won't have to do the divide with a calculator. Inverse = 1.0/n, unless the value is 0, then the matrix value is set to 0. A bit of dodgy math, but it works.

- - - -
-
q3map_tcMod func ---

- - - -This works in a similar manner to the stage specific tcMod keyword (see Chapter 6 tcMod), except in the compiler, so that modified texture coordinates are "baked" into the surface. This lets you set up less obvious texture tiling on natural and organic surfaces (especially terrain).

- -
q3map_tcMod rotate degrees
-Rotates the texture (around origin, not center) a specified number of degrees.

- -
q3map_tcMod scale s-scale t-scale
-Scales S (x) and T (y) texture co-ordinates. scale 2 2 would halve the size of the texture (doubling the texture co-ordinates).

- -
q3map_tcMod translate or move or shift s-offset t-offset
-Shifts texture co-ordinates by S, T amount. translate 0.5 0 would shift it one-half in S, and none in T.

- - - -
-
q3map_terrain

- - - -Alphamap terrain shaders (typically textures/common/terrain and terrain2) must have the q3map_terrain keyword. Terrain is handled completely differently from previous versions. Q3Map2 no longer looks for the word terrain in the shader name to determine whether or not it is an indexed shader. It looks for q3map_indexed, or q3map_terrain, which then sets off a bunch of stuff shoehorned into it, like: the lightmap axis, texture projection, etc.

- -By default, q3map_terrain sets the following: -
    - q3map_tcGen ivector ( 32 0 0 ) ( 0 32 0 )
    - q3map_lightmapAxis z
    - q3map_nonplanar
    - q3map_shadeAngle 180 (maybe 175?)
    - q3map_indexed -
- - - -
-
q3map_tessSize amount

- - - -This controls the tessellation size (how finely a surface is chopped up in to triangles), in game units, of the surface. This is only applicable to solid brushes, not curves, and is generally only used on surfaces that are flagged with the deformVertexes keyword. Abuse of this can create a huge number of triangles. This happens during Q3Map2 processing, so maps must be reprocessed for changes to take effect. The poorly named tessSize keyword still works but has been deprecated in favour of q3map_tessSize for the sake of consistency.

- -Design Notes:
-It can also be used on tessellating surfaces to make sure that tessellations are large and thus, less costly in terms of triangles created.

- - - -
-
q3map_textureSize X Y

- - - -Deprecated. Useful when you don't specify an editor or light image for a shader. Recent builds of Q3Map2 will find some referenced image in a shader and use that as a fallback. Historically, this was used for surface splitting for RTCW for PS2, to accommodate the hardware's limited texture range precision.

- - - -
-
q3map_traceLight

- - - -Obsolete!
-Surfaces using a shader with this option will always be lit with the original light algorithm. Patches will not cast shadows on this surface, unless the shader option q3map_patchShadows is also used.

- - - -
-
q3map_vertexScale scale

- - - -The light value, at the vertices of a surface using a shader with this option, is multiplied by the scale value. This is a way to lighten, or darken, a vertex_lit surface, in comparison to other lightmap_lit surfaces around it.

- - - -
-
q3map_vertexShadows

- - - -Obsolete! (See q3map_noVertexShadows)
-By default, no shadows are cast on vertex_lit_surfaces (see surfaceparm pointlight). In addition, when running Quake III Arena in vertex light, no shadows are cast upon any surface at all, since shadows are part of the lightmap. When using this shader keyword, shadows will be cast on surfaces that are vertex lit. However, sharp shadow edges won't be seen on the surfaces, since light values are only calculated at the vertices.

- - - -
-
q3map_vlight

- - - -Obsolete!

- - - -


-Previous | Contents | Next -


- - - -
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- - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/ch4.htm.svn-base b/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/ch4.htm.svn-base deleted file mode 100644 index 77c0929..0000000 --- a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/ch4.htm.svn-base +++ /dev/null @@ -1,387 +0,0 @@ - - -Q3Map2 Shader Manual: Q3Map2 Specific Surface Parameter Shader Keywords - - - - - - - - - - -
- - - -

-4 - Q3Map2 Specific Surface Parameter Shader Keywords
-
-Q3Map2 Shader Manual


- - - -All surfaceparm keywords are preceded by the word surfaceparm as follows: surfaceparm fog or surfaceparm noimpact.

- -These keywords change the physical nature of the textures and the brushes that are marked with them. Changing any of these values will require the map to be re-compiled. These are global and affect the entire shader.

- -It should be noted that some of these surface parameters will change both the surface as well as the content of an object (surfaceparm water, for example). Shaders containing content altering surface parameters should usually be used on all sides of the object.

- -Many of these keywords are only used in "common" shaders (baseq3/scripts/common.shader), which are editor specific shaders used by the level designer. Such keywords are usually not used for the design of custom assets.

- -Originally, surfaceparm's were part of the previous chapter since they are actually Q3Map2 specific keywords. I've moved them into their own chapter for the sake of being easier to reference, since both this and the previous chapter were getting too long.

- - - -
-
surfaceparm alphashadow

- - - -This keyword applied to a texture on a brush, patch or model will cause the lighting phase of the Q3Map2 process to use the texture's alpha channel as a mask for casting static shadows in the game world.

- -Design Notes:
-Alphashadow does not work well with fine line detail on a texture. Fine lines may not cast acceptable shadows. It appears to work best with well-defined silhouettes and wider lines within the texture. Most of our tattered banners use this to cast tattered shadows. With Q3Map2, it is possible to increase the resolution of the lightmap receiving the shadows with a slight the cost of memory. This can be achieved with the q3map_lightmapSampleSize keyword on the shadow receiving shader or by creating a func_group of the shadow receiving brushes and adding the _lightmapScale key with a floating-point value for the scale of the lightmap.

- - - -
-
surfaceparm antiportal

- - - -Works like hint brushes in that it creates BSP nodes, but unlike hint, it blocks vis by not creating a portal at the split. This is designed to be used with large terrain maps to block visibility without having to resort to tricks like sky or caulk brushes penetrating the terrain and throwing ugly shadows.

-http://shaderlab.com/mpcenter/q3map/antiportal.jpg

-Players in part A of the map will not be able to see into part B and vice-versa. You can walk through the antiportal just fine. Note that this also blocks light. There are two caveats: They are opaque to light, and if aligned to another BSP cut (such as blocksize or the origin) they will not function correctly. Don't align it with anything else (like blocksize or another brush face) and it'll block vis. This keyword is found in "common/antiportal" so you shouldn't need to specify this. "common/antiportal" was added by ydnar, so if you're missing this shader, it is included with the latest version of Q3Map2.

- - - -
-
surfaceparm areaportal

- - - -A brush marked with this keyword functions as an areaportal, a break in the BSP tree. It is typically placed on a very thin brush placed inside a door entity (but is not a part of that entity). The intent is to block the game from processing surface triangles located behind it when the door is closed. It is also used by the BSPC (bot area file creation compiler) in the same manner as a clusterportal. The brush must touch all the structural brushes surrounding the areaportal. This keyword is found in "common/areaportal" so you shouldn't need to specify this.

- - - -
-
surfaceparm botclip

- - - -Blocks bot movement only. Other game world entities and human players can pass through a brush marked botclip. The intended use for this is to block the bot but not other players or projectiles. This keyword is found in "common/botclip" so you shouldn't need to specify this.

- -Design Notes:
-Careful use of botclip in a map can greatly reduce the complexity of the .aas bot navigation file, resulting in "smarter", more efficient bots.

- - - -
-
surfaceparm clusterportal

- - - -A brush marked with this keyword function creates a subdivision of the area file (.aas) used by the bots for navigation. It is typically placed in locations that are natural breaks in a map, such as entrances to halls, doors, tunnels, etc. The intent is keep the bot from having to process the entire map at once. As with the the areaportal parameter, the affected brush must touch all the structural brushes surrounding the clusterportal. This keyword is found in "common/clusterportal" so you shouldn't need to specify this.

- - - -
-
surfaceparm detail

- - - -This surface attribute causes a brush to be ignored by the Q3Map2 process for generating possible break-points in the BSP tree. Generally speaking, detail brushes are usually set in the editor, so you shouldn't need to specify this.

- - - -
-
surfaceparm donotenter

- - - -Read as "do not enter". Like clusterportal, this is a bot-only property. A brush marked with donotenter will not affect non-bot players, but bots will not enter it. It should be used only when bots appear to have difficulty navigating around some map features. This does not physically stop the bot from entering a region (as with botclip). Bots will not enter the area on their own but may, for example, be blasted into the region with a rocket launcher. This keyword is found in "common/donotenter" so you shouldn't need to specify this.

- -Design Notes: -donotenter can be (sparingly) used in space maps around the void or around lava/slime in certain places where bots have an overwhelming tendancy to commit suicide (lemming style).

- - - -
-
surfaceparm dust

- - - -If a player lands on a surface that uses a shader with this parameter, a puff of dust will appear at the player's feet. Note that the worldspawn entity must contain the "enabledust" key with a set value of "1".

- - - -
-
surfaceparm flesh

- - - -This will cue different sounds (in a similar manner to metalsteps) and cause blood to appear instead of bullet impact flashes. Actually, the code for this was never fully implemented by id Software. It remains half-finished so unfortunately it doesn't work.

- - - -
-
surfaceparm fog

- - - -fog defines the brush as being a "fog" brush. This is a Q3Map2 function that chops and identifies all geometry inside the brush. The general shader keyword fogparms must also be specified to tell how to draw the fog.

- - - -
-
surfaceparm hint

- - - -When Q3Map2 calculates the vis data, it tries to place portals in places in the map in an attempt to limit the potential viewable set (PVS). Brushes marked by a hint shader are used to manually place portals to force a break in the PVS. This keyword is found in "common/hint" so you shouldn't need to specify this.

- - - -
-
surfaceparm ladder

- - - -Supposedly used to allow the player to climb vertically. This is not functional in Quake III Arena.

- - - -
-
surfaceparm lava

- - - -Assigns to the texture the game properties set for lava. This affects both the surface and the content of a brush.

- - - -
-
surfaceparm lightfilter

- - - -Causes the Q3Map2 light stage to use the texture's RGB and alpha channels to generate colored alpha shadows in the lightmap. For example, this can be used to create the colored light effect cast by stained glass windows. This can be used with surfaceparm alphashadow.

- - - -
-
surfaceparm lightgrid

- - - -The min/max bounds of brushes with this shader in a map will define the bounds of the map's lightgrid (model lighting). Make it as small as possible around player space to minimize bsp size and compile time. This keyword is found in "common/lightgrid" so you shouldn't need to specify this. "common/lightgrid" was added by ydnar, so if you're missing this shader, it is included with the latest version of Q3Map2.

- - - -
-
surfaceparm metalsteps

- - - -The player sounds as if he is walking on clanging metal steps or gratings. Other than specifying flesh (doesn't work), metalsteps, nosteps, or default (i.e. specify nothing) it is currently not possible for a designer to create or assign a specific sound routine to a texture. Note: If no sound is set for a texture, then the default footsteps sound routines are heard.

- - - -
-
surfaceparm monsterclip

- - - -Blocks monster movement. Not functional in Quake III Arena.

- - - -
-
surfaceparm nodamage

- - - -The player takes no fall damage if he lands onto a texture with this surfaceparm. This keyword is found in "common/cushion" but you may want to specify this on certain shaders (jump pads, for example).

- - - -
-
surfaceparm nodlight

- - - -Read as "No Dee-Light". A texture containing this parameter will not be affected or lit by dynamic lights, such as weapon effects. An example in Quake III Arena would be solid lava.

- - - -
-
surfaceparm nodraw

- - - -A texture marked with nodraw will not visually appear in the game world. Most often used for triggers, clip brushes, origin brushes, shaders with cull none or cull disable and so on. This keyword is found in "common/nodraw" so you shouldn't need to specify this.

- - - -
-
surfaceparm nodrop

- - - -When a player dies inside a volume (brush) marked nodrop, no weapon is dropped. The intend use is for "Pits of Death." Have a kill trigger inside a nodrop volume, and when the players die here, they won't drop their weapons. The intent is to prevent unnecessary polygon pileups on the floors of pits. This keyword is found in "common/nodrop" but you may want to specify this on certain shaders (fog volumes in pits, for example).

- - - -
-
surfaceparm noimpact

- - - -World entities will not impact on this texture. No explosions occur when projectiles strike this surface and no marks will be left on it. Sky textures are usually marked with this texture so those projectiles will not hit the sky and leave marks.

- - - -
-
surfaceparm nomarks

- - - -Projectiles will explode upon contact with this surface, but will not leave marks. Blood will also not mark this surface. This is useful to keep lights from being temporarily obscured by battle damage.

- -Design Notes:
-Use this on any surface with a deformVertexes keyword. Otherwise, the marks will appear on the unmodified surface location of the texture with the surface wriggles and squirms through the marks.

- - - -
-
surfaceparm nolightmap

- - - -This texture does not have a lightmap phase. It is not affected by the ambient lighting of the world around it. It does not require the addition of an rgbGen identity keyword in that stage.

- - - -
-
surfaceparm nosteps

- - - -The player makes no sound when walking on this texture.

- - - -
-
surfaceparm nonsolid

- - - -This attribute indicates a brush, which does not block the movement of entities in the game world. It applied to triggers, hint brushes and similar brushes. This affects the content of a brush.

- - - -
-
surfaceparm origin

- - - -Used on the "origin" texture. Rotating entities need to contain an origin brush in their construction. The brush must be rectangular (or square). The origin point is the exact center of the origin brush. This keyword is found in "common/origin" so you shouldn't need to specify this.

- - - -
-
surfaceparm playerclip

- - - -Blocks player movement through a nonsolid texture. Other game world entities can pass through a brush marked playerclip. The intended use for this is to block the player but not block projectiles like rockets. This keyword is found in "common/clip" so you shouldn't need to specify this.

- -Design Notes:
- playerclip is often useful for "smoothing" out the geometry of the map, preventing the player from snagging on objects. It is also used in open sky areas of maps, preventing the player from flying too high and seeing the "Hall of Mirrors" effect at the bottom of the cloud layer.

- - - -
-
surfaceparm pointlight

- - - -Sample lighting at vertices??? I'm not sure what this does at this point.

- - - -
-
surfaceparm skip

- - - -Works just like Quake II skip texture. Use on sides of hint and antiportal brushes where you don't want BSP splits. This keyword is found in "common/skip" so you shouldn't need to specify this. "common/skip" was added by ydnar, so if you're missing this shader, it is included with the latest version of Q3Map2.

- - - -
-
surfaceparm sky

- - - -This flags the compiler, telling it that this surface should be rendered as sky.

- - - -
-
surfaceparm slick

- - - -This surfaceparm included in a texture should give it significantly reduced friction. This keyword is found in "common/slick" but you may want to specify this on certain shaders (ice, for example).

- - - -
-
surfaceparm slime

- - - -Assigns to the texture the game properties for slime. This affects both the surface and the content of a brush.

- - - -
-
surfaceparm structural

- - - -This surface attribute causes a brush to be seen by the Q3Map2 process as a possible break-point in a BSP tree. It is used as a part of the shader for the "hint" texture. Generally speaking, any opaque texture not marked as "detail" is, by default, structural, so you shouldn't need to specify this.

- - - -
-
surfaceparm trans

- - - -Tells Q3Map2 that pre-computed visibility should not be blocked by this surface. Generally, any shaders that have blendfunc's should be marked as surfaceparm trans.

- - - -
-
surfaceparm water

- - - -Assigns to the texture the game properties for water. This affects both the surface and the content of a brush.

- - - -


-Previous | Contents | Next -


- - - -
-
- - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/ch5.htm.svn-base b/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/ch5.htm.svn-base deleted file mode 100644 index 1928522..0000000 --- a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/ch5.htm.svn-base +++ /dev/null @@ -1,102 +0,0 @@ - - -Q3Map2 Shader Manual: Editor Specific Shader Keywords - - - - - - - - - - -
- - - -

-5 - Editor Specific Shader Keywords
-
-Q3Map2 Shader Manual


- - -These instructions only affect the texture when it is seen in the Radiant editor. They should be grouped with the surface parameters but ahead of them in sequence.

- - - -
-
qer_editorImage textureName

- - - -This keyword creates a shader name in memory, but in the editor, it displays the TGA art image specified in qer_editorImage (in the example below this is textures/eerie/lavahell.tga).

- -The editor maps a texture using the size attributes of the TGA file used for the editor image. When that editor image represents a shader, any texture used in any of the shader stages will be scaled up or down to the dimensions of the editor image. If a 128x128 pixel image is used to represent the shader in the editor, then a 256x256 image used in a later stage will be shrunk to fit. A 64x64 image would be stretched to fit. Be sure to check this on bouncy, acceleration, and power-up pads placed on surfaces other than 256 x 256. Use tcMod scale to change the size of the stretched texture. Remember that tcMod scale 0.5 0.5 will double your image, while tcMod scale 2 2 will halve it.

- -Design Notes:
-The base_light and gothic_light shaders contain numerous uses of this. It can be very useful for making different light styles (mostly to change the light brightness) without having to create a new piece of TGA art for each new shader.

- - -
Script: Setting an editorImage
-textures/liquids/lavahell2 //path and name of new texture -{ - qer_editorImage textures/eerie/lavahell.tga //based on this - qer_nocarve //cannot be cut by CSG subtract - surfaceparm noimpact //projectiles do not hit it - surfaceparm lava //has the game properties of lava - surfaceparm nolightmap //environment lighting does not affect - q3map_surfacelight 3000 //light is emitted - tessSize 256 //relatively large triangles - cull disable //no sides are removed - deformVertexes wave 100 sin 5 5 .5 0.02 - fogparms 0.8519142 0.309723 0.0 128 128 - { - maptextures/eerie/lavahell.tga //base texture artwork - tcMod turb .25 0.2 1 0.02 //texture is subjected to turbulence - tcMod scroll 0.1 0.1 //the turbulence is scrolled - } -} -
- - - - -
-
qer_nocarve

- - - -A brush marked with this instruction will not be affected by CSG subtract functions. It is especially useful for water and fog textures.

- - - -
-
qer_trans N.N

- - - -This keyword defines the percentage of transparency that a brush will have when seen in the editor (no effect on game rendering at all). It can have a positive value between 0 and 1. The higher the value, the less transparent the texture. Example: qer_trans 0.2 means the brush is 20% opaque and nearly invisible.

- -Design Notes:
-If you use qer_trans on a shader whose qer_editorImage has an alpha channel, the transparent areas of the editorImage will also be transparent in the editor. To keep the solid areas of the editorImage opaque, use a qer_trans value of "1.0". Useful for grates, windows, fences, etc.

- - - -
-
qer_alphaFunc func N.N

- - - -blah blah blah

- - - -


Previous | Contents | Next


- - - -
-
- - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/ch6.htm.svn-base b/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/ch6.htm.svn-base deleted file mode 100644 index b245dc6..0000000 --- a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/ch6.htm.svn-base +++ /dev/null @@ -1,505 +0,0 @@ - - -Q3Map2 Shader Manual: Stage Specific Shader Keywords - - - - - - - - - - -
- - - -

-6 - Stage Specific Shader Keywords
-
-Q3Map2 Shader Manual


- - -Stage specifications only affect rendering. Changing any keywords or values within a stage will usually take effect as soon as a vid_restart is executed. Q3Map2 ignores stage specific keywords entirely.

- -A stage can specify a texture map, a color function, an alpha function, a texture coordinate function, a blend function, and a few other rasterization options.

- - - -
-
Texture Map Specification

- - - -map texturename
-Specifies the source texture map (a 24 or 32-bit TGA file) used for this stage. The texture may or may not contain alpha channel information. The special keywords $lightmap and $whiteimage may be substituted in lieu of an actual texture map name. In those cases, the texture named in the first line of the shader becomes the texture that supplies the light mapping data for the process. The texture name should always end with the ".tga" suffix regardless of whether the source texture map is actually a .tga file or .jpg.

- -
map $lightmap
-This is the overall lightmap for the game world. It is calculated during the Q3Map2 process. It is the initial color data found in the framebuffer. Note: due to the use of overbright bits in light calculation, the keyword rgbGen identity must accompany all $lightmap instructions.

- -
map $whiteimage
-This is used for specular lighting on MD3 models. This is a white image generated internally by the game. This image can be used in lieu of $lightmap or an actual texture map if, for example, you wish for the vertex colors to come through unaltered.

- -
clampMap texturename
-Dictates that this stage should clamp texture coordinates instead of wrapping them. During a stretch function, the area, which the texture must cover during a wave cycle, enlarges and decreases. Instead of repeating a texture multiple times during enlargement (or seeing only a portion of the texture during shrinking) the texture dimensions increase or contract accordingly. This is only relevant when using something like deformTexCoordParms to stretch/compress texture coordinates for a specific special effect. Remember that the Quake III Arena engine normalizes all texture coordinates (regardless of actual texture size) into a scale of 0.0 to 1.0.

- -Proper Alignment: When using clampTexCoords make sure the texture is properly aligned on the brush. The clampTexCoords function keeps the image from tiling. However, the editor doesn't represent this properly and shows a tiled image. Therefore, what appears to be the correct position may be offset. This is very apparent on anything with a tcMod rotate and clampTexCoords function.

- -//obsidian: Figure 2a & 2b??? Where???
-//obsidian: clampTexCoords???


- -Avoiding Distortion: When seen at a given distance (which can vary, depending on hardware and the size of the texture), the compression phase of a stretch function will cause a "cross"-like visual artifact to form on the modified texture due to the way that textures are reduced. This occurs because the texture undergoing modification lacks sufficient "empty space" around the displayed (non-black) part of the texture (see figure 2a). To compensate for this, make the non-zero portion of the texture substantially smaller (50% of maximum stretched size -- see figure 2b) than the dimensions of the texture. Then, write a scaling function (tcMod scale) into the appropriate shader phase, to enlarge the image to the desired proportion.

- -The shaders for the bouncy pads (in the sfx.shader file) show the stretch function in use, including the scaling of the stretched texture:

- - - -
Script: Using clampMap to control a stretching texture
-textures/sfx/metalbridge06_bounce -{ - //q3map_surfacelight 2000 - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - { - map textures/sfx/metalbridge06_bounce.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - // END -} -
- - - -
animMap frequency texture1... texture8
-The surfaces in the game can be animated by displaying a sequence of 1 to 8 frames (separate texture maps). These animations are affected by other keyword effects in the same and later shader stages.
- -
    -frequency : The number of times that the animation cycle will repeat within a one second time period. The larger the value, the more repeats within a second. Animations that should last for more than a second need to be expressed as decimal values.
    -texture1... texture8 : the texture path/texture name for each animation frame must be explicitly listed. Up to eight frames (eight separate .tga files) can be used to make an animated sequence. Each frame is displayed for an equal subdivision of the frequency value. -
- -Example:
-animMap 0.25 textures/sfx/b_flame1.tga textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga would be a 4 frame animated sequence, calling each frame in sequence over a cycle length of 4 seconds. Each frame would be displayed for 1 second before the next one is displayed. The cycle repeats after the last frame in sequence shown.

- -Design Notes:
-To make a texture image appear for an unequal (longer) amount of time (compared to other frames), repeat that frame more than once in the sequence.

- - - -
Script: Specifying an animMap
-textures/sfx/flameanim_blue -{ - - // *********************************************** - // * Blue Flame * - // * July 20, 1999 Surface Light 1800 * - // * Please Comment Changes * - // *********************************************** - qer_editorimage textures/sfx/b_flame7.tga - q3map_lightimage textures/sfx/b_flame7.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 1800 - // texture changed to blue flame.... PAJ - { - animMap 10 textures/sfx/b_flame1.tga textures/sfx/b_flame2.tga - textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga - textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga - textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - } - { - animMap 10 textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga - textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga - textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga - textures/sfx/b_flame8.tga textures/sfx/b_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - { - map textures/sfx/b_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } -} -
- - -
videoMap videoname
-Surfaces marked with a shader containing this directive in one of its stages will display an animated video playing in a continuous loop. The video clip must be in ROQ format and playing at 30 frames per second. The ROQ file is stored in the "video" directory within the main mod directory. A third-party program is required to convert other video formats to the ROQ format for use within Quake III engine games.

- - -
Script: Specifying a videoMap
-textures/obsidian_video/intro -{ - qer_editorImage textures/obsidian_video/qer_intro.tga - surfaceparm nolightmap - { - videoMap obsidian_intro.roq - rgbGen identity - } -} -
- - -
Historical Information:
-The ROQ format is a proprietary video format developed by Graeme Devine originally used for "The 7th Guest" for the purpose of being able to decompress quickly while maintaining high image quality. It was later adopted by Id Software for use in Quake III Arena.

- - - -
-
blendFunc func

- - - -Blend functions are the keyword commands that tell the Quake III Arena graphic engine's renderer how graphic layers are to be mixed together.

- -
Simplified Blend Functions
-The most common blend functions are set up here as simple commands, and should be used unless you really know what you are doing. - -
    -add : Shorthand command for blendFunc gl_one gl_one. Effects like fire and energy are additive.

    -filter : Shorthand command that can be substituted for either blendFunc gl_dst_color gl_zero or blendFunc gl_zero gl_src_color. A filter will always result in darker pixels than what is behind it, but it can also remove color selectively. Lightmaps are filters.

    -blend : Shorthand command for blendFunc gl_src_alpha gl_one_minus_src_alpha. This is conventional transparency, where part of the background is mixed with part of the texture.

    -
- -
Explicit Blend Functions
-Getting a handle on this concept is absolutely key to understanding all shader manipulation of graphics.

- -blendFunc or "Blend Function" is the equation at the core of processing shader graphics. The formula reads as follows:

- -
[source * (srcBlend)] + [destination * (dstBlend)]

- -Source is usually the RGB color data in a texture TGA file (remember it's all numbers) modified by any rgbGen and alphaGen. In the shader, the source is generally identified by command map, followed by the name of the image.

- -Destination is the color data currently existing in the frame buffer.

- -Rather than think of the entire texture as a whole, it maybe easier to think of the number values that correspond to a single pixel, because that is essentially what the computer is processing... one pixel of the bitmap at a time.

- -The process for calculating the final look of a texture in place in the game world begins with the precalculated lightmap for the area where the texture will be located. This data is in the frame buffer. That is to say, it is the initial data in the destination. In an unmanipulated texture (i.e. one without a special shader script), color information from the texture is combined with the lightmap. In a shader-modified texture, the $lightmap stage must be present for the lightmap to be included in the calculation of the final texture appearance.

- -Each pass or "stage" of blending is combined (in a cumulative manner) with the color data passed onto it by the previous stage. How that data combines together depends on the values chosen for the source blends and destination blends at each stage. Remember it's numbers that are being mathematically combined together that are ultimately interpreted as colors.

- -A general rule is that any source blend other than GL_ONE (or GL_SRC_ALPHA where the alpha channel is entirely white) will cause the source to become darker.

- -
Source Blend srcBlend
-The following values are valid for the source blend part of the equation. - -
    -GL_ONE This is the value 1. When multiplied by the source, the value stays the same. The value of the color information does not change.
    -GL_ZERO This is the value 0. When multiplied by the source, all RGB data in the source becomes zero (essentially black).
    -GL_DST_COLOR This is the value of color data currently in the destination (frame buffer). The value of that information depends on the information supplied by previous stages.
    -GL_ONE_MINUS_DST_COLOR This is nearly the same as GL_DST_COLOR except that the value for each component color is inverted by subtracting it from one. (i.e. R = 1.0 - DST.R, G = 1.0 - DST.G, B = 1.0 - DST.B, etc.)
    -GL_SRC_ALPHA The TGA file being used for the source data must have an alpha channel in addition to its RGB channels (for a total of four channels). The alpha channel is an 8-bit black and white only channel. An entirely white alpha channel will not darken the source.
    -GL_ONE_MINUS_SRC_ALPHA This is the same as GL_SRC_ALPHA except that the value in the alpha channel is inverted by subtracting it from one. (i.e. A=1.0 - SRC.A) -
- -
Destination Blend dstBlend
-The following values are valid for the destination blend part of the equation. - -
    -GL_ONE This is the value 1. When multiplied by the destination, the value stays the same the value of the color information does not change.
    -GL_ZERO This is the value 0. When multiplied by the destination, all RGB data in the destination becomes zero (essentially black).
    -GL_SRC_COLOR This is the value of color data currently in the source (which is the texture being manipulated here).
    -GL_ONE_MINUS_SRC_COLOR This is the value of color data currently in source, but subtracted from one (i.e. inverted).
    -GL_SRC_ALPHA The TGA file being used for the source data must have an alpha channel in addition to its RGB channels (four a total of four channels). The alpha channel is an 8-bit black and white only channel. An entirely white alpha channel will not darken the source.v -GL_ONE_MINUS_SRC_ALPHA This is the same as GL_SRC_ALPHA except that the value in the alpha channel is inverted by subtracting it from one. (i.e. A=1.0 - SRC.A). -
- -
Doing the Math: The Final Result
-The product of the source side of the equation is added to the product of the destination side of the equation. The sum is then placed into the frame buffer to become the destination information for the next stage. Ultimately, the equation creates a modified color value that is used by other functions to define what happens in the texture when it is displayed in the game world.

- -
Default Blend Function
-If no blendFunc is specified then no blending will take place. A warning is generated if any stage after the first stage does not have a blendFunc specified.

- -
Technical Information/Limitations Regarding Blend Modes:
-The Riva 128 graphics card supports ONLY the following blendmodes:

- -GL_ONE, GL_ONE
-GL_DST_COLOR, GL_ZERO
-GL_ZERO, GL_SRC_COLOR
-GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA
-GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA

- -Cards running in 16 bit color cannot use any GL_DST_ALPHA blends.

- - - -
-
rgbGen func

- - - -There are two color sources for any given shader, the texture file and the vertex colors. Output at any given time will be equal to TEXTURE multiplied by VERTEXCOLOR. Most of the time VERTEXCOLOR will default to white (which is a normalized value of 1.0), so output will be TEXTURE (this usually lands in the Source side of the shader equation). Sometimes you do the opposite and use TEXTURE = WHITE, but this is only commonly used when doing specular lighting on entities (i.e. shaders that level designers will probably never create.

- -The most common reason to use rgbGen is to pulsate something. This means that the VERTEXCOLOR will oscillate between two values, and that value will be multiplied (darkening) the texture.

- -If no rgbGen is specified, either "identityLighting" or "identity" will be selected, depending on which blend modes are used.

- -Valid func parameters are identity, identityLighting, vertex, exactVertex, fromVertex (???) entity, oneMinusEntity, lightingDiffuse, noise (???), wave and const.

- - -
rgbGen identityLighting
-Colors will be (1.0, 1.0, 1.0) if running without overbright bits (NT, Linux, windowed modes), or (0.5, 0.5, 0.5) if running with overbright. Overbright allows a greater color range at the expense of a loss of precision. Additive and blended stages will get this by default.

- -
rgbGen identity
-Colors are assumed to be all white (1.0, 1.0, 1.0). All filters stages (lightmaps, etc) will get this by default.

- -
rgbGen wave func base amplitude phase freq
-Colors are generated using the specified waveform. An affected texture with become darker and lighter, but will not change hue. Hue stays constant. Note that the RGB values for color will not go below 0 (black) or above 1 (white). Valid waveforms are sin, triangle, square, sawtooth and inversesawtooth (see 1.4.8 Waveform Functions).

- -
rgbGen entity
-Colors are grabbed from the entity's modulate field. This is used for things like explosions.

- -Design Notes:
-This keyword would probably not be used by a level designer.

- -
rgbGen oneMinusEntity
-Colors are grabbed from 1.0 minus the entity's modulate field.

- -Design Note:
-This keyword would probably not be used by a level designer.

- -
rgbGen vertex
-Colors are filled in directly by the data from the map or model files.

- -Obsidian: exactVertex ignores overbrightbits. Generally brighter under default settings.
-rgbGen vertex + alphaGen const or rgbGen exactVertex to disable surfaces from being affected by alphaMod volumes.

- -Design Note:
-rgbGen vertex should be used when you want the RGB values to be computed for a static model (i.e. mapobject) in the world using precomputed static lighting from Q3BSP. This would be used on things like the gargoyles, the portal frame, skulls, and other decorative models put into the Quake III Arena world.

- -
rgbGen oneMinusVertex
-As rgbGen vertex, but inverted.

- -Design Note:
-This keyword would probably not be used by a level designer.

- -
rgbGen lightingDiffuse
-Colors are computed using a standard diffuse lighting equation. It uses the vertex normals to illuminate the object correctly.

- -Design Notes:
-rgbGen lightingDiffuse is used when you want the RGB values to be computed for a dynamic model (i.e. non-map object) in the world using regular in-game lighting. For example, you would specify on shaders for items, characters, weapons, etc.

- -
rgbGen const ( R G B )
-A constant vertex colour is assigned to the affected surface. This modifies the hue of the texture.

- - - -
-
alphaGen func

- - - -The alpha channel can be specified like the RGB channels. If not specified, it defaults to 1.0. Valid func values are lightingSpecular, wave, entity, oneMinusEntity, vertex, oneMinusVertex, portal.

- -//Obsidian: Describe each in more detail... like rgbGen above.
- -
alphaGen portal
-This rendering stage keyword is used in conjunction with the surface parameter keyword portal. The function accomplishes the "fade" that causes the scene in the portal to fade from view. Specifically, it means "Generate alpha values based on the distance from the viewer to the portal." Use alphaGen portal on the last rendering pass.

- -//Obsidian: needs formatting???

- - - -
-
tcGen coordinateSource

- - - -Specifies how texture coordinates are generated and where they come from. Valid functions are base, lightmap, environment and vector. - -
    -base : Base texture coordinates from the original art.
    -lightmap : Lightmap texture coordinates.
    -environment : Make this object environment mapped.
    -vector : Projects a texture from a specified direction.
    -
- -tcGen vector ( sx sy sz ) ( tx ty tz )
-New texture coordinate generation by world projection. This allows you to project a texture onto a surface in a fixed way, regardless of its orientation.

- -S coordinates correspond to the "x" coordinates on the texture itself.
-T coordinates correspond to the "y" coordinates on the texture itself.

- -The measurements are in game units.

- -Example: tcGen vector ( 0.01 0 0 ) ( 0 0.01 0 )
-This would project a texture with a repeat every 100 units across the X/Y plane. The value comes from dividing the game units from 1, in this case, 1/100.

- - - -
-
tcMod func ---

- - - -Specifies how texture coordinates are modified after they are generated. The valid functions for tcMod are rotate, scale, scroll, stretch, transform and turb. Transform is a function generally reserved for use by programmers who suggest that designers leave it alone. When using multiple tcMod functions during a stage, place the scroll command last in order, because it performs a mod operation to save precision, and that can disturb other operations. Texture coordinates are modified in the order in which tcMods are specified. In otherwords, if you see:

- -tcMod scale 0.5 0.5
-tcMod scroll 1 1

- -then the texture coordinates will be scaled then scrolled.

- -
tcMod rotate degrees/sec
-This keyword causes the texture coordinates to rotate. The value is expressed in degrees rotated each second. A positive value means clockwise rotation. A negative value means counterclockwise rotation. For example "tcMod rotate 5" would rotate texture coordinates 5 degrees each second in a clockwise direction. The texture rotates around the center point of the texture map, so you are rotating a texture with a single repetition, be careful to center it on the brush (unless off-center rotation is desired).

- -
tcMod scale sScale tScale
-Resizes (enlarges or shrinks) the texture coordinates by multiplying them against the given factors of sScale and tScale. The values "s" and "t"conform to the "x" and "y" values (respectively) as they are found in the original texture TGA. The values for sScale and tScale are NOT normalized. This means that a value greater than 1.0 will increase the size of the texture. A positive value less than one will reduce the texture to a fraction of its size and cause it to repeat within the same area as the original texture (Note: see clampTexCoords for ways to control this).

- -Example: tcMod scale 0.5 2 would cause the texture to repeat twice along its width, but expand to twice its height (in which case half of the texture would be seen in the same area as the original)

- -
tcMod scroll sSpeed tSpeed
-Scrolls the texture coordinates with the given speeds. The values "s" and "t" conform to the "x" and "y" values (respectively) as they are found in the original texture TGA. The scroll speed is measured in "textures" per second. A "texture" is the dimension of the texture being modified and includes any previous shader modifications to the original TGA). A negative s value would scroll the texture to the left. A negative t value would scroll the texture down.

- -Example: tcMod scroll 0.5 -0.5 moves the texture down and right (relative to the TGA files original coordinates) at the rate of a half texture each second of travel.

- -This should be the LAST tcMod in a stage. Otherwise there may be a popping or snapping visual effect in some shaders.

- -
tcMod stretch func base amplitude phase frequency
-Stretches the texture coordinates with the given function. Stretching is defined as stretching the texture coordinate away from the center of the polygon and then compressing it towards the center of the polygon. (see Chapter 1: Key Concepts for waveform parameter definitions).

- -
tcMod transform m00 m01 m10 m11 t0 t1
-Transforms each texture coordinate as follows:
- -S' = s * m00 + t * m10 + t0
-T' = s * m01 + t * m11 + t1
- -This is for use by programmers.

- - -
tcMod turb base amplitude phase freq
-Applies turbulence to the texture coordinate. Turbulence is a back and forth churning and swirling effect on the texture.

- -base : Currently undefined.
-amplitude : This is essentially the intensity of the disturbance or twisting and squiggling of the texture.
-phase : See the explanation for phase under the deformVertexes keyword.
-freq : Frequency. This value is expressed as repetitions or cycles of the wave per second. A value of one would cycle once per second. A value of 10 would cycle 10 times per second. A value of 0.1 would cycle once every 10 seconds.

- - - -
-
depthFunc func

- - - -This controls the depth comparison function used while rendering. The default is "lequal" (Less than or equal to) where any surface that is at the same depth or closer of an existing surface is drawn. This is used for textures with transparency or translucency. Under some circumstances you may wish to use "equal", e.g. for light-mapped grates that are alpha tested (it is also used for mirrors).

- - - -
-
depthWrite

- - - -By default, writes to the depth buffer when depthFunc passes will happen for opaque surfaces and not for translucent surfaces. Blended surfaces can have the depth writes forced with this function.

- - - -
-
detail

- - - -This feature was not used in Quake III Arena maps, but still functions. Designates this stage as a detail texture stage, which means that if the c_var, r_detailtextures, is set to 0 then this stage will be ignored (detail will not be displayed). This keyword, by itself, does not affect rendering at all. If you do put in a detail texture, it has to conform to very specific rules. Specifically, the blendFunc:

- -
blendFunc GL_DST_COLOR GL_SRC_COLOR

- -This is also the simple blend function: blendFunc filter

- -And the average intensity of the detail texture itself must be around 127.

- -Detail is used to blend fine pixel detail back into a base texture whose scale has been increased significantly. When detail is written into a set of stage instructions, it allows the stage to be disabled by the c_var console command setting "r_detailtextures 0".

- -A texture whose scale has been increased beyond a 1:1 ratio tends not to have very high frequency content. In other words, one texel can cover a lot of real estate. Frequency is also known as "detail." Lack of detail can appear acceptable if the player never has the opportunity to see the texture at close range. But seen close up, such textures look glaringly wrong within the sharp detail of the Quake III Arena environment. A detail texture solves this problem by taking a noisy "detail" pattern (a tiling texture that appears to have a great deal of surface roughness) and applying it to the base texture at a very densely packed scale (that is, reduced from its normal size). This is done programmatically in the shader, and does not require modification of the base texture. Note that if the detail texture is the same size and scale as the base texture that you may as well just add the detail directly to the base texture. The theory is that the detail texture's scale will be so high compared to the base texture (e.g.; 9 detail texels fitting into 1 base texel) that it is literally impossible to fit that detail into the base texture directly.

- -For this to work, the rules are as follows:
- -
    -
  • The lightmap must be rendered first. This is because the subsequent detail texture will be modifying the lightmap in the framebuffer directly.
  • -
  • The base texture must be rendered next.
  • -
  • The detail texture must be rendered last since it modifies the lightmap in the framebuffer. There is a bug in Quake III that disables all stages in a shader after a "detail" stage if r_detailTextures is set to 0.
  • -
  • The detail texture MUST have a mean intensity around 127-129. If it does not then it will modify the displayed texture's perceived brightness in the world.
  • -
  • The detail shader stage MUST have the "detail" keyword or it will not be disabled if the user uses the "r_detailtextures 0" setting.
  • -
  • The detail stage MUST use "blendFunc GL_DST_COLOR GL_SRC_COLOR". Any other BlendFunc will cause mismatches in brightness between detail and non-detail views.
  • -
  • The detail stage should scale its textures by some amount (usually between 3 and 12) using "tcMod scale" to control density. This roughly corresponds to coarseness. A very large number, such as 12, will give very fine detail, however that detail will disappear VERY quickly as the viewer moves away from the wall since it will be MIP mapped away. A very small number, e.g. 3, gives diminishing returns since not enough is brought in when the user gets very close. I'm currently using values between 6 and 9.5. You should use non-integral numbers as much as possible to avoid seeing repeating patterns.
  • -
  • Detail textures add one pass of overdraw, so there is a definite performance hit.
  • -
  • Detail textures can be shared, so designers may wish to define only a very small handful of detail textures for common surfaces such as rocks, etc.
  • -
- -An example (non-existent) detail shader is as follows:

- - - -
Script: Detail shaders
-textures/bwhtest/foo -{ - q3map_globalTexture //may be required when using tcMod scale in later stages - - // draw the lightmap first - { - map $lightmap - rgbGen identity - } - - // draw the base texture - { - map textures/castle/blocks11b.tga - blendFunc filter - } - - // highly compressed detail texture - { - map textures/details/detail01.tga - blendFunc GL_DST_COLOR GL_SRC_COLOR //MUST BE USED - detail //allows detail shaders to be disabled - tcMod scale 9.1 9.2 - } -} -
- - - - -
-
alphaFunc func

- - - -Determines the alpha test function used when rendering this map. Valid values are GT0, LT128, and GE128. These correspond to "GREATER THAN 0", "LESS THAN 128", and "GREATER THAN OR EQUAL TO 128". This function is used when determining if a pixel should be written to the framebuffer. For example, if GT0 is specified, the only the portions of the texture map with corresponding alpha values greater than zero will be written to the framebuffer. By default alpha testing is disabled.

- -Both alpha testing and normal alpha blending can be used to get textures that have see-through parts. The difference is that alphaFunc is an all-or-nothing test, while blending smoothly blends between opaque and translucent at pixel edges. Alpha test can also be used with depthWrite, allowing other effects to be conditionally layered on top of just the opaque pixels by setting depthFunc to equal.

- - - -


-Previous | Contents | Next -


- - - -
-
- - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/ch7.htm.svn-base b/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/ch7.htm.svn-base deleted file mode 100644 index eb679fc..0000000 --- a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/ch7.htm.svn-base +++ /dev/null @@ -1,110 +0,0 @@ - - -Q3Map2 Shader Manual: Quake 3 Engine Game Specific Shader Keywords - - - - - - - - - - -
- - - -

-7 - Quake 3 Engine Game Specific Shader Keywords
-
-Q3Map2 Shader Manual


- - - -The Quake 3 Engine has been licensed to several different companies for the development of third party games. This chapter is a sub-manual documenting the Quake 3 Engine game specific shader keywords developed for third party games like Return to Castle Wolfenstein: Enemy Territory, Jedi Knights II, Soldier of Fortune II, Jedi Academy, Star Trek: Elite Force, as examples.

- -Note: These are just keywords that have been submitted by people on the forums/irc channels. I have no idea about the accuracy of this chapter. Please use with caution. Please e-mail me (Obsidian) for any additions or error corrections to this list.

- -All default Quake III Arena shader keywords *should* also work for the below list of games.

- - -
-
Return to Castle Wolfenstein

- - - -Q3Map Specific Surface Parameter Shader Keywords
-surfaceparm grasssteps
-surfaceparm gravelsteps
-surfaceparm metalsteps
-surfaceparm roofssteps
-surfaceparm snowsteps
-surfaceparm woodsteps
-surfaceparm ladder
-surfaceparm carpetsteps (ET???)
-surfaceparm glass
-surfaceparm playerslick
-surfaceparm entityMergable???
-surfaceparm monsterSlick
-surfaceparm nofog
- -
-Are these surfaceparm's?
-ai_nopass
-ai_nopasslarge
-ai_nosight
-
- - - -
-
Return to Castle Wolfenstein: Enemy Territory

- - -Note: unless otherwise noted, all RTCW keywords also work in ET.

- -Q3Map Specific Shader Keywords
-q3map_foliage

- -Q3Map Specific Surface Parameter Shader Keywords
-surfaceparm landmines
-
- - - -
-
Raven Software

- - - -Jedi Knights II, Jedi Academy, Soldier of Fortune II

- -Q3Map Specific Shader Keywords
-q3map_flare [shadername]
-q3map_flareShader
-q3map_material
-q3map_onlyVertexLighting

- - - -
-
Ritual Entertainment

- - - -Q3Map Specific Shader Keywords
-
- - - -


-Previous | Contents | Next -


- - - -
-
- - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/ch8.htm.svn-base b/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/ch8.htm.svn-base deleted file mode 100644 index bae97ea..0000000 --- a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/ch8.htm.svn-base +++ /dev/null @@ -1,40 +0,0 @@ - - -Q3Map2 Shader Manual: Shader Creation Tips - - - - - - - - - - -
- - - -

-8 - Shader Creation Tips
-
-Q3Map2 Shader Manual


- - - -This chapter covers some miscellaneous shader and texture creating tips. Note: I've temporarily removed these for now, since I'm not sure how useful they are. A lot of this was covered or should be covered in the Radiant Manual. I'll come back to this chapter when I have time.

- -Obsidian's Notes:
-Stage transparency using blendFunc blend vs. shader transparency. - - -


-Previous | Contents | Next -


- - - -
-
- - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/contents.htm.svn-base b/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/contents.htm.svn-base deleted file mode 100644 index 60c4942..0000000 --- a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/contents.htm.svn-base +++ /dev/null @@ -1,236 +0,0 @@ - - -Q3Map2 Shader Manual: Table of Contents - - - - - - - - - - - - - -
-

- Table of Contents
-
- Q3Map2 Shader Manual


-
- - - -0 Preface
- - -1 Introduction
- - -2 General Shader Keywords
- - -3 Q3Map2 Specific Shader Keywords
- - -4 Q3Map2 Specific Surface Parameter Shader Keywords
- - -5 Editor Specific Shader Keywords
- - -6 Stage Specific Shader Keywords
- - -7 Quake 3 Engine Game Specific Shader Keywords
-
    - Return to Castle Wolfenstein
    - Return to Castle Wolfenstein: Enemy Territory
    - Raven
    - Ritual
    -
- -8 Shader Effects Creation Tips
-
    - Notes on Alpha Channels
    - Troubleshooting Shaders
    - Creating New Textures
    -
- -Appendix A: Triggerable Shader Entities

- -Appendix B: Terrain

- -Appendix C: Foghull

- -Appendix D: Fur

- -Appendix E: Celshading

- -Appendix F: Bumpmapping

- -Appendix G: Lightstyles

- -Appendix H: Lightmapped Mapmodels

- -Appendix I: Light Emitting Shaders

- - - -
- - - -


-Title Page -


- - - -
- - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/start.htm.svn-base b/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/start.htm.svn-base deleted file mode 100644 index 666f11d..0000000 --- a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/.svn/text-base/start.htm.svn-base +++ /dev/null @@ -1,42 +0,0 @@ -Q3Map2 Shader Manual - - - - - - - - - - - - - - - - - - - -
-
-
-
-
- By Obsidian and ydnar | Version 2.5.15 (02.09.04) -
- - Based on the original
- Q3Radiant Shader Manual, Revision #12
- By Paul Jaquays and Brian Hook

- (with additional material by John Carmack, Christian Antkow, Kevin Cloud, & Adrian Carmack)
- QERadiant.com thanks John Hutton for re-formating the original manual into a more web friendly version -
-
- -
- \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/apA.htm b/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/apA.htm deleted file mode 100644 index 47e3843..0000000 --- a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/apA.htm +++ /dev/null @@ -1,58 +0,0 @@ - - -Q3Map2 Shader Manual: Triggerable Shader Entities - - - - - - - - - - -
- - - -

-Appendix A - Triggerable Shader Entities
-
-Q3Map2 Shader Manual


- - - -By TTimo, 31.08.01

- -The targetShaderName and targetShaderNewName keys can be used with any entity that supports the target key (the entity instance does not actually have to use the target key for these new keys to work). If both are defined, then when the entity decides to activate its targets, all shaders/textures in the map that were originally the same name as the targetShaderName value, will be changed to the targetShaderNewName value.

- -For example this would make it look like the red light shader is "turning on": - -

-"targetShaderName" "textures/proto2/redlight_off"
-"targetShaderNewName" "textures/proto2/redlight_on"
-
- -And this would turn it back off: - -

-"targetShaderName" "textures/proto2/redlight_off"
-"targetShaderNewName" "textures/proto2/redlight_off" 
-
- -Note that the ORIGINAL shader name is used in both instances, not whatever it happens to be currently. Also, of course, this will happen globally. If the mapper wanted to affect only a certain set of red lights, he/she would need to make a unique shader name to be used with that set.

- -The code that supports these keys is in G_UseTargets in g_utils.c

- - - -


-Previous | Contents | Next -


- - - -
-
- - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/apB.htm b/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/apB.htm deleted file mode 100644 index 7a90b54..0000000 --- a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/apB.htm +++ /dev/null @@ -1,131 +0,0 @@ - - -Q3Map2 Shader Manual: Terrain - - - - - - - - - - -
- - - -

-Appendix B - Terrain
-
-Q3Map2 Shader Manual


- - - -Q3Map2 terrain has changed radically since Quake III: Team Arena first hit the shelves. Alphamapped terrain shaders are difficult to set up, limiting and lacks the ability for the mapper to fine tune the effect. The new terrain improvements in Q3Map2 have removed these difficulties, allowing the mapper to fully exploit terrain shaders for breathtaking outdoor scenes. This section will assume that you are already familiar with the method of setting up a standard alphamapped terrain as described in the Terrain Construction for Quake 3 Engine Games manual by Paul Jaquays, and will focus on the new enhanced features of Q3Map2 terrain.

- - - -
-
General Changes

- - - -Q3Map2 terrain has changed dramatically in terms of not only visually, but also in terms of how it is processed by the compiler. To ensure compatibility, there needs to be a few changes. Foremost, make sure that all terrain shader files are listed in the shaderlist.txt file.

- -Before using Q3Map2 alphamapped terrain, it must be noted that terrain is now handled completely different than before. Q3Map2 no longer looks for the word terrain in the shader name to determine whether or not it is an indexed shader. Instead it looks for q3map_indexed or q3map_terrain. For this reason, the alphamap terrain shaders have been slightly modified. If using Q3Map2 alphamaps, make sure that your "textures/common/terrain" and "textures/common/terrain2" shaders have been updated to the following:

- - - -
Script: "common" terrain shaders
-textures/common/terrain -{ - q3map_terrain - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nomarks -} - -textures/common/terrain2 -{ - q3map_terrain - qer_editorimage textures/common/terrain.tga - surfaceparm dust - surfaceparm nodraw - surfaceparm nomarks - surfaceparm nolightmap -} -
- - -
- -Base Shader
-To simplify the terrain shader writing process, a base shader can be used as a template with subclassed shaders referencing it. This makes use of the q3map_baseShader directive. The base shader can consist of all q3map_* directives and must be processed before all other terrain shaders referencing it. The use of a base shader is recommend for all terrain shaders.

- -tcMod Functions
-q3map_tcMod can be used on terrain shaders to minimize any obvious texture tiling, particularly q3map_tcMod rotate. In some situations q3map_tcMod scale or the stage driven tcMod scale may be used to scale the textures - though typically tcGen texture projection functions are usually the preferred method.

- -tcGen Functions
-In most situations, terrain textures will need to be projected onto the terrain mesh. This is achieved by using either q3map_tcGen function or the stage specific tcGen. Any tcGen functions will overwrite any tcMod scale functions.

- - - -
-
Lightmapped Terrain

- - - -The foremost improvement to Q3Map2 terrain is the ability to use lightmaps as a lighting system rather than basic vertex lighting. This allows terrain to not only cast detailed shadows onto itself, but also allows other map geometry to cast shadows onto the terrain as well. The additional rendering pass of the lightmap creates a slight performance hit as a price for the improved visuals. Several new q3map_* directives are typically used to tweak the terrain lightmap:

- -q3map_nonPlanar
-Required on all terrain shaders, q3map_nonPlanar allows shadows to be cast across non-planar edges. This fixes a problem where lightmapped terrain would not light properly across uneven surfaces.

- -q3map_lightmapAxis
-Optionally used, q3map_lightmapAxis can be used to specify the axis in which the lightmap is projected from. This is typically used on normal triangle-quad souped terrain and is set implicitly to "q3map_lightmapAxis z" with q3map_terrain. It is not recommended for terrain with caves or undersides.

- -q3map_shadeAngle
-Most terrain artists will choose to enable triangle edge shadow smoothing to reduce the appearance of sharp shadow edges across the terrain mesh. q3map_shadeAngle specifies the triangle edge angle at which the light will be diffused. For best results, it is recommended that you start with low values and tweak the angle parameter in small increments until a satisfactory result is produced. Overly high values will wash out shadow details.

- -q3map_lightmapMergable
-Setting q3map_lightmapMergable merges all terrain into one seamless lightmap, reducing the appearance of artifacts spanning across separate lightmap images.

- -q3map_lightmapSampleSize
-Lightmapped terrain can be very memory intensive as Q3Map2 has to typically generate a large amount of lightmap data. q3map_lightmapSampleSize can be used to reduce the amount of lightmap memory used by limiting the resolution of the lightmap images. Similarly, it can also be used to increase the lightmap resolution at the cost of memory.

- -q3map_lightmapSampleOffset
-If experiencing lightmap splotches over the surface of terrain lightmaps, q3map_lightmapSampleOffset can be used to fix this. For best results, start with small numbers (default 1.0) and slowly increase this value until the splotches disappear. Overly high values will cause unsatisfactory results.

- - - -
-
AlphaMod Dotproduct Terrain

- - - -AlphaMod dotproduct terrain is a revolutionary way in which Q3Map2 terrain is blended. It removes the need for an alphamap and metashader and automatically determines the blending of terrain depending on the vertex normals of the terrain mesh. Equally important, this new system removes the need of a triangle-quad grid, allowing the designer to create a terrain mesh using any triangle shape or size.

- - - -
-
AlphaMod Volume Terrain

- - - -Following the automatic generation of dotproduct blending, alphaMod volume terrain blending was developed to give direct control of the alpha blending back to the designer. Using this system the designer can modify the exact location and amount of blending to occur, directly from within the editor.

- - - - - - -


-Previous | Contents | Next -


- - - -
-
- - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/apC.htm b/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/apC.htm deleted file mode 100644 index 51bf93b..0000000 --- a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/apC.htm +++ /dev/null @@ -1,117 +0,0 @@ - - -Q3Map2 Shader Manual: Foghull - - - - - - - - - - -
- - - -

-Appendix C - Foghull
-
-Q3Map2 Shader Manual


- - -Most recent Quake III engine games are programmed with a feature known as distance clipping used to clip (cull) map geometry beyond a user set distance. At the time of Quake III Arena's release, distance clipping was not an available feature. The Q3Map2 foghull feature was designed to simulate true distance clipping for Quake III Arena and Team Arena games.

- - - -
-
What is a Foghull?

- - - -Farplane distance clipping is a feature used to cull (remove) the drawing of polygons beyond a certain distance from the player in an attempt to improve performance. It is typically used on large, open terrain maps with little vis-blocking structures. Through the use of distance clipping a maximum vis distance is set, which provides the culling of rendered polygons. Fog is used to hide the effect of polygons appearing and disappearing by obscuring the maximum distance that the player can see.

- -Since distance clipping is not a feature natively built into Quake III Arena, using distance culling would result in a hall of mirrors (HOM) effect where the culled geometry begins, since nothing is being drawn in the frame buffer. To compensate for this, the foghull feature uses a series of six skybox images that are drawn in place of the absent culled geometry, thus preventing the HOM effect.

- - - -
-
Skybox Images

- - - -The skybox images used with the foghull feature should never be actually seen since the idea is to use the fog to obsure the maximum distance that the player can see. It only exists to prevent the HOM effect. To pull this off in a convincing manner, the skybox images should be six identical 8x8 pixel (to save on texture memory) textures each filled with a flat color matching the exact color of the fog. The six skybox images must be named in accordance to the skyParms farbox convention, using the _ft, _rt, _bk, _lf, _up, _dn suffixes.

- - - -
-
Foghull Shaders

- - - -Two shaders are required when using the foghull feature, a fog volume shader and a skybox shader, both of which are simple, standard shaders.

- -The color of the fog used must match the color used in the skybox images. Any decent image editing software will give you the three RGB color values of your skybox images, which must be normalized by dividing by 255. As with any other fog shader, the fogParms and surfaceparm fog keywords must be present.

- - - -
Script: Fog Volume Shader
-textures/env/fog1024 -{ - fogParms ( 0.8 0.8 0.8 ) 1024 //Normalized RGB, distance to opaque - - surfaceparm fog //Must be used - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - - qer_editorImage textures/sfx/fog_grey.tga - qer_trans 0.4 -} -
- - - -The skyParms and surfaceparm sky keywords must be used to create the skybox "hull" of the map. The skyParms farbox value must point to the base name of the skybox images (sans suffix). Optional surface emitted sun lighting can be added using q3map_skylight with q3map_sun or q3map_sunExt (see Appendix I: Light Emitting Shaders).

- - - -
Script: Skybox Shader
-textures/skies/foghullsky -{ - skyParms textures/skies/foghullsky 0 - //farbox cloudheight nearbox - - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm sky //Must be used - surfaceparm trans -} -
- - - - -
-
Entity Key Value Pairs

- - - -To activate the foghull feature, the _foghull and _farplanedist worldspawn entity key/value pairs must be set in the Entity Inspector (in Radiant, select any non-entity brush and press "N").

- -The _foghull key's value works similar to that of terrain entities. It must point to the name of the skybox shader, minus the standard "textures/" prefix. For the skybox shader example above with the shader name "textures/skies/foghullsky", you would use a _foghull value of "skies/foghullsky".

- -The _farplanedist value is simply the distance at which polygons will begin to get culled. One important note is that the _farplanedist value must be greater than the distance to opaque value set in the fog shader. In the above fog shader, the distance to opaque value was set to 1024 game units. The _farplanedist value must therefore be greater than 1024, otherwise the HOM effect will appear.

- - - -


-Previous | Contents | Next -


- - - -
-
- - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/apI.htm b/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/apI.htm deleted file mode 100644 index 77adb40..0000000 --- a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/apI.htm +++ /dev/null @@ -1,260 +0,0 @@ - - -Q3Map2 Shader Manual: Light Emitting Shaders - - - - - - - - - - -
- - - -

-Appendix I - Light Emitting Shaders
-
-Q3Map2 Shader Manual


- - - -Q3Map2 surface light and sky shaders are quite different than the original Quake III shaders. As new lighting algorithms were introduced, new shader keywords were created to accompany or replace the original keywords. This section will illustrate the differences between these shaders.

- - - -
-
Surface Lights

- - - -*nothing here yet*
-Mention:
-*q3map_lightRGB red green blue

- - - -
-
Skies

- - - -Originally, sky shaders were just very large surface lights that casted parallel directional lighting. With Q3Map2, there are a few differences that sets sky shaders apart from surface lights. First of all, we'll take a look at how the pre-Q3Map2 shaders were set up:

- - - -
Script: Pre-Q3Map2 sky shaders
-textures/shadermanual/sky -{ - skyparms textures/shaderlab_terrain/env/sky 1024 - //farbox cloudheight nearbox - - q3map_lightImage textures/shaderlab_terrain/sky_clouds.tga - - q3map_sun 1 1 1 140 -35 25 //red green blue intensity degrees elevation - q3map_lightSubdivide 256 //sets a pointlight every 256 game units - q3map_surfaceLight 200 //emits 200 units of light - - surfaceparm sky //flags compiler that this is sky - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm nodlight - - nopicmip - nomipmaps - - qer_editorimage textures/shaderlab_terrain/sky_clouds.tga - - { - map textures/shaderlab_terrain/sky_clouds.tga - tcMod scale 3 3 - //tcMod scroll 0.005 -0.0125 - rgbGen identityLighting - } - { - map textures/shaderlab_terrain/sky_arc_masked.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - tcMod transform 0.25 0 0 0.25 0.1075 0.1075 - rgbGen identityLighting - } -} -
- - - -Keep in mind that this is a generalized shader, and that there can be a lot of different variations to yield different effects. Take a look at some of the original Quake III Arena shaders for more examples. In this screenshot (compiled with LIGHT -fast, viewed with /r_lightmap 1), the effect isn't bad, but the shadows are a bit jagged.

- -


- -Q3Map2 sky shaders improves on the way lightmaps are calculated, improving both quality and compiler performance. This is essentially the same shader with some small changes:

- - - -
Script: Using q3map_skyLight
-textures/shadermanual/sky -{ - skyparms textures/shaderlab_terrain/env/sky 1024 - - - q3map_lightImage textures/shaderlab_terrain/sky_clouds.tga - - q3map_sun 1 1 1 140 -35 25 - q3map_skylight 100 3 //amount iterations - - surfaceparm sky - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm nodlight - - nopicmip - nomipmaps - - qer_editorimage textures/shaderlab_terrain/sky_clouds.tga - - { - map textures/shaderlab_terrain/sky_clouds.tga - tcMod scale 3 3 - //tcMod scroll 0.005 -0.0125 - rgbGen identityLighting - } - { - map textures/shaderlab_terrain/sky_arc_masked.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - tcMod transform 0.25 0 0 0.25 0.1075 0.1075 - rgbGen identityLighting - } -} -
- - - -What we've done here is replace q3map_lightSubdivide and q3map_surfacelight with q3map_skylight which yields more uniform shadows at a fraction of the compile time. However, this also generates the "stadium light" effect - producing some unwanted shadows. We'll fix this later.

- -


- -To solve the problem with jagged shadow edges, we can smooth out the shadows by blurring the lightmap. Depending on the type of lighting that you want to achieve for the sun (a cloudy day, for example), you can create a penumbra (half-shadow) effect using q3map_sunExt. This simulates the way sunlight bounces in certain conditions, creating a slight "jittering" effect. This is the same shader again with q3map_sunExt.

- - - -
Script: Using q3map_sunExt
-textures/shadermanual/sky -{ - skyparms textures/shaderlab_terrain/env/sky 1024 - - - q3map_lightImage textures/shaderlab_terrain/sky_clouds.tga - - q3map_sunExt 1 1 1 140 -35 25 3 16 //adds deviance and samples - q3map_skylight 100 3 - - surfaceparm sky - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm nodlight - - nopicmip - nomipmaps - - qer_editorimage textures/shaderlab_terrain/sky_clouds.tga - - { - map textures/shaderlab_terrain/sky_clouds.tga - tcMod scale 3 3 - //tcMod scroll 0.005 -0.0125 - rgbGen identityLighting - } - { - map textures/shaderlab_terrain/sky_arc_masked.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - tcMod transform 0.25 0 0 0.25 0.1075 0.1075 - rgbGen identityLighting - } -} -
- - -In the following screenshot, you can see that the jagged shadow edges are gone.

- -


- -As mentioned above, you may be faced with problems involving the "stadium lights" effect when using q3map_skyLight. We can eliminate this problem by using higher values for the q3map_sunExt samples and q3map_skyLight iterations parameter, but at the cost of a higher compile time. For example, q3map_sunExt 1 1 1 140 -35 25 3 32 and q3map_skylight 100 6.

- -Note:
-Since the time that these screenshots were taken, the skylight subdivision code has been greatly improved (Q3Map2 2.5.14) for far more uniform lighting and faster compiles, so using higher iteration values can result in better quality, reducing the "stadium light" effect and without necessarily increasing compile times.

- -


- -A faster approximate alternative of getting rid of the "stadium lights" effect is to use q3map_lightmapFilterRadius.

- - - -
Script: Using q3map_lightmapFilterRadius
-textures/shadermanual/sky -{ - skyparms textures/shaderlab_terrain/env/sky 1024 - - - q3map_lightImage textures/shaderlab_terrain/sky_clouds.tga - - q3map_sunExt 1 1 1 140 -35 25 3 16 - q3map_lightmapFilterRadius 0 8 //self other - q3map_skyLight 100 3 - - surfaceparm sky - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm nodlight - - nopicmip - nomipmaps - - qer_editorimage textures/shaderlab_terrain/sky_clouds.tga - - { - map textures/shaderlab_terrain/sky_clouds.tga - tcMod scale 3 3 - //tcMod scroll 0.005 -0.0125 - rgbGen identityLighting - } - { - map textures/shaderlab_terrain/sky_arc_masked.tga - blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA - tcMod transform 0.25 0 0 0.25 0.1075 0.1075 - rgbGen identityLighting - } -} -
- - -The self and other parameters are the amount of filtering applied on the lightmap in world units. The self value is always set to "0" on sky shaders since skies don't have lightmaps. The q3map_lightmapFilterRadius directive should always be placed before any light-related directives that you want it to affect. In our case, we placed it after q3map_sunExt and before q3map_skyLight so that it filters the stadium lights, but won't blur the sun shadows which are already jittered. This produces very similar results without the long compile times.

- -
screenshot here


- -For additional information, see this thread:
-Shader Lighting Experiment

- - -
-
Lighting Effects

- - -Here are some additional features that you can use to create special lighting effects:
-*multiple suns by adding more than one q3map_sun or q3map_sunExt to shader
-*stuff about compiler switches
-*-skyfix
-*_skybox entity does not work with surfaceLight, must use skyLight

- - - - - - -


-Previous | Contents | Next -


- - - -
-
- - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/ch0.htm b/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/ch0.htm deleted file mode 100644 index 5898e5a..0000000 --- a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/ch0.htm +++ /dev/null @@ -1,103 +0,0 @@ - - -Q3Map2 Shader Manual: Preface - - - - - - - - - - -
- - - -

-0 - Preface
-
-Q3Map2 Shader Manual


- - - -The Q3Map2 Edition of the Shader Manual

- -Q3Map2 is an updated version of the original Q3Map program used to compile .map files created in a level editor such as Radiant into .bsp files used by Quake III engine games. Since it's introduction, ydnar has added so many new features and improved efficiency to the degree where Q3Map2 has become the standard compiling program for the level editing community as well as for many commercial games.

- -While still accurate, the original QeRadiant Shader Manual written by the staff at id Software did not contain shader keywords pertaining to the new Q3Map2, hence the need for this updated version of the manual including recent developments to the compiler.

- -This manual is based on the original manual with some minor reformatting, edits and error corrections, but the main difference is the inclusion of Q3Map2 specific shader keywords. Additionally, this version also includes an expanded appendix with information on selected Q3Map2 features as well as a new chapter for shader keywords used specifically with third party Quake III engine games.

- -Since Q3Map2 is being updated with additional features on a regular basis, this manual will also be updated to reflect any new shader keywords being introduced so check back for updates.

- --Obsidian

- - - -
-
Credits

- - - -Q3Map2 Shader Manual
-Written by Obsidian and ydnar


- -The Q3Map2 Shader Manual is based on the QeRadiant Shader Manual - Revision #12. Other portions were adapted from the Q3Map2 Handbook (Beta Edition), the Q3Map2 Readme document, and from various discussions on the forums/IRC channels. All works were consulted with permission from the authors.

- -QeRadiant Shader Manual, Revision #12
-
    -
  • Written by Paul Jaquays and Brian Hook.
  • -
  • Additional material by John Carmack, Christian Antkow, Kevin Cloud and Adrian Carmack.
  • -
  • Converted into a web friendly version by John Hutton.
  • -
  • Appendix A by TTimo.
  • -
- -Q3Map2 Handbook (Beta Edition)
-
    -
  • Written by Jetscreamer, Shadowspawn and ydnar.
  • -
- -Q3Map2 Readme
-
    -
  • Written by ydnar
  • -
- -Special Thanks:
-
    -
  • Paul Jaquays for his support, feedback and for writing the original QeRadiant Shader Manual.
  • -
  • ydnar for Q3Map2, thereby making level editing 2x more fun at 1/10 the compile time. Thanks for his technical expertise and help in writing this manual.
  • -
- -This is not an id Software product. Do not contact them for support.

- - - -
-
Contact

- - - -Shader Manual Development
-Feel free to e-mail me if you have any suggestions, comments or error corrections. -meridanox@gmail.com

- -Q3Map2 Shader Manual at Shaderlab:
-http://shaderlab.com/q3map2/shader_manual/

- -Forums
-Quake 3 World Level Editing and Modeling Forum
-Splash Damage Q3Map2 Support Forum

- - -


-Previous | Contents | Next -


- - - -
-
- - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/ch1.htm b/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/ch1.htm deleted file mode 100644 index d099447..0000000 --- a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/ch1.htm +++ /dev/null @@ -1,249 +0,0 @@ - - -Q3Map2 Shader Manual: Introduction - - - - - - - - - - -
- - - -

-1 - Introduction
-
-Q3Map2 Shader Manual


- - - -The graphic engine for Quake III Arena has taken a step forward by putting much more direct control over the surface qualities of textures into the hands of designers and artists. In writing this manual, we have tried to define the concepts and tools that are used to modify textures in a way that, it is hoped, will be graspable by users who already have basic knowledge of computer graphics but are not necessarily computer programmers. It is not a tutorial, nor is it intended to be one.

- -The Manual for the Q3Radiant editor program contains a section called Creating New Assets that has the necessary information for setting up the files to create your own custom Quake III Arena shaders. You should follow a similar convention when creating your custom shaders. It is reproduced here for your convenience:

- - - -Quote: from Q3Radiant Editor Manual
-Creating New Assets
-If you are familiar with the required tools, creating new assets for use in Quake III Arena is not particularly difficult. As a rule, you should create new directories for each map with names different from the names used by id. If you are making a map that will be called "H4x0r_D00M", every directory containing new assets for that map should be titled H4x0r_D00M. This is to try and avoid asset directories overwriting each other as the editor and the game load in assets. -

- - - -It is recommended that you study the scripts in this document and in the individual shader scripts. Pay careful attention to syntax and punctuation. This is where you are most likely to make mistakes.

- - - -
-
What is a Shader?

- - - -Shaders are short text scripts that define the properties of a surface as it appears and functions in a game world (or compatible editing tool). By convention, the documents that contain these scripts usually has the same name as the texture set which contains the textures being modified (e.g; base, hell, castle, etc,). Several specific script documents have also been created to handle special cases, like liquids, sky and special effects. -For Quake III Arena, shader scripts are located in [Quake3]/baseq3/scripts.

- -A Quake III Arena shader file consists of a series of surface attribute and rendering instructions formatted within braces ("{" and "}"). Below you can see a simple example of syntax and format for a single process, including the Q3Map2 keywords and "Surface Parameters", which follow the first bracket and a single bracketed "stage":

- - - -Script: Syntax and Format
- -
-

-textures/liquids/lava-example
-{
-	deformVertexes wave sin 0 3 0 0.1
-	q3map_tessSize 64
-	surfaceparm lava
-	qer_editorimage textures/common/lava.tga
-	{
-		map textures/common/lava.tga
-	}
-}
-
- -
- -

-//Shader Name
-
-//General Shader Keywords
-//Q3Map2 Specific Shader Keywords
-//Q3Map2 Specific Surface Parameter Shader Keywords
-//Editor Specific Shader Keywords
-
-//Stage Specific Shader Keywords
-
-
-

- -Shaders need to be referenced by the map editor, compiler (Q3Map2) and game engine - each of which uses a different part of the shader. In the above example shader, the different sections are listed on the right.

- - - -
-
Shader Name & File Conventions

- - - -The first line is the shader name. It is used by the map editor, compiler, game engine, and models to reference the script and art files associated with the shader. Shader names can be up to 63 characters long. The names are often a mirror of a pathname to the texture image without the file extension (.tga or .jpg) or base dir (/quake3/baseq3 in our case), but they do not need to be.

- -Shaders that are only going to be referenced by the game code, not modeling tools, often are just a single word, like "projectionShadow" or "viewBlood".

- -Shaders that are used on character or other polygon mesh models need to mirror the art files, which allows the modelers to build with normal textures, then have the special effects show up when the model is loaded into the game.

- -Shaders that are placed on surfaces in the map editor commonly mirror an image file, but the "qer_editorimage" shader parameter can force the editor to use an arbitrary image for display.

- -Shader path names have a case sensitivity issue - on Windows, they aren't case sensitive, but on Unix they are. Try to always use lowercase for filenames, and always use forward slashes "/" for directory separators.

- -Following the shader name, is an opening bracket "{" designating the beginning of the shader contents, and a closing bracket "}" at the end of the shader. Notice that the contents of the above example shader are indented for better legibility.

- - - -
-
:q3map Suffix

- - - -The :q3map suffix can be added to the end of the shader name of "compile-time" shaders. This means that shaders with names marked with :q3map will be used by the compiler only and will be ignored by the game engine. This is especially useful if you want to add Q3Map2-relevant shader directives to basic lightmapped textures. This allows Quake 3 to generate the stages implicitly while Q3Map2 processes the Q3Map2-relevant sections of the shader. Consider the following shaders:

- - - -
Script: Without :q3map
-textures/q3map2_sm/floor -{ - surfaceparm metalsteps - { - map $lightmap - rgbGen identity - } - { - map textures/q3map2_sm/floor.tga - blendFunc GL_DST_COLOR GL_ZERO - } -} -
- - -Normally, we wouldn't need a shader for this texture to be displayed properly in game since the lightmap and texture stages are generated implicitly by Quake 3. The only reason why this shader exists is because we want Q3Map2 to process this surface as having metalsteps when the player walks on it. As a result, we end up writing out the entire shader.

- -To save ourselves from needless work, we can mark this shader as being compiler-only and have Quake 3 generate the lightmap and texture stages for us as it usually does by default:

- - -
Script: With :q3map
-textures/q3map2_sm/floor:q3map -{ - surfaceparm metalsteps -} -
- - - - -
-
Keyword Types

- - - -Only the shader name is case sensitive (use all lowercase). Shader keywords (aka. directives) are not, but by convention, you should use mixedCase (ie. q3map_alphaMod). Some of the shader keywords are order dependant, so it's good practice to keep all keyword of a similar type grouped together in the following order, from top-down:

- -
General Shader Keywords
-A shader may contain general shader keywords, which affects the shader's appearance globally (affects the entire shader), and changes the physical attributes of the surface that uses the shader. These attributes can affect the player. These parameters are executed at runtime, that is, in order to see the changes one does not need to re-compile the map.

- -
Q3Map2 Specific Shader Keywords
-The general shader keywords may be followed by Q3Map2 specific keywords. These keywords are used by the compiler to change the physical nature of the shader's surface and are also global.

- -
Q3Map2 Specific Surface Parameter Shader Keywords
-These are actually part of the Q3Map2 specific shader keywords that are flags telling the compiler about the physical nature of the shader's surface. These are also global.

- -
Editor Specific Shader Keywords
-Editor specific shader keywords change the appearance of the shader in the map editor only. It has no effect on the shader in game.

- -
Stage Specific Shader Keywords
-The shader may contain one or more "stages". Each stage consists of an opening and closing bracket along with the contents of the stage (indented). The stage will contain a texture map specification which specifies the source image, and various other stages specific shader keywords that modifies the appearance of the source image. Stage specific keywords are processed by the renderer. They are appearance changes only and have no effect on game play or game mechanics. Changes to any of these attributes will take effect as soon as the game goes to another level or vid_restarts (type command "/vid_restart" in the game console).

- - - -
-
Documenting With Comments

- - - -It is often useful to document parts of shaders, especially for testing purposes or when working with a development team of other designers. Comments added to shaders are ignored completely, making it useful for adding notes, or for temporarily removing keywords for testing.

- -Shaders use the same double forward slashes "//" convention common with many programming languages for commenting. All text after the "//" on the same line are ignored from the shader. See various shaders for examples.

- - - -
-
Key Concepts

- - - -Ideally, a designer or artist who is manipulating textures with shader files has a basic understanding of wave forms and knows about mixing colored light (high school physics sort of stuff). If not, there are some concepts you need to have a grasp on to make shaders work for you.

- -
Surface Effects vs. Content Effects vs. Deformation Effects
-Shaders not only modify the visible aspect of textures on a geometry brush, curve, patch or mesh model, but they can also have an effect on both the content, "shape," and apparent movement of those things. A surface effect does nothing to modify the shape or content of the brush. Surface effects include glows, transparencies and rgb (red, green, blue) value changes. Content shaders affect the way the brush operates in the game world. Examples include water, fog, nonsolid, and structural. Deformation effects change the actual shape of the affected brush or curve, and may make it appear to move.

- -
Power Has a Price
-The shader script gives the designer, artist and programmer a great deal of easily accessible power over the appearance of and potential special effects that may be applied to surfaces in the game world. But it is power that comes with a price tag attached, and the cost is measured in performance speed. Each shader phase that affects the appearance of a texture causes the Quake III engine to make another processing pass and redraw the world. Think of it as if you were adding all the shader-affected triangles to the total r_speed count for each stage in the shader script. A shader-manipulated texture that is seen through another shader-manipulated texture (e.g. a light in fog) has the effect of adding the total number of passes together for the affected triangles. A light that required two passes seen through a fog that requires one pass will be treated as having to redraw that part of the world three times.

- -
RGB Color
-RGB means "Red, Green, Blue". Mixing red, green and blue light in differing intensities creates the colors in computers and television monitors. This is called additive color (as opposed to the mixing of pigments in paint or colored ink in the printing process, which is subtractive color). In Quake III Arena and most higher-end computer art programs (and the color selector in Windows), the intensities of the individual Red, Green and Blue components are expressed as number values. When mixed together on a screen, number values of equal intensity in each component color create a completely neutral (gray) color. The lower the number value (towards 0), the darker the shade. The higher the value, the lighter the shade or the more saturated the color until it reaches a maximum value of 255 (in the art programs). All colors possible on the computer can be expressed as a formula of three numbers. The value for complete black is 0 0 0. The value for complete white is 255 255 255. However, the Quake III Arena graphics engine requires that the color range be "normalized" into a range between 0.0 and 1.0.

- -
Normalization: a Scale of 0 to 1
-The mathematics in Quake III Arena use a scale of 0.0 to 1.0 instead of 0 to 255. Most computer art programs that can express RGB values as numbers use the 0 to 255 scale. To convert numbers, divide each of the art program's values for the component colors by 255. The resulting three values are your Quake III Arena formula for that color component. The same holds true for texture coordinates.

- -
Texture Sizes
-TGA texture files are measured in pixels (picture elements). Textures are measured in powers of 2, with 16 x16 pixels being the smallest (typically) texture in use. Most will be larger. Textures need not be square, so long as both dimensions are powers of 2. Examples include: 32x256, 16x32, 128x16.

- -
Color Math
-In Quake III Arena, colors are changed by mathematical equations worked on the textures by way of the scripts or "programlets" in the shader file. An equation that adds to, or multiplies the number values in a texture causes it to become darker. Equations that subtract from or modulate number values in a texture cause it to become lighter. Either equation can change the hue and saturation of a color.

- -
Measurements
-The measurements used in the shaders are in either game units, color units, or texture units.

- -
    -Game unit: A game unit is used by deformations to specify sizes relative to the world. Game units are the same scale we have had since way back in the Wolfenstein days - 8 units equals one foot. The default texture scale used by the Radiant map editor results in two texels for each game unit, but that can be freely changed.

    - -Color units: Colors scale the values generated by the texture units to produce lighting effects. A value of 0.0 will be completely black, and a value of 1.0 will leave the texture unchanged. Colors are sometimes specified with a single value to be used across all red, green, and blue channels, or sometimes as separate values for each channel.

    - -Texture units: This is the normalized (see above) dimensions of the original texture image (or a previously modified texture at a given stage in the shader pipeline). A full texture, regardless of its original size in texels, has a normalized measurement of 1.0 x 1.0. For normal repeating textures, it is possible to have value greater than 1.0 or less than 0.0, resulting in repeating of the texture. The coordinates are usually assigned by the level editor or modeling tools, but you still need to be aware of this for scrolling or turbulent movement of the texture at runtime.

    -
- -
Waveform Functions
-Many of the shader functions use waveforms to modulate measurements over time. Where appropriate, additional information is provided with wave modulated keyword functions to describe the effect of a particular waveform on that process. Currently there are five waveforms in use in Q3A shaders:

- -
    -Sin: Sin stands for sine wave, a regular smoothly flowing wave function ranging from -1 to 1.

    -Triangle: Triangle is a wave with a sharp ascent and a sharp decay, ranging from 0 to 1. It will make choppy looking wave forms.

    -Square: A squarewave simply switches from -1 to 1 with no in-between.

    -Sawtooth: In the sawtooth wave, the ascent is like a triangle wave from 0 to 1, but the decay cuts off sharply back to 0.

    -Inversesawtooth: This is the reverse of the sawtooth... instant ascent to the peak value (1), then a triangle wave descent to the valley value (0). The phase on this goes from 1.0 to 0.0 instead of 0.0 to 1.0. This wave is particularly useful for additive cross-fades.

    -
- -Waveforms all have the following properties:

- -
    -base: Where the wave form begins. Amplitude is measured from this base value.

    -amplitude: This is the height of the wave created, measured from the base. You will probably need to test and tweak this value to get it correct for each new shader stage. The greater the amplitude, the higher the wave peaks and the deeper the valleys.

    -phase: This is a normalized value between 0.0 and 1.0. Changing phase to a non-zero value affects the point on the wave at which the wave form initially begins to be plotted. Example: In Sin or Triangle wave, a phase of 0.25 means it begins one fourth (25%) of the way along the curve, or more simply put, it begins at the peak of the wave. A phaseof 0.5 would begin at the point the wave re-crosses the base line. A phase of 0.75 would be at the lowest point of the valley. If only one wave form is being used in a shader, a phase shift will probably not be noticed and phase should have a value of zero (0). However, including two or more stages of the same process in a single shader, but with the phases shifted can be used to create interesting visual effects. Example: using rgbGen in two stages with different colors and a 0.5 difference in phase would cause the manipulated texture to modulate between two distinct colors. Phase changes can also be used when you have two uses of the same effect near each other, and you don't want them to be synchronized. You would write a separate shader for each, changing only the phase value.

    -freq: Frequency. This value is expressed as repetitions or cycles of the wave per second. A value of 1 would cycle once per second. A value of 10 would cycle 10 times per second. A value of 0.1 would cycle once every 10 seconds.

    -
- - -


-Previous | Contents | Next -


- - - -
-
- - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/ch2.htm b/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/ch2.htm deleted file mode 100644 index 6f3311e..0000000 --- a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/ch2.htm +++ /dev/null @@ -1,246 +0,0 @@ - - -Q3Map2 Shader Manual: General Shader Keywords - - - - - - - - - - -
- - - -

-2 - General Shader Keywords
-
-Q3Map2 Shader Manual


- - - -IMPORTANT NOTES: Once again, be aware that some of the shader commands may be order dependent, so it's good practice to place all global shader commands (keywords defined in this section) at the very beginning of the shader and to place shader stages at the end (see various examples).

- -These Keywords are global to a shader and affect all stages. They are also ignored by Q3Map2.

- - - -
-
skyParms farbox cloudheight nearbox

- - - -Specifies how to use the surface as a sky, including an optional far box (stars, moon, etc), optional cloud layers with any shader attributes, and an optional near box (mountains in front of the clouds, etc).

- -
    -farbox : Specifies a set of files to use as an environment box behind all cloudlayers. Specify "-" for no farbox, or a file base name. A base name of "env/test" would look for files "env/test_rt.tga", "env/test_lf.tga", "env/test_ft.tga", "env/test_bk.tga", "env/test_up.tga", "env/test_dn.tga" to use as the right / left / front / back / up / down sides.

    -cloudheight : Controls apparent curvature of the cloud layers - lower numbers mean more curvature (and thus more distortion at the horizons). Higher height values create "flatter" skies with less horizon distortion. Think of height as the radius of a sphere on which the clouds are mapped. Good ranges are 64 to 256. The default value is 128.

    -nearbox : Specified as farbox, to be alpha blended ontop of the clouds. This has not be tested in a long time, so it probably doesn't actually work. Set to "-" to ignore.

    -
- -Design Notes: -
    -
  • If you are making a map where the sky is seen by looking up most of the time, use a lower cloudheight value. Under those circumstances the tighter curve looks more dynamic. If you are making a map where the sky is seen by looking out windows most of the time or has a map area that is open to the sky on one or more sides, use a higher height to make the clouds seem more natural.
  • -
  • It is possible to create a sky with up to 8 cloudlayers, but that also means 8 processing passes and a potentially large processing hit.
  • -
  • Be aware that the skybox does not wrap around the entire world. The "floor" or bottom face of the skybox is not drawn by the game. If a player in the game can see that face, they will see the "hall of mirrors" effect.
  • -
  • There's a bug in Quake 3 (but fixed in Enemy Territory) that causes a shader vertex overflow (SHADER_MAX_VERTEXES HIT IN FILLCLOUDSKYSIDE) if more than two cloud layers are used in maps with a lot of visible sky. To compensate, either reduce the amount of visible sky or limit the shader to two cloud layers.
  • -
- -Q3Map2 sky shaders work differently from the original and contain a number of improvements in terms of efficiency and visually. The example given below is an original Quake III Arena sky shader. While it is still operational, it is a little outdated and is being kept here for legacy purposes only. It is recommended that you take advantage of the new features of Q3Map2 skies by consulting Appendix I: Light Emitting Shaders > Skies.

- - - -
Script: Original Quake III Arena sky shader
-textures/skies/xtoxicsky_dm9 -{ - qer_editorimage textures/skies/toxicsky.tga - surfaceparm noimpact - surfaceparm nolightmap - q3map_globaltexture - q3map_lightsubdivide 256 - q3map_surfacelight 400 - surfaceparm sky - q3map_sun 1 1 0.5 150 30 60 - skyparms full 512 - - { - map textures/skies/inteldimclouds.tga - tcMod scale 3 2 - tcMod scroll 0.1 0.1 - } - { - map textures/skies/intelredclouds.tga - blendFunc add - tcMod scale 3 3 - tcMod scroll 0.05 0.05 - } -} -
- - - - -
-
cull side

- - - -Every surface of a polygon has two sides, a front and a back. Typically, we only see the front or "out" side. For example, a solid block you only show the front side. In many applications we see both. For example, in water, you can see both front and a back. The same is true for things like grates and screens.

- -To "cull" means to remove. The value parameter determines the type of face culling to apply. The default value is cull back if this keyword is not specified. However for items that should be inverted then the value front should be used. To disable culling, the value disable or none should be used. Only one cull instruction can be set for the shader.

- -
    -front : The front or "outside" of the polygon is not drawn in the world. It is used if the keyword "cull" appears in the content instructions without a side value.

    -back : Cull back removes the back or "inside" of a polygon from being drawn in the world.

    -disable or none : Neither side of the polygon is removed. Both sides are drawn in the game. Very useful for making panels or barriers that have no depth, such as grates, screens, metal wire fences and so on and for liquid volumes that the player can see from within. Also used for energy fields, sprites, and weapon effects (e.g. plasma).

    -
- -Design Notes
-For things like grates and screens, put the texture with the cull none property on one face only. On the other faces, use a non-drawing texture.

- - - -
-
deformVertexes type ---

- - - -This function performs a general deformation on the surface's vertexes, changing the actual shape of the surface before drawing the shader passes. You can stack multiple deformVertexes commands to modify positions in more complex ways, making an object move in two dimensions, for instance. There are 6 possible values for the type parameter, each of which will be described in more detail: wave, normal, bulge, move, autosprite, autosprite2. Depending on which of the 6 type parameters are used, different additional parameters will need to be used, including the generalized waveform functions (see Chapter 1: Key Concepts)

- -Design Notes:
-The div and amplitude parameters, when used in conjunction with liquid volumes like water should take into consideration how much the water will be moving. A large ocean area would have have massive swells (big div values) that rose and fell dramatically (big amplitude values). While a small, quiet pool may move very little.

- -
deformVertexes wave div func base amplitude phase freq
-Designed for water surfaces, modifying the values differently at each point. The div parameter is used to control the wave "spread" - a value equal to the q3map_tessSize of the surface is a good default value. It accepts the standard wave functions sin, triangle, square, sawtooth or inversesawtooth.

- -
deformVertexes normal div func base amplitude freq
-This deformation affects the normals of a vertex without actually moving it, which will effect later shader options like lighting and especially environment mapping. If the shader stages don't use normals in any of their calculations, there will be no visible effect. The div parameter is used to control the wave "spread" - a value equal to the q3map_tessSize of the surface is a good default value. Good values for amplitude ranges from 0.1 to 0.5 while values of 1.0 to 4.0 are good for frequency.

- -Design Notes:
-Putting values of 0.1 to 0.5 in Amplitude and 1.0 to 4.0 in the Frequency can produce some satisfying results. Some things that have been done with it: A small fluttering bat, falling leaves, rain, flags.

- -
deformVertexes bulge bulgeS bulgeT bulgeSpeed
-This forces a bulge to move along the given s and t directions. Designed for use on curved pipes. The bulgeS and bulgeT parameters is the amount of bulge displacement measured in game units. bulgeSpeed is the number of seconds it takes for the bulge to complete a single cycle.

- -
deformVertexes move x y z func base amplitude phase freq
-The move parameter is used to make a brush, curve patch or model appear to move together as a unit. The x y z values are the distance and direction in game units the object appears to move relative to it's point of origin in the map. -The func base amplitude phase freq values are the same as found in other waveform manipulations.

- -The product of the function modifies the values x, y, and z. Therefore, if you have an amplitude of 5 and an x value of 2, the object will travel 10 units from its point of origin along the x axis. This results in a total of 20 units of motion along the x axis, since the amplitude is the variation both above and below the base.

- -It must be noted that an object made with this shader does not actually change position, it only appears to.

- -Design Notes:
-If an object is made up of surfaces with different shaders, all must have matching deformVertexes move values or the object will appear to tear itself apart.

- -
deformVertexes autosprite
-This function can be used to make any given triangle quad (pair of triangles that form a square rectangle) automatically behave like a sprite without having to make it a separate entity. This means that the "sprite" on which the texture is placed will rotate to always appear at right angles to the player's view as a sprite would. Any four-sided brush side, flat patch, or pair of triangles in a model can have the autosprite effect on it. The brush face containing a texture with this shader keyword must be square.

- -
deformVertexes autosprite2
-Is a slightly modified "sprite" that only rotates around the middle of its longest axis. This allows you to make a pillar of fire that you can walk around, or an energy beam stretched across the room.

- - - -
-
fogParms ( r g b ) opacity

- - - -Note: You must also specify "surfaceparm fog" to cause Q3Map2 to identify the surfaces inside the volume. Fogparms only describes how to render the fog on the surfaces.

- -r g b : These are normalized values. A good computer art program should give you the RGB values for a color. To obtain the values that define fog color for Quake III Arena, divide the desired color's red, green and blue values by 255 to obtain three normalized numbers within the 0.0 to 1.0 range.

-opacity : This is the distance, in game units, until the fog becomes totally opaque, as measured from the point of view of the observer. By making the height of the fog brush shorter than the distance to opaque, the apparent density of the fog can be reduced (because it never reaches the depth at which full opacity occurs). - -
    -
  • The fog volume can only have one surface visible (from outside the fog).
  • -
  • Fog must be made of one brush. It cannot be made of adjacent brushes.
  • -
  • Fog brushes must be axial. This means that only square or rectangular brushes may contain fog, and those must have their edges drawn along the axes of the map grid (all 90 degree angles).
  • -
- -Design Notes:
-
    -
  • If a water texture contains a fog parameter, it must be treated as if it were a fog texture when in use.
  • -
  • If a room is to be filled completely with a fog volume,it can only be entered through one surface (and still have the fog function correctly).
  • -
  • Additional shader passes may be placed on a fog brush, as with other brushes.
  • -
- - - -
-
noPicMip

- - - -This causes the texture to ignore user-set values for the r_picmip cvar command. The image will always be high resolution. Example: Used to keep images and text in the heads up display from blurring when user optimizes the game graphics.

- - - -
-
noMipMaps

- - - -This implies noPicMip, but also prevents the generation of any lower resolution mipmaps for use by the 3D card. This will cause the texture to alias when it gets smaller, but there are some cases where you would rather have this than a blurry image. Sometimes thin slivers of triangles force things to very low mipmap levels, which leave a few constant pixels on otherwise scrolling special effects.

- - - -
-
polygonOffset

- - - -Surfaces rendered with the polygonOffset keyword are rendered slightly off the polygon's surface. This is typically used for wall markings and "decals." The distance between the offset and the polygon is fixed. It is not a variable in Quake III Arena.

- -Design Notes:
-
    -
  • Use this for wall or floor markings, particularily for direction arrows for team games. Texture the brush with the decal shader on one face and the other faces with a nodraw shader. Then place the brush flush with the surface of the wall or floor.
  • -
  • When using a _decal entity for texture projection, polygonOffset must be used to prevent Z-fighting. If you experience problems with depth sorting, try using sort 6.
  • -
- - - - -
-
portal

- - - -Specifies that this texture is the surface for a portal or mirror. In the game map, a portal entity must be placed directly in front of the texture (within 64 game units). All this does is set "sort portal", so it isn't needed if you specify that explicitly.

- - - -
-
sort value

- - - -Use this keyword to fine-tune the depth sorting of shaders as they are compared against other shaders in the game world. The basic concept is that if there is a question or a problem with shaders drawing in the wrong order against each other, this allows the designer to create a hierarchy of which shader draws in what order.

- -The default behavior is to put all blended shaders in sort "additive" and all other shaders in sort "opaque", so you only need to specify this when you are trying to work around a sorting problem with multiple transparent surfaces in a scene.

- -The value here can be either a numerical value or one of the keywords in the following list (listed in order of ascending priority): - -
    - portal (1): This surface is a portal, it draws over every other shader seen inside the portal, but before anything in the main view.
    - Sky (2): Typically, the sky is the farthest surface in the game world. Drawing this after other opaque surfaces can be an optimization on some cards. This currently has the wrong value for this purpose, so it doesn't do much of anything.
    - Opaque (3): This surface is opaque (rarely needed since this is the default with no blendfunc)
    - Banner (6): Transparent, but very close to walls.
    - Underwater (8): Draw behind normal transparent surfaces.
    - Additive (9): Normal transparent surface (default for shaders with blendfunc's)
    - Nearest (16): This shader should always sort closest to the viewer, e.g. muzzle flashes and blend blobs.

    -
- - - -


-Previous | Contents | Next -


- - - -
-
- - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/ch3.htm b/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/ch3.htm deleted file mode 100644 index 4208e89..0000000 --- a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/ch3.htm +++ /dev/null @@ -1,799 +0,0 @@ - - -Q3Map2 Shader Manual: Q3Map2 Specific Shader Keywords - - - - - - - - - - -
- - - -

-3 - Q3Map2 Specific Shader Keywords
-
-Q3Map2 Shader Manual


- - -These keywords change the physical nature of the textures and the brushes that are marked with them. Changing any of these values will require the map to be re-compiled. These are global and affect the entire shader.

- - - -
-
q3map_alphaGen func ---

- - -blah

- - - -
-
q3map_alphaMod func ---

- - - -This is used for special blending effects on shaders by altering the amount of blending falloff depending on specific surface properties such as the surfaces normal axis or the vertexes contained within its volume. alphaMod operations are applied to an object's vertexes so the rgbGen vertex directive is required for each affected stage.

- -
q3map_alphaMod dotproduct ( X Y Z)
-It is used to blend textures using alphaFunc or blendFunc in the shader's second pass, with the falloff depending on the surface's normal axis. This is achieved by doing a vector dot product of the specified normalized vector value ( X Y Z ) and the vertex normal which yields the amount of blending. The dot product operation multiplies each element of one vector against the corresponding elements of a second vector, then adds them. Examples:

- - -( 0 0 1 ) dp ( 0 0 1 ) = 0 * 0 + 0 * 0 + 1 * 1 = 1
-( 0 0 1 ) dp ( 0 0 0.5 ) = 0 * 0 + 0 * 0 + 1 * 0.5 = 0.5
-( 0.5 0.5 1 ) dp ( 0 0.5 0.5 ) = 0.5 * 0 + 0.5 * 0.5 + 1 * 0.5 = 0.75

-
- -
q3map_alphaMod dotproduct2 ( X Y Z )
-This works in a similar way to dotproduct except it exaggerates the differences in vertex normals by squaring the final dot product value. With the same values as the above example, dotproduct2 would give the following:

- - -[ ( 0 0 1 ) dp ( 0 0 1 ) ]2 = ( 0 * 0 + 0 * 0 + 1 * 1 )2 = 1
-[ ( 0 0 1 ) dp ( 0 0 0.5 ) ]2 = ( 0 * 0 + 0 * 0 + 1 * 0.5 )2 = 0.25
-[ ( 0.5 0.5 1 ) dp ( 0 0.5 0.5 ) ]2 = ( 0.5 * 0 + 0.5 * 0.5 + 1 * 0.5 )2 = 0.5625 -



- - - -
Script: q3map_dotproduct on terrain
-textures/shaderlab_vector_1/rock_1_z_lodterrain -{ - //Used for radiosity lighting - q3map_lightImage textures/shaderlab_vector_1/rock_1.tga - - q3map_nonplanar - q3map_shadeAngle 179 - q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 ) - q3map_tcMod rotate 33 - q3map_lightmapAxis z - - // this means dot product squared, for faster falloff between vertical and horizontal planes - q3map_alphaMod dotproduct2 ( 0 0 0.95 ) - - surfaceparm nonsolid - surfaceparm pointlight - - { - map textures/shaderlab_vector_1/rock_1.tga - rgbGen vertex - } - { - map textures/slterra/sand_1.tga - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - rgbGen vertex - } -} -
-
- -Design Notes:
-Typical examples of use include snow covering the top faces of objects, or terrain with grass growing on horizontal planes blending into rocky cliffs on near vertical surfaces. It is an excellent way of automatically creating realistic alpha-blended terrain without the complicated steps in setting up an alpha map.

- - -
q3map_alphaMod scale N.N
-Used in conjunction with q3map_alphaMod volume. Scales the vertex alpha by N.N.

- -
q3map_alphaMod set N.N
-Used in conjunction with q3map_alphaMod volume. Sets the vertex alpha (regardless of any previous alpha values) to N.N * 255.

- -
q3map_alphaMod volume
-This was created as a way to explicitly set the amount of vertex alpha-blending by altering the alpha values of vertexes contained within a brush volume marked with this shader directive. Applies all other q3map_alphaMod directives to each vertex inside a brush textured with this shader, allowing large faded scrolling fire shaders, waterfalls, marquees, explicit dotProduct terrain blending control, etc.

- -Design Notes:
-This is usually used in special alphaMod volume "common" shaders for use within the editor only. A brush textured with the alphaMod volume shader is used to overlap the vertexes of another brush using an alpha-blended shader, altering the vertex alpha values. Worldspawn alphaMod volume brushes will affect all surfaces. You can func_group an alphaMod volume brush to affect only that entity.

- - - -
-
q3map_backShader shadername

- - - -This allows a brush to use a different shader when you are inside it looking out. By way of example, this would allow a water brush (or other) surfaces to have a different sort order or appearance when seen from the inside. q3map_backShader only works on brush faces. For this reason, it is deprecated in favor of using q3map_cloneShader where the target shader contains q3map_invert.

- - - - - -
-
q3map_backSplash percentage distance

- - - -A surface light is lit by itself, often causing areas of higher light intensity than other areas. q3map_backSplash moves the light source away from the surface of the shader, allowing it to create smoother lighting over the face. By default, all shaders are assigned backsplash values, 0.05 for the percentage, 23 units for the distance.

- -
    -percentage : Specifies the intensity percentage of the light generated by q3map_surfacelight to be redirected back at the surface. Use a value of 0 or a negative value to disable back splash lights.
    -distance : Distance of the back splash lights from the surface. -
- - - -
-
q3map_baseShader shadername

- - - -Allows shaders to be subclassed (Q3Map2 relevant portions only, such as surfaceparms, lighting, texture projection, etc). Subclassed shaders can reference the base shader by referring to the base shader's name. In order for q3map_baseShader to work correctly, the base shader must be specified before any shaders that subclass it. Some EasyGen terrain templates incorrectly specified the base shader after the terrain shaders that depended on it, resulting in some interesting errors.

- -This is fundamentally the reverse of q3map_remapShader. Use q3map_baseShader when a single group of q3map_* directives is required for multiple base shaders. Use q3map_remapShader when similar shaders are used that require different groups of q3map_* directives.

- - - -
-
q3map_bounce N.N

- - - -Deprecated! Use q3map_bounceScale instead.

- - - -
-
q3map_bounceScale N.N

- - - -Use a number between 0 and 1.0 (or higher), to scale the amount of light reflected in radiosity passes. You can oversaturate it by using a number higher than 1.0, but this can lead to excessive compile times. Using 90 would probably make things positively glacial. 1.0 is a default, fudged number that looked OK with the maps that were tested. Tweaking it to 1.5 or 2.0 won't hurt anything, per se, but it does give you finer control over how each shader re-emits light. The poorly worded q3map_bounce has been renamed to q3map_bounceScale. While its use has been deprecated, q3map_bounce still works.

- - - -
-
q3map_clipModel

- - - -Automatically clips misc_model entities for player and weapon collision. This should only be used on large models such as terrain (not small decorative models - manually clip those). The shader's surfaceparms are inherited by the magic clip brush, so if you have surfaceparm nonsolid in your model's shader that uses q3map_clipModel, then the brush will also be non-solid. This can also be set on a per model basis with spawnflags 2.

- - - -
-
q3map_cloneShader shadername

- - - -A shader with this keyword will inherit the target shader's properties and appearance. Be careful, this can lead to an infinite loop if a cloning shader references another cloning shader or itself.

- - - -
-
q3map_colorGen

- - -blah

- - - -
-
q3map_colorMod

- - -blah

- - - -
-
q3map_extraShader

- - - -Does not exist!

- - - -
-
q3map_fadeAlpha N

- - - -Does not exist!

- - - -
-
q3map_fogDir angle

- - - -Specifies the direction a fog shader fades from transparent to opaque.

- - - -
-
q3map_forceMeta

- - - -Forces model (MD3, ASE, etc.) surfaces to be broken down into their component triangles like brush faces and passed through the meta code on a per shader basis. This is required for lightmapped models. Setting spawnflags 4 on a misc_model will set q3map_forceMeta on all its surfaces.

- - - - - -
-
q3map_forceSunlight

- - - -Obsolete!
-By default, no sunlight is cast on vertex-lit .md3 models or vertex-lit terrain. Using this option, sunlight (overbright bits created by the q3map_sun option) will be cast on these surfaces. q3map_forceSunlight is now obsolete since suns are now first class light sources.

- - - -
-
q3map_fur layers offset fade

- - - -This is used for generating fur over a surface. This is typically used in conjunction with q3map_cloneShader in the surface (parent) shader and references the fur shader as the clone. A possible application of this is to create grass on alphablended terrain. Keep in mind that the use of a fur shader may cause a large hit to performance but when used sparingly, it can produce some interesting effects. (See Appendix D: Fur)
- -
    -layers : This specifies the number of desired replicated fur layers generated.

    -offset : The distance (in game units) between subsequent layers.

    -fade : A normalized value indicating the fade falloff between subsequent layers.

    -
- - - -
-
q3map_globalTexture

- - - -Use this shader in the global keyword commands whenever the tcMod scale function is used in one of the later render stages. Many problems with getting shader effects to work across multiple adjacent brushes are a result of the way Q3Map2 optimizes texture precision. This option resolves that, but at the expense of some precision of the textures when they are far away from the origin of the map.

- - - -
-
q3map_indexed

- - - -This is used for explicit terrain-style indexed mapping. It instructs Q3Map2 to look at the func_group terrain entity's _indexmap key for an image to pull index values from, and then to construct a shader name with the root based on the _shader key's value.

- - - -
-
q3map_invert

- - - -Inverts a surface normal. Works on brush faces, models and patches. Used in celshading to achieve the inverted backfacing hull.

- - - -
-
q3map_lightImage texturename

- - - -By default, surface lights use the average color of the source image to generate the color of the light. q3map_lightImage specifies an alternate image to be used for light color emission, radiosity color emission, light filtering and alpha shadows. You can even use a light image with a different alpha channel for blurrier alpha shadows. The light color is averaged from the referenced texture. The texture must be the same size as the base image map. q3map_lightImage should appear before qer_editorImage.

- -The reason q3map_lightImage is specified for the light in the example below, is because the blend map is predominantly yellow, but the base image is not. The designer wanted the color of the light to be sampled from the blend map instead of the base image.

- - - -
Script: Taking light from another source image
-textures/eerie/ironcrosslt2_10000 -{ - q3map_lightImage textures/gothic_light/ironcrosslt2.blend.tga - // this TGA is the source for the color of the blended light - - qer_editorImage textures/gothic_light/ironcrosslt2.tga - //editor TGA (used because the shader is used with several different light values) - - q3map_surfacelight 10000 - //emitted light value of 10,000 - - { - map $lightmap - //source texture is affected by the lightmap - rgbGen identity - // this command handles the overbright bits created by "sunlight" in the game - } - { - map textures/gothic_light/ironcrosslt2.tga - blendFunc filter - rgbGen identity - } - { - maptextures/gothic_light/ironcrosslt2.blend.tga - blendFunc add - } -} -
- - - - -
-
q3map_lightmapAxis axis

- - - -Takes a single argument: either x, y or z. The keyword q3map_terrain has an implicit (read default) q3map_lightmapAxis defined as z. This keyword is not recommended for things like caves or arches which have undersides.

- - - -
-
q3map_lightmapBrightness N.N

- - - -Lightmap brightness scaling. A value of 2.0 will be twice as bright (linearly) and a value of 0.5 will be half as bright.

- - - -
-
q3map_lightmapFilterRadius self other

- - - -This is usually used on light emitting shaders to approximate finer subdivided lighting. It adds a gaussian blur effect to the lightmaps of either the shader itself, or the surfaces affected by the shader, or both. The values for self and other are measured in world units of filtering (blurring) of lightmap data cast by any light sources. The self parameter can be set for surfacelights for finer subdivided lighting, but should be set to 0 for sky shaders since they don't have lightmaps. The other parameter should be set just high enough to eliminate the "stadium shadow" effect sometimes produced by q3map_skylight or to smooth out the lighting on surfacelights. If using a value higher than 4 for the iterations parameter on q3map_skylight, you don't need q3map_lightmapFilterRadius as much, but at the expense of higher compile times. q3map_lightmapFilterRadius should be placed before any light related shader directives that you want it to affect. (see Appendix I: Light Emitting Shaders)

- - - -
-
q3map_lightmapGamma N.N

- - - -Deprecated! Use q3map_lightmapBrightness instead.

- - - -
-
q3map_lightmapMergable

- - - -Allows terrain to be mapped onto a single lightmap page for seamless terrain shadows. It will specify that the shaders using it can merge nonplanars together onto a single lightmap, so you can have a single 512x512 lightmap across a terrain entity.

- - - -
-
q3map_lightmapSampleOffset distance

- - - -Takes a single parameter, defaulting to 1.0, which specifies how many units off a surface should Q3Map2 sample lighting from. Use larger values (2.0-8.0) if you're getting ugly splotches on lightmapped terrain.

- - - -
-
q3map_lightmapSampleSize N

- - - -Surfaces using a shader with this option will have the pixel size of the lightmaps set to (NxN). This option can be used to produce high-resolution shadows on certain surfaces. In addition, it can be used to reduce the size of lightmap data, where high-resolution shadows are not required. The default Quake III lightmap sample size is 16.

- - - -
-
q3map_lightmapSize width height

- - - -Specifies the size of the lightmap texture that surface lightmaps get packed on to. Used mainly in Enemy Territory for terrain lightmaps (512x512) in concert with the Q3Map2 switch -lightmapsize.

- - - -
-
q3map_lightRGB red green blue

- - - -This forces a specified color of light to be emitted from a surface or sky light, rather than sampling colors from a lightimage, editor image or the texture map. Three normalized color values of light are required for the red green blue parameters. This does not affect bounced light in radiosity or lightfilter.

- - - -
-
q3map_lightStyle N

- - - -Used to set light styles on surface lights for lightmap flickering/waveform effects. N takes the form of a number between 1 and 31, that references the corresponding style number set in the worldspawn entity. Equivalent to setting "style" "N" on a light entity (see Appendix G: Lightstyles).

- - - -
-
q3map_lightSubdivide N

- - - -Used on surface lights (see q3map_surfacelight). Chops up the surface into smaller polygons for more uniform lighting. It defaults to 120 game units, but can be made larger or smaller as needed (for light surfaces at the bottom of cracks, for example). This can be a dominant factor in processing time for Q3Map2 lighting. Can have an increasingly "darker" effect when used with -fast. Compensate by raising the surface light value. For sky shaders, use q3map_skylight instead (see Appendix I: Light Emitting Shaders).

- - - -
-
q3map_noClip

- - - -You might have noticed that terrain has been made to not clip or t-junction anymore. It was causing too many issues, so a new parameter was added: q3map_noClip. Normally, Q3Map2 clips all faces to the BSP, and then takes the minimum polygon that encompasses all visible fragments. q3map_noClip forces Q3Map2 to uses the original brush faces (This is implicit for autosprite(2) surfaces). Therefore, if you map tidy, you could theoretically use q3map_noClip on all your shaders. q3map_noClip and q3map_noTJunc, when used in combination, will preserve mesh geometry exactly as you make it.

- - - -
-
q3map_noFast

- - - -When used on surfaces that emit light, this will disable -fast optimizations. This is useful for large areas of dim sky, where you want the dim light to reach all surfaces. This shader keyword prevents fast from affecting dim sky surfaces. It is necessary, if you can't do a workaround with brighter skies or by using a larger q3map_lightSubdivide value.

- - - -
-
q3map_noFog

- - - -Volumes marked with a shader containing this keyword will not be affected by fog.

- - - -
-
q3map_nonPlanar

- - -Instructs Q3Map2 to merge any adjacent triangles that don't lie in the same plane into a non-planar triangle soup. This allows shadows to be cast correctly across non-planar edges. It is typically used on lightmapped terrain shaders.

- - - -
-
q3map_normalImage texturename

- - - -Allow the use of a normal (height) map to simulate textured bumpmapping. This isn't real bumpmapping per se, but generates a static lightmap image that reflects the normal map and light source.

- - - -
-
q3map_noTJunc

- - - -Read as "no T-Junc". With this option, surfaces modified by a shader are not used for T-junction fixing. q3map_noClip and q3map_noTJunc, used in combination will preserve mesh geometry exactly as you make it.

- - - -
-
q3map_noVertexLight

- - -blah

- - - -
-
q3map_noVertexShadows

- - - -Obsolete!
-Vertex lighting code was rewritten a couple of times, rendering this keyword irrelevant. Shaders that are used on misc_models or terrain were to use q3map_noVertexShadows to disable shadows being cast on the vertex lit surfaces. Casting shadows at small, misc_model objects often makes sense. However, having shadows on large, vertex lit terrain surfaces often looks bad. Shadows are not cast on forced_vertes_lit surfaces by default (shaders with pointlight).

- - - -
-
q3map_offset N.N

- - - -Offsets a surface along the vertex normals N.N units. Used in celshading.

- - - -
-
q3map_patchShadows

- - - -Obsolete!
-When this option is used in conjunction with the original lighting algorithm (-light), surfaces with textures modified with this option will show shadows that are cast by curve patches. Curve patches do not cast shadows by default.

- - - -
-
q3map_remapShader shadername

- - -Allows shaders to be subclassed. Subclassed shaders can reference the remap shader by referencing the remap shader's name. In order for this to work, the remap shader must be specified before any shaders that references it. Subclassed shaders must contain Q3Map2 and editor relevant portions only (q3map_*, surfaceparm and qer_* directives).

- -This is fundamentally the reverse of q3map_baseShader. Use q3map_baseShader when a single group of q3map_* directives is required for multiple base shaders. Use q3map_remapShader when similar shaders are used that require different groups of q3map_* directives.

- -Design Notes:
-Since the subclassed shaders that are applied to geometry does not contain any texture stages, qer_editorImage is usually required in conjunction with q3map_remapShader.

- - - -
-
q3map_replicate

- - - -Does not exist!

- - - -
-
q3map_rgbGen

- - -blah

- - - -
-
q3map_rgbMod

- - -blah

- - - -
-
q3map_shadeAngle angle

- - -Specifies the breaking angle for phong shading. This allows for smooth shadows between brush faces like patches. The angle parameter is the angle between adjacent faces at which smoothing will start to occur. Typical values are usually in the 120-179 range.

- - - -
-
q3map_skylight amount iterations

- - - -This replaces q3map_surfacelight and q3map_lightSubdivide on sky surfaces for much faster and more uniform sky illumination. Amount is a brightness value, similar to what you would use in q3map_sun. Good values are between 50 and 200. Iterations is an exponential factor. 3 is the best value that balances speed and quality. Values of 4 and 5 are higher quality at the expense of higher compile time. Values below 3 are not too useful

- - - -
-
q3map_splotchFix

- - - -This is used on lightmapped model shaders if splotched lighting artifacts appear. Any shadows at the ambient/dark level will be flooded from neighbouring luxels. This gets rid of shadow acne, but a surface must be more or less uniformly lit or this looks ugly. Try using q3map_lightmapSampleOffset first before using this as a last resort.

- - - -
-
q3map_styleMarker

- - - -For use on shaders that accompany style lights. For any shaders that may be hit by a styled light, add q3map_styleMarker after the lightmap stage and before the texture stages so Q3Map2 can properly create the fake lightmap stages (see Appendix G: Lightstyles).

- - - -
-
q3map_styleMarker2

- - - -Similar to q3map_styleMarker except it is used on masked textures where a depthFunc equal is required.

- - - -
-
q3map_sun red green blue intensity degrees elevation

- - - -This keyword in a sky shader will create the illusion of light cast into a map by a single, infinitely distance parallel light source (sun, moon, hellish fire, etc.). This is only processed during the lighting phase of Q3Map2. While still perfectly usable, q3map_sun is now deprecated in favour for q3map_sunExt (see below).

- -
    -red green blue : Color is described by three normalized RGB values. Color will be normalized to a 0.0 to 1.0 range, so it doesn't matter what range you use.

    -intensity : The brightness of the generated light. A value of 100 is a fairly bright sun. The intensity of the light falls off with angle but not distance.

    -degrees : The angle relative to the directions of the map file. A setting of 0 degrees equals east. 90 is north, 180 is west and 270 is south. In the original version of Q3Map, non-axial values had a tendency to produce jagged shadows. With Q3Map2, this problem is avoided with new options like lightmap filtering, raytracing and penumbra effects.

    -elevation : The distance, measured in degrees from the horizon (z value of zero in the map file). An elevation of 0 is sunrise/sunset. An elevation of 90 is noon.

    -
- -Design Notes:
-Sky shaders should probably still have a q3map_surfacelight or preferred q3map_skylight value. The "sun" gives a strong directional light, but doesn't necessarily give the fill light needed to soften and illuminate shadows. Skies with clouds should probably have a weaker q3map_sun value and a higher q3map_surfacelight or q3map_skylight value. Heavy clouds diffuse light and weaken shadows. The opposite is true of a cloudless or nearly cloudless sky. In such cases, the "sun" or "moon" will cast stronger shadows that have a greater degree of contrast. This is also why q3map_sunExt is preferred. It gives the designer greater control over shadow contrast with a penumbra effect.

- -Design Trick:
-Not certain what color formula you want to use for the sun's light? Try this. Create a light entity. Use the Radiant editor's color selection tools to pick a color. The light's _color key's value will be the normalized RGB formula. Copy it from the value line in the editor (CTRL+c) and paste it into your shader.

- - - -
-
q3map_sunExt red green blue intensity degrees elevation deviance samples

- - - -Works like q3map_sun with the addition of two new parameters to create "light jittering" for penumbra (half-shadow) effects. This gives you much more realistic shadows from the sun, especially when trying to simulate a cloudy day or a wide sun. The penumbra effect can also be applied to entity lights (point, spot or sun) with the _deviance N (distance in world units for point/spot lights and degrees for suns) and _samples N (number of samples) key/value pairs.

- -
    -deviance : The number of degrees for the half-shadow. General values up to 2 or 3 are acceptable. The real sun has a solid angle of about half a degree.

    -samples : The number of random jitters distributed over the solid arc (~16).

    -
- - - -
-
q3map_sunlight

- - - -Does not exist!

- - - -
-
q3map_surfacelight value

- - - -The texture gives off light equal to the value set for it. The relative surface area of the texture in the world affects the actual amount of light that appears to be radiated. To give off what appears to be the same amount of light, a smaller texture must be significantly brighter than a larger texture. Unless the q3map_lightImage keyword is used to select a different source for the texture's light color information, the color of the light will be the averaged color of the texture. For sky shaders, use q3map_skylight instead for faster and more uniform sky illumination.

- - - -
-
q3map_surfaceModel modelpath density odds minscale maxscale minangle maxangle oriented

- - - -A surface with q3map_surfaceModel in its shader will randomly place a specified model across it's face. This is designed to place grass or tree models over terrain. - -
    -modelpath : The path to the model file (any supported format).

    -density : The density of the models, in game units.

    -odds : The odds of the model appearing (normalized?).

    -minscale : The minimum scale of the model from its original size of 1.0.

    -maxscale : The maximum scale of the model from its original size of 1.0.

    -minangle : The model's minimum angle of rotation.

    -maxangle : The model's maximum angle of rotation.

    -oriented : This is a flag, either 0 or 1, and sets whether the model gets fitted to the orientation of the surface.

    -
- - - -
-
q3map_tcGen func ---

- - - -This currently supports two functions, vector and ivector. Both functions are used for texture projection and do the exact same thing. The only difference is in the math, ivector was designed to be more intuitive.

- -
q3map_tcGen vector sVector tVector
-Projects a texture Ns units by Nt units along a chosen axis. q3map_tcGen vector ( 1/256 0 0 ) ( 0 1/256 0 ) will project a texture every 256 units in x, and every 256 units in y, along the z-axis.

- -
q3map_tcGen ivector 1.0/sVector 1.0/tVector
-Projects a texture Ns units by Nt units along a chosen axis. q3map_tcGen ivector ( 256 0 0 ) ( 0 256 0 ) will project a texture every 256 units in x, and every 256 units in y, along the z-axis. Ivector means inverse vector, and this means you won't have to do the divide with a calculator. Inverse = 1.0/n, unless the value is 0, then the matrix value is set to 0. A bit of dodgy math, but it works.

- - - -
-
q3map_tcMod func ---

- - - -This works in a similar manner to the stage specific tcMod keyword (see Chapter 6 tcMod), except in the compiler, so that modified texture coordinates are "baked" into the surface. This lets you set up less obvious texture tiling on natural and organic surfaces (especially terrain).

- -
q3map_tcMod rotate degrees
-Rotates the texture (around origin, not center) a specified number of degrees.

- -
q3map_tcMod scale s-scale t-scale
-Scales S (x) and T (y) texture co-ordinates. scale 2 2 would halve the size of the texture (doubling the texture co-ordinates).

- -
q3map_tcMod translate or move or shift s-offset t-offset
-Shifts texture co-ordinates by S, T amount. translate 0.5 0 would shift it one-half in S, and none in T.

- - - -
-
q3map_terrain

- - - -Alphamap terrain shaders (typically textures/common/terrain and terrain2) must have the q3map_terrain keyword. Terrain is handled completely differently from previous versions. Q3Map2 no longer looks for the word terrain in the shader name to determine whether or not it is an indexed shader. It looks for q3map_indexed, or q3map_terrain, which then sets off a bunch of stuff shoehorned into it, like: the lightmap axis, texture projection, etc.

- -By default, q3map_terrain sets the following: -
    - q3map_tcGen ivector ( 32 0 0 ) ( 0 32 0 )
    - q3map_lightmapAxis z
    - q3map_nonplanar
    - q3map_shadeAngle 180 (maybe 175?)
    - q3map_indexed -
- - - -
-
q3map_tessSize amount

- - - -This controls the tessellation size (how finely a surface is chopped up in to triangles), in game units, of the surface. This is only applicable to solid brushes, not curves, and is generally only used on surfaces that are flagged with the deformVertexes keyword. Abuse of this can create a huge number of triangles. This happens during Q3Map2 processing, so maps must be reprocessed for changes to take effect. The poorly named tessSize keyword still works but has been deprecated in favour of q3map_tessSize for the sake of consistency.

- -Design Notes:
-It can also be used on tessellating surfaces to make sure that tessellations are large and thus, less costly in terms of triangles created.

- - - -
-
q3map_textureSize X Y

- - - -Deprecated. Useful when you don't specify an editor or light image for a shader. Recent builds of Q3Map2 will find some referenced image in a shader and use that as a fallback. Historically, this was used for surface splitting for RTCW for PS2, to accommodate the hardware's limited texture range precision.

- - - -
-
q3map_traceLight

- - - -Obsolete!
-Surfaces using a shader with this option will always be lit with the original light algorithm. Patches will not cast shadows on this surface, unless the shader option q3map_patchShadows is also used.

- - - -
-
q3map_vertexScale scale

- - - -The light value, at the vertices of a surface using a shader with this option, is multiplied by the scale value. This is a way to lighten, or darken, a vertex_lit surface, in comparison to other lightmap_lit surfaces around it.

- - - -
-
q3map_vertexShadows

- - - -Obsolete! (See q3map_noVertexShadows)
-By default, no shadows are cast on vertex_lit_surfaces (see surfaceparm pointlight). In addition, when running Quake III Arena in vertex light, no shadows are cast upon any surface at all, since shadows are part of the lightmap. When using this shader keyword, shadows will be cast on surfaces that are vertex lit. However, sharp shadow edges won't be seen on the surfaces, since light values are only calculated at the vertices.

- - - -
-
q3map_vlight

- - - -Obsolete!

- - - -


-Previous | Contents | Next -


- - - -
-
- - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/ch4.htm b/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/ch4.htm deleted file mode 100644 index 77c0929..0000000 --- a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/ch4.htm +++ /dev/null @@ -1,387 +0,0 @@ - - -Q3Map2 Shader Manual: Q3Map2 Specific Surface Parameter Shader Keywords - - - - - - - - - - -
- - - -

-4 - Q3Map2 Specific Surface Parameter Shader Keywords
-
-Q3Map2 Shader Manual


- - - -All surfaceparm keywords are preceded by the word surfaceparm as follows: surfaceparm fog or surfaceparm noimpact.

- -These keywords change the physical nature of the textures and the brushes that are marked with them. Changing any of these values will require the map to be re-compiled. These are global and affect the entire shader.

- -It should be noted that some of these surface parameters will change both the surface as well as the content of an object (surfaceparm water, for example). Shaders containing content altering surface parameters should usually be used on all sides of the object.

- -Many of these keywords are only used in "common" shaders (baseq3/scripts/common.shader), which are editor specific shaders used by the level designer. Such keywords are usually not used for the design of custom assets.

- -Originally, surfaceparm's were part of the previous chapter since they are actually Q3Map2 specific keywords. I've moved them into their own chapter for the sake of being easier to reference, since both this and the previous chapter were getting too long.

- - - -
-
surfaceparm alphashadow

- - - -This keyword applied to a texture on a brush, patch or model will cause the lighting phase of the Q3Map2 process to use the texture's alpha channel as a mask for casting static shadows in the game world.

- -Design Notes:
-Alphashadow does not work well with fine line detail on a texture. Fine lines may not cast acceptable shadows. It appears to work best with well-defined silhouettes and wider lines within the texture. Most of our tattered banners use this to cast tattered shadows. With Q3Map2, it is possible to increase the resolution of the lightmap receiving the shadows with a slight the cost of memory. This can be achieved with the q3map_lightmapSampleSize keyword on the shadow receiving shader or by creating a func_group of the shadow receiving brushes and adding the _lightmapScale key with a floating-point value for the scale of the lightmap.

- - - -
-
surfaceparm antiportal

- - - -Works like hint brushes in that it creates BSP nodes, but unlike hint, it blocks vis by not creating a portal at the split. This is designed to be used with large terrain maps to block visibility without having to resort to tricks like sky or caulk brushes penetrating the terrain and throwing ugly shadows.

-http://shaderlab.com/mpcenter/q3map/antiportal.jpg

-Players in part A of the map will not be able to see into part B and vice-versa. You can walk through the antiportal just fine. Note that this also blocks light. There are two caveats: They are opaque to light, and if aligned to another BSP cut (such as blocksize or the origin) they will not function correctly. Don't align it with anything else (like blocksize or another brush face) and it'll block vis. This keyword is found in "common/antiportal" so you shouldn't need to specify this. "common/antiportal" was added by ydnar, so if you're missing this shader, it is included with the latest version of Q3Map2.

- - - -
-
surfaceparm areaportal

- - - -A brush marked with this keyword functions as an areaportal, a break in the BSP tree. It is typically placed on a very thin brush placed inside a door entity (but is not a part of that entity). The intent is to block the game from processing surface triangles located behind it when the door is closed. It is also used by the BSPC (bot area file creation compiler) in the same manner as a clusterportal. The brush must touch all the structural brushes surrounding the areaportal. This keyword is found in "common/areaportal" so you shouldn't need to specify this.

- - - -
-
surfaceparm botclip

- - - -Blocks bot movement only. Other game world entities and human players can pass through a brush marked botclip. The intended use for this is to block the bot but not other players or projectiles. This keyword is found in "common/botclip" so you shouldn't need to specify this.

- -Design Notes:
-Careful use of botclip in a map can greatly reduce the complexity of the .aas bot navigation file, resulting in "smarter", more efficient bots.

- - - -
-
surfaceparm clusterportal

- - - -A brush marked with this keyword function creates a subdivision of the area file (.aas) used by the bots for navigation. It is typically placed in locations that are natural breaks in a map, such as entrances to halls, doors, tunnels, etc. The intent is keep the bot from having to process the entire map at once. As with the the areaportal parameter, the affected brush must touch all the structural brushes surrounding the clusterportal. This keyword is found in "common/clusterportal" so you shouldn't need to specify this.

- - - -
-
surfaceparm detail

- - - -This surface attribute causes a brush to be ignored by the Q3Map2 process for generating possible break-points in the BSP tree. Generally speaking, detail brushes are usually set in the editor, so you shouldn't need to specify this.

- - - -
-
surfaceparm donotenter

- - - -Read as "do not enter". Like clusterportal, this is a bot-only property. A brush marked with donotenter will not affect non-bot players, but bots will not enter it. It should be used only when bots appear to have difficulty navigating around some map features. This does not physically stop the bot from entering a region (as with botclip). Bots will not enter the area on their own but may, for example, be blasted into the region with a rocket launcher. This keyword is found in "common/donotenter" so you shouldn't need to specify this.

- -Design Notes: -donotenter can be (sparingly) used in space maps around the void or around lava/slime in certain places where bots have an overwhelming tendancy to commit suicide (lemming style).

- - - -
-
surfaceparm dust

- - - -If a player lands on a surface that uses a shader with this parameter, a puff of dust will appear at the player's feet. Note that the worldspawn entity must contain the "enabledust" key with a set value of "1".

- - - -
-
surfaceparm flesh

- - - -This will cue different sounds (in a similar manner to metalsteps) and cause blood to appear instead of bullet impact flashes. Actually, the code for this was never fully implemented by id Software. It remains half-finished so unfortunately it doesn't work.

- - - -
-
surfaceparm fog

- - - -fog defines the brush as being a "fog" brush. This is a Q3Map2 function that chops and identifies all geometry inside the brush. The general shader keyword fogparms must also be specified to tell how to draw the fog.

- - - -
-
surfaceparm hint

- - - -When Q3Map2 calculates the vis data, it tries to place portals in places in the map in an attempt to limit the potential viewable set (PVS). Brushes marked by a hint shader are used to manually place portals to force a break in the PVS. This keyword is found in "common/hint" so you shouldn't need to specify this.

- - - -
-
surfaceparm ladder

- - - -Supposedly used to allow the player to climb vertically. This is not functional in Quake III Arena.

- - - -
-
surfaceparm lava

- - - -Assigns to the texture the game properties set for lava. This affects both the surface and the content of a brush.

- - - -
-
surfaceparm lightfilter

- - - -Causes the Q3Map2 light stage to use the texture's RGB and alpha channels to generate colored alpha shadows in the lightmap. For example, this can be used to create the colored light effect cast by stained glass windows. This can be used with surfaceparm alphashadow.

- - - -
-
surfaceparm lightgrid

- - - -The min/max bounds of brushes with this shader in a map will define the bounds of the map's lightgrid (model lighting). Make it as small as possible around player space to minimize bsp size and compile time. This keyword is found in "common/lightgrid" so you shouldn't need to specify this. "common/lightgrid" was added by ydnar, so if you're missing this shader, it is included with the latest version of Q3Map2.

- - - -
-
surfaceparm metalsteps

- - - -The player sounds as if he is walking on clanging metal steps or gratings. Other than specifying flesh (doesn't work), metalsteps, nosteps, or default (i.e. specify nothing) it is currently not possible for a designer to create or assign a specific sound routine to a texture. Note: If no sound is set for a texture, then the default footsteps sound routines are heard.

- - - -
-
surfaceparm monsterclip

- - - -Blocks monster movement. Not functional in Quake III Arena.

- - - -
-
surfaceparm nodamage

- - - -The player takes no fall damage if he lands onto a texture with this surfaceparm. This keyword is found in "common/cushion" but you may want to specify this on certain shaders (jump pads, for example).

- - - -
-
surfaceparm nodlight

- - - -Read as "No Dee-Light". A texture containing this parameter will not be affected or lit by dynamic lights, such as weapon effects. An example in Quake III Arena would be solid lava.

- - - -
-
surfaceparm nodraw

- - - -A texture marked with nodraw will not visually appear in the game world. Most often used for triggers, clip brushes, origin brushes, shaders with cull none or cull disable and so on. This keyword is found in "common/nodraw" so you shouldn't need to specify this.

- - - -
-
surfaceparm nodrop

- - - -When a player dies inside a volume (brush) marked nodrop, no weapon is dropped. The intend use is for "Pits of Death." Have a kill trigger inside a nodrop volume, and when the players die here, they won't drop their weapons. The intent is to prevent unnecessary polygon pileups on the floors of pits. This keyword is found in "common/nodrop" but you may want to specify this on certain shaders (fog volumes in pits, for example).

- - - -
-
surfaceparm noimpact

- - - -World entities will not impact on this texture. No explosions occur when projectiles strike this surface and no marks will be left on it. Sky textures are usually marked with this texture so those projectiles will not hit the sky and leave marks.

- - - -
-
surfaceparm nomarks

- - - -Projectiles will explode upon contact with this surface, but will not leave marks. Blood will also not mark this surface. This is useful to keep lights from being temporarily obscured by battle damage.

- -Design Notes:
-Use this on any surface with a deformVertexes keyword. Otherwise, the marks will appear on the unmodified surface location of the texture with the surface wriggles and squirms through the marks.

- - - -
-
surfaceparm nolightmap

- - - -This texture does not have a lightmap phase. It is not affected by the ambient lighting of the world around it. It does not require the addition of an rgbGen identity keyword in that stage.

- - - -
-
surfaceparm nosteps

- - - -The player makes no sound when walking on this texture.

- - - -
-
surfaceparm nonsolid

- - - -This attribute indicates a brush, which does not block the movement of entities in the game world. It applied to triggers, hint brushes and similar brushes. This affects the content of a brush.

- - - -
-
surfaceparm origin

- - - -Used on the "origin" texture. Rotating entities need to contain an origin brush in their construction. The brush must be rectangular (or square). The origin point is the exact center of the origin brush. This keyword is found in "common/origin" so you shouldn't need to specify this.

- - - -
-
surfaceparm playerclip

- - - -Blocks player movement through a nonsolid texture. Other game world entities can pass through a brush marked playerclip. The intended use for this is to block the player but not block projectiles like rockets. This keyword is found in "common/clip" so you shouldn't need to specify this.

- -Design Notes:
- playerclip is often useful for "smoothing" out the geometry of the map, preventing the player from snagging on objects. It is also used in open sky areas of maps, preventing the player from flying too high and seeing the "Hall of Mirrors" effect at the bottom of the cloud layer.

- - - -
-
surfaceparm pointlight

- - - -Sample lighting at vertices??? I'm not sure what this does at this point.

- - - -
-
surfaceparm skip

- - - -Works just like Quake II skip texture. Use on sides of hint and antiportal brushes where you don't want BSP splits. This keyword is found in "common/skip" so you shouldn't need to specify this. "common/skip" was added by ydnar, so if you're missing this shader, it is included with the latest version of Q3Map2.

- - - -
-
surfaceparm sky

- - - -This flags the compiler, telling it that this surface should be rendered as sky.

- - - -
-
surfaceparm slick

- - - -This surfaceparm included in a texture should give it significantly reduced friction. This keyword is found in "common/slick" but you may want to specify this on certain shaders (ice, for example).

- - - -
-
surfaceparm slime

- - - -Assigns to the texture the game properties for slime. This affects both the surface and the content of a brush.

- - - -
-
surfaceparm structural

- - - -This surface attribute causes a brush to be seen by the Q3Map2 process as a possible break-point in a BSP tree. It is used as a part of the shader for the "hint" texture. Generally speaking, any opaque texture not marked as "detail" is, by default, structural, so you shouldn't need to specify this.

- - - -
-
surfaceparm trans

- - - -Tells Q3Map2 that pre-computed visibility should not be blocked by this surface. Generally, any shaders that have blendfunc's should be marked as surfaceparm trans.

- - - -
-
surfaceparm water

- - - -Assigns to the texture the game properties for water. This affects both the surface and the content of a brush.

- - - -


-Previous | Contents | Next -


- - - -
-
- - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/ch5.htm b/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/ch5.htm deleted file mode 100644 index 1928522..0000000 --- a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/ch5.htm +++ /dev/null @@ -1,102 +0,0 @@ - - -Q3Map2 Shader Manual: Editor Specific Shader Keywords - - - - - - - - - - -
- - - -

-5 - Editor Specific Shader Keywords
-
-Q3Map2 Shader Manual


- - -These instructions only affect the texture when it is seen in the Radiant editor. They should be grouped with the surface parameters but ahead of them in sequence.

- - - -
-
qer_editorImage textureName

- - - -This keyword creates a shader name in memory, but in the editor, it displays the TGA art image specified in qer_editorImage (in the example below this is textures/eerie/lavahell.tga).

- -The editor maps a texture using the size attributes of the TGA file used for the editor image. When that editor image represents a shader, any texture used in any of the shader stages will be scaled up or down to the dimensions of the editor image. If a 128x128 pixel image is used to represent the shader in the editor, then a 256x256 image used in a later stage will be shrunk to fit. A 64x64 image would be stretched to fit. Be sure to check this on bouncy, acceleration, and power-up pads placed on surfaces other than 256 x 256. Use tcMod scale to change the size of the stretched texture. Remember that tcMod scale 0.5 0.5 will double your image, while tcMod scale 2 2 will halve it.

- -Design Notes:
-The base_light and gothic_light shaders contain numerous uses of this. It can be very useful for making different light styles (mostly to change the light brightness) without having to create a new piece of TGA art for each new shader.

- - -
Script: Setting an editorImage
-textures/liquids/lavahell2 //path and name of new texture -{ - qer_editorImage textures/eerie/lavahell.tga //based on this - qer_nocarve //cannot be cut by CSG subtract - surfaceparm noimpact //projectiles do not hit it - surfaceparm lava //has the game properties of lava - surfaceparm nolightmap //environment lighting does not affect - q3map_surfacelight 3000 //light is emitted - tessSize 256 //relatively large triangles - cull disable //no sides are removed - deformVertexes wave 100 sin 5 5 .5 0.02 - fogparms 0.8519142 0.309723 0.0 128 128 - { - maptextures/eerie/lavahell.tga //base texture artwork - tcMod turb .25 0.2 1 0.02 //texture is subjected to turbulence - tcMod scroll 0.1 0.1 //the turbulence is scrolled - } -} -
- - - - -
-
qer_nocarve

- - - -A brush marked with this instruction will not be affected by CSG subtract functions. It is especially useful for water and fog textures.

- - - -
-
qer_trans N.N

- - - -This keyword defines the percentage of transparency that a brush will have when seen in the editor (no effect on game rendering at all). It can have a positive value between 0 and 1. The higher the value, the less transparent the texture. Example: qer_trans 0.2 means the brush is 20% opaque and nearly invisible.

- -Design Notes:
-If you use qer_trans on a shader whose qer_editorImage has an alpha channel, the transparent areas of the editorImage will also be transparent in the editor. To keep the solid areas of the editorImage opaque, use a qer_trans value of "1.0". Useful for grates, windows, fences, etc.

- - - -
-
qer_alphaFunc func N.N

- - - -blah blah blah

- - - -


Previous | Contents | Next


- - - -
-
- - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/ch6.htm b/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/ch6.htm deleted file mode 100644 index b245dc6..0000000 --- a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/ch6.htm +++ /dev/null @@ -1,505 +0,0 @@ - - -Q3Map2 Shader Manual: Stage Specific Shader Keywords - - - - - - - - - - -
- - - -

-6 - Stage Specific Shader Keywords
-
-Q3Map2 Shader Manual


- - -Stage specifications only affect rendering. Changing any keywords or values within a stage will usually take effect as soon as a vid_restart is executed. Q3Map2 ignores stage specific keywords entirely.

- -A stage can specify a texture map, a color function, an alpha function, a texture coordinate function, a blend function, and a few other rasterization options.

- - - -
-
Texture Map Specification

- - - -map texturename
-Specifies the source texture map (a 24 or 32-bit TGA file) used for this stage. The texture may or may not contain alpha channel information. The special keywords $lightmap and $whiteimage may be substituted in lieu of an actual texture map name. In those cases, the texture named in the first line of the shader becomes the texture that supplies the light mapping data for the process. The texture name should always end with the ".tga" suffix regardless of whether the source texture map is actually a .tga file or .jpg.

- -
map $lightmap
-This is the overall lightmap for the game world. It is calculated during the Q3Map2 process. It is the initial color data found in the framebuffer. Note: due to the use of overbright bits in light calculation, the keyword rgbGen identity must accompany all $lightmap instructions.

- -
map $whiteimage
-This is used for specular lighting on MD3 models. This is a white image generated internally by the game. This image can be used in lieu of $lightmap or an actual texture map if, for example, you wish for the vertex colors to come through unaltered.

- -
clampMap texturename
-Dictates that this stage should clamp texture coordinates instead of wrapping them. During a stretch function, the area, which the texture must cover during a wave cycle, enlarges and decreases. Instead of repeating a texture multiple times during enlargement (or seeing only a portion of the texture during shrinking) the texture dimensions increase or contract accordingly. This is only relevant when using something like deformTexCoordParms to stretch/compress texture coordinates for a specific special effect. Remember that the Quake III Arena engine normalizes all texture coordinates (regardless of actual texture size) into a scale of 0.0 to 1.0.

- -Proper Alignment: When using clampTexCoords make sure the texture is properly aligned on the brush. The clampTexCoords function keeps the image from tiling. However, the editor doesn't represent this properly and shows a tiled image. Therefore, what appears to be the correct position may be offset. This is very apparent on anything with a tcMod rotate and clampTexCoords function.

- -//obsidian: Figure 2a & 2b??? Where???
-//obsidian: clampTexCoords???


- -Avoiding Distortion: When seen at a given distance (which can vary, depending on hardware and the size of the texture), the compression phase of a stretch function will cause a "cross"-like visual artifact to form on the modified texture due to the way that textures are reduced. This occurs because the texture undergoing modification lacks sufficient "empty space" around the displayed (non-black) part of the texture (see figure 2a). To compensate for this, make the non-zero portion of the texture substantially smaller (50% of maximum stretched size -- see figure 2b) than the dimensions of the texture. Then, write a scaling function (tcMod scale) into the appropriate shader phase, to enlarge the image to the desired proportion.

- -The shaders for the bouncy pads (in the sfx.shader file) show the stretch function in use, including the scaling of the stretched texture:

- - - -
Script: Using clampMap to control a stretching texture
-textures/sfx/metalbridge06_bounce -{ - //q3map_surfacelight 2000 - surfaceparm nodamage - q3map_lightimage textures/sfx/jumppadsmall.tga - q3map_surfacelight 400 - { - map textures/sfx/metalbridge06_bounce.tga - rgbGen identity - } - { - map $lightmap - rgbGen identity - blendfunc gl_dst_color gl_zero - } - { - map textures/sfx/bouncepad01b_layer1.tga - blendfunc gl_one gl_one - rgbGen wave sin .5 .5 0 1.5 - } - { - clampmap textures/sfx/jumppadsmall.tga - blendfunc gl_one gl_one - tcMod stretch sin 1.2 .8 0 1.5 - rgbGen wave square .5 .5 .25 1.5 - } - // END -} -
- - - -
animMap frequency texture1... texture8
-The surfaces in the game can be animated by displaying a sequence of 1 to 8 frames (separate texture maps). These animations are affected by other keyword effects in the same and later shader stages.
- -
    -frequency : The number of times that the animation cycle will repeat within a one second time period. The larger the value, the more repeats within a second. Animations that should last for more than a second need to be expressed as decimal values.
    -texture1... texture8 : the texture path/texture name for each animation frame must be explicitly listed. Up to eight frames (eight separate .tga files) can be used to make an animated sequence. Each frame is displayed for an equal subdivision of the frequency value. -
- -Example:
-animMap 0.25 textures/sfx/b_flame1.tga textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga would be a 4 frame animated sequence, calling each frame in sequence over a cycle length of 4 seconds. Each frame would be displayed for 1 second before the next one is displayed. The cycle repeats after the last frame in sequence shown.

- -Design Notes:
-To make a texture image appear for an unequal (longer) amount of time (compared to other frames), repeat that frame more than once in the sequence.

- - - -
Script: Specifying an animMap
-textures/sfx/flameanim_blue -{ - - // *********************************************** - // * Blue Flame * - // * July 20, 1999 Surface Light 1800 * - // * Please Comment Changes * - // *********************************************** - qer_editorimage textures/sfx/b_flame7.tga - q3map_lightimage textures/sfx/b_flame7.tga - surfaceparm trans - surfaceparm nomarks - surfaceparm nolightmap - cull none - q3map_surfacelight 1800 - // texture changed to blue flame.... PAJ - { - animMap 10 textures/sfx/b_flame1.tga textures/sfx/b_flame2.tga - textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga - textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga - textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga - blendFunc GL_ONE GL_ONE - rgbGen wave inverseSawtooth 0 1 0 10 - } - { - animMap 10 textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga - textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga - textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga - textures/sfx/b_flame8.tga textures/sfx/b_flame1.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sawtooth 0 1 0 10 - } - { - map textures/sfx/b_flameball.tga - blendFunc GL_ONE GL_ONE - rgbGen wave sin .6 .2 0 .6 - } -} -
- - -
videoMap videoname
-Surfaces marked with a shader containing this directive in one of its stages will display an animated video playing in a continuous loop. The video clip must be in ROQ format and playing at 30 frames per second. The ROQ file is stored in the "video" directory within the main mod directory. A third-party program is required to convert other video formats to the ROQ format for use within Quake III engine games.

- - -
Script: Specifying a videoMap
-textures/obsidian_video/intro -{ - qer_editorImage textures/obsidian_video/qer_intro.tga - surfaceparm nolightmap - { - videoMap obsidian_intro.roq - rgbGen identity - } -} -
- - -
Historical Information:
-The ROQ format is a proprietary video format developed by Graeme Devine originally used for "The 7th Guest" for the purpose of being able to decompress quickly while maintaining high image quality. It was later adopted by Id Software for use in Quake III Arena.

- - - -
-
blendFunc func

- - - -Blend functions are the keyword commands that tell the Quake III Arena graphic engine's renderer how graphic layers are to be mixed together.

- -
Simplified Blend Functions
-The most common blend functions are set up here as simple commands, and should be used unless you really know what you are doing. - -
    -add : Shorthand command for blendFunc gl_one gl_one. Effects like fire and energy are additive.

    -filter : Shorthand command that can be substituted for either blendFunc gl_dst_color gl_zero or blendFunc gl_zero gl_src_color. A filter will always result in darker pixels than what is behind it, but it can also remove color selectively. Lightmaps are filters.

    -blend : Shorthand command for blendFunc gl_src_alpha gl_one_minus_src_alpha. This is conventional transparency, where part of the background is mixed with part of the texture.

    -
- -
Explicit Blend Functions
-Getting a handle on this concept is absolutely key to understanding all shader manipulation of graphics.

- -blendFunc or "Blend Function" is the equation at the core of processing shader graphics. The formula reads as follows:

- -
[source * (srcBlend)] + [destination * (dstBlend)]

- -Source is usually the RGB color data in a texture TGA file (remember it's all numbers) modified by any rgbGen and alphaGen. In the shader, the source is generally identified by command map, followed by the name of the image.

- -Destination is the color data currently existing in the frame buffer.

- -Rather than think of the entire texture as a whole, it maybe easier to think of the number values that correspond to a single pixel, because that is essentially what the computer is processing... one pixel of the bitmap at a time.

- -The process for calculating the final look of a texture in place in the game world begins with the precalculated lightmap for the area where the texture will be located. This data is in the frame buffer. That is to say, it is the initial data in the destination. In an unmanipulated texture (i.e. one without a special shader script), color information from the texture is combined with the lightmap. In a shader-modified texture, the $lightmap stage must be present for the lightmap to be included in the calculation of the final texture appearance.

- -Each pass or "stage" of blending is combined (in a cumulative manner) with the color data passed onto it by the previous stage. How that data combines together depends on the values chosen for the source blends and destination blends at each stage. Remember it's numbers that are being mathematically combined together that are ultimately interpreted as colors.

- -A general rule is that any source blend other than GL_ONE (or GL_SRC_ALPHA where the alpha channel is entirely white) will cause the source to become darker.

- -
Source Blend srcBlend
-The following values are valid for the source blend part of the equation. - -
    -GL_ONE This is the value 1. When multiplied by the source, the value stays the same. The value of the color information does not change.
    -GL_ZERO This is the value 0. When multiplied by the source, all RGB data in the source becomes zero (essentially black).
    -GL_DST_COLOR This is the value of color data currently in the destination (frame buffer). The value of that information depends on the information supplied by previous stages.
    -GL_ONE_MINUS_DST_COLOR This is nearly the same as GL_DST_COLOR except that the value for each component color is inverted by subtracting it from one. (i.e. R = 1.0 - DST.R, G = 1.0 - DST.G, B = 1.0 - DST.B, etc.)
    -GL_SRC_ALPHA The TGA file being used for the source data must have an alpha channel in addition to its RGB channels (for a total of four channels). The alpha channel is an 8-bit black and white only channel. An entirely white alpha channel will not darken the source.
    -GL_ONE_MINUS_SRC_ALPHA This is the same as GL_SRC_ALPHA except that the value in the alpha channel is inverted by subtracting it from one. (i.e. A=1.0 - SRC.A) -
- -
Destination Blend dstBlend
-The following values are valid for the destination blend part of the equation. - -
    -GL_ONE This is the value 1. When multiplied by the destination, the value stays the same the value of the color information does not change.
    -GL_ZERO This is the value 0. When multiplied by the destination, all RGB data in the destination becomes zero (essentially black).
    -GL_SRC_COLOR This is the value of color data currently in the source (which is the texture being manipulated here).
    -GL_ONE_MINUS_SRC_COLOR This is the value of color data currently in source, but subtracted from one (i.e. inverted).
    -GL_SRC_ALPHA The TGA file being used for the source data must have an alpha channel in addition to its RGB channels (four a total of four channels). The alpha channel is an 8-bit black and white only channel. An entirely white alpha channel will not darken the source.v -GL_ONE_MINUS_SRC_ALPHA This is the same as GL_SRC_ALPHA except that the value in the alpha channel is inverted by subtracting it from one. (i.e. A=1.0 - SRC.A). -
- -
Doing the Math: The Final Result
-The product of the source side of the equation is added to the product of the destination side of the equation. The sum is then placed into the frame buffer to become the destination information for the next stage. Ultimately, the equation creates a modified color value that is used by other functions to define what happens in the texture when it is displayed in the game world.

- -
Default Blend Function
-If no blendFunc is specified then no blending will take place. A warning is generated if any stage after the first stage does not have a blendFunc specified.

- -
Technical Information/Limitations Regarding Blend Modes:
-The Riva 128 graphics card supports ONLY the following blendmodes:

- -GL_ONE, GL_ONE
-GL_DST_COLOR, GL_ZERO
-GL_ZERO, GL_SRC_COLOR
-GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA
-GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA

- -Cards running in 16 bit color cannot use any GL_DST_ALPHA blends.

- - - -
-
rgbGen func

- - - -There are two color sources for any given shader, the texture file and the vertex colors. Output at any given time will be equal to TEXTURE multiplied by VERTEXCOLOR. Most of the time VERTEXCOLOR will default to white (which is a normalized value of 1.0), so output will be TEXTURE (this usually lands in the Source side of the shader equation). Sometimes you do the opposite and use TEXTURE = WHITE, but this is only commonly used when doing specular lighting on entities (i.e. shaders that level designers will probably never create.

- -The most common reason to use rgbGen is to pulsate something. This means that the VERTEXCOLOR will oscillate between two values, and that value will be multiplied (darkening) the texture.

- -If no rgbGen is specified, either "identityLighting" or "identity" will be selected, depending on which blend modes are used.

- -Valid func parameters are identity, identityLighting, vertex, exactVertex, fromVertex (???) entity, oneMinusEntity, lightingDiffuse, noise (???), wave and const.

- - -
rgbGen identityLighting
-Colors will be (1.0, 1.0, 1.0) if running without overbright bits (NT, Linux, windowed modes), or (0.5, 0.5, 0.5) if running with overbright. Overbright allows a greater color range at the expense of a loss of precision. Additive and blended stages will get this by default.

- -
rgbGen identity
-Colors are assumed to be all white (1.0, 1.0, 1.0). All filters stages (lightmaps, etc) will get this by default.

- -
rgbGen wave func base amplitude phase freq
-Colors are generated using the specified waveform. An affected texture with become darker and lighter, but will not change hue. Hue stays constant. Note that the RGB values for color will not go below 0 (black) or above 1 (white). Valid waveforms are sin, triangle, square, sawtooth and inversesawtooth (see 1.4.8 Waveform Functions).

- -
rgbGen entity
-Colors are grabbed from the entity's modulate field. This is used for things like explosions.

- -Design Notes:
-This keyword would probably not be used by a level designer.

- -
rgbGen oneMinusEntity
-Colors are grabbed from 1.0 minus the entity's modulate field.

- -Design Note:
-This keyword would probably not be used by a level designer.

- -
rgbGen vertex
-Colors are filled in directly by the data from the map or model files.

- -Obsidian: exactVertex ignores overbrightbits. Generally brighter under default settings.
-rgbGen vertex + alphaGen const or rgbGen exactVertex to disable surfaces from being affected by alphaMod volumes.

- -Design Note:
-rgbGen vertex should be used when you want the RGB values to be computed for a static model (i.e. mapobject) in the world using precomputed static lighting from Q3BSP. This would be used on things like the gargoyles, the portal frame, skulls, and other decorative models put into the Quake III Arena world.

- -
rgbGen oneMinusVertex
-As rgbGen vertex, but inverted.

- -Design Note:
-This keyword would probably not be used by a level designer.

- -
rgbGen lightingDiffuse
-Colors are computed using a standard diffuse lighting equation. It uses the vertex normals to illuminate the object correctly.

- -Design Notes:
-rgbGen lightingDiffuse is used when you want the RGB values to be computed for a dynamic model (i.e. non-map object) in the world using regular in-game lighting. For example, you would specify on shaders for items, characters, weapons, etc.

- -
rgbGen const ( R G B )
-A constant vertex colour is assigned to the affected surface. This modifies the hue of the texture.

- - - -
-
alphaGen func

- - - -The alpha channel can be specified like the RGB channels. If not specified, it defaults to 1.0. Valid func values are lightingSpecular, wave, entity, oneMinusEntity, vertex, oneMinusVertex, portal.

- -//Obsidian: Describe each in more detail... like rgbGen above.
- -
alphaGen portal
-This rendering stage keyword is used in conjunction with the surface parameter keyword portal. The function accomplishes the "fade" that causes the scene in the portal to fade from view. Specifically, it means "Generate alpha values based on the distance from the viewer to the portal." Use alphaGen portal on the last rendering pass.

- -//Obsidian: needs formatting???

- - - -
-
tcGen coordinateSource

- - - -Specifies how texture coordinates are generated and where they come from. Valid functions are base, lightmap, environment and vector. - -
    -base : Base texture coordinates from the original art.
    -lightmap : Lightmap texture coordinates.
    -environment : Make this object environment mapped.
    -vector : Projects a texture from a specified direction.
    -
- -tcGen vector ( sx sy sz ) ( tx ty tz )
-New texture coordinate generation by world projection. This allows you to project a texture onto a surface in a fixed way, regardless of its orientation.

- -S coordinates correspond to the "x" coordinates on the texture itself.
-T coordinates correspond to the "y" coordinates on the texture itself.

- -The measurements are in game units.

- -Example: tcGen vector ( 0.01 0 0 ) ( 0 0.01 0 )
-This would project a texture with a repeat every 100 units across the X/Y plane. The value comes from dividing the game units from 1, in this case, 1/100.

- - - -
-
tcMod func ---

- - - -Specifies how texture coordinates are modified after they are generated. The valid functions for tcMod are rotate, scale, scroll, stretch, transform and turb. Transform is a function generally reserved for use by programmers who suggest that designers leave it alone. When using multiple tcMod functions during a stage, place the scroll command last in order, because it performs a mod operation to save precision, and that can disturb other operations. Texture coordinates are modified in the order in which tcMods are specified. In otherwords, if you see:

- -tcMod scale 0.5 0.5
-tcMod scroll 1 1

- -then the texture coordinates will be scaled then scrolled.

- -
tcMod rotate degrees/sec
-This keyword causes the texture coordinates to rotate. The value is expressed in degrees rotated each second. A positive value means clockwise rotation. A negative value means counterclockwise rotation. For example "tcMod rotate 5" would rotate texture coordinates 5 degrees each second in a clockwise direction. The texture rotates around the center point of the texture map, so you are rotating a texture with a single repetition, be careful to center it on the brush (unless off-center rotation is desired).

- -
tcMod scale sScale tScale
-Resizes (enlarges or shrinks) the texture coordinates by multiplying them against the given factors of sScale and tScale. The values "s" and "t"conform to the "x" and "y" values (respectively) as they are found in the original texture TGA. The values for sScale and tScale are NOT normalized. This means that a value greater than 1.0 will increase the size of the texture. A positive value less than one will reduce the texture to a fraction of its size and cause it to repeat within the same area as the original texture (Note: see clampTexCoords for ways to control this).

- -Example: tcMod scale 0.5 2 would cause the texture to repeat twice along its width, but expand to twice its height (in which case half of the texture would be seen in the same area as the original)

- -
tcMod scroll sSpeed tSpeed
-Scrolls the texture coordinates with the given speeds. The values "s" and "t" conform to the "x" and "y" values (respectively) as they are found in the original texture TGA. The scroll speed is measured in "textures" per second. A "texture" is the dimension of the texture being modified and includes any previous shader modifications to the original TGA). A negative s value would scroll the texture to the left. A negative t value would scroll the texture down.

- -Example: tcMod scroll 0.5 -0.5 moves the texture down and right (relative to the TGA files original coordinates) at the rate of a half texture each second of travel.

- -This should be the LAST tcMod in a stage. Otherwise there may be a popping or snapping visual effect in some shaders.

- -
tcMod stretch func base amplitude phase frequency
-Stretches the texture coordinates with the given function. Stretching is defined as stretching the texture coordinate away from the center of the polygon and then compressing it towards the center of the polygon. (see Chapter 1: Key Concepts for waveform parameter definitions).

- -
tcMod transform m00 m01 m10 m11 t0 t1
-Transforms each texture coordinate as follows:
- -S' = s * m00 + t * m10 + t0
-T' = s * m01 + t * m11 + t1
- -This is for use by programmers.

- - -
tcMod turb base amplitude phase freq
-Applies turbulence to the texture coordinate. Turbulence is a back and forth churning and swirling effect on the texture.

- -base : Currently undefined.
-amplitude : This is essentially the intensity of the disturbance or twisting and squiggling of the texture.
-phase : See the explanation for phase under the deformVertexes keyword.
-freq : Frequency. This value is expressed as repetitions or cycles of the wave per second. A value of one would cycle once per second. A value of 10 would cycle 10 times per second. A value of 0.1 would cycle once every 10 seconds.

- - - -
-
depthFunc func

- - - -This controls the depth comparison function used while rendering. The default is "lequal" (Less than or equal to) where any surface that is at the same depth or closer of an existing surface is drawn. This is used for textures with transparency or translucency. Under some circumstances you may wish to use "equal", e.g. for light-mapped grates that are alpha tested (it is also used for mirrors).

- - - -
-
depthWrite

- - - -By default, writes to the depth buffer when depthFunc passes will happen for opaque surfaces and not for translucent surfaces. Blended surfaces can have the depth writes forced with this function.

- - - -
-
detail

- - - -This feature was not used in Quake III Arena maps, but still functions. Designates this stage as a detail texture stage, which means that if the c_var, r_detailtextures, is set to 0 then this stage will be ignored (detail will not be displayed). This keyword, by itself, does not affect rendering at all. If you do put in a detail texture, it has to conform to very specific rules. Specifically, the blendFunc:

- -
blendFunc GL_DST_COLOR GL_SRC_COLOR

- -This is also the simple blend function: blendFunc filter

- -And the average intensity of the detail texture itself must be around 127.

- -Detail is used to blend fine pixel detail back into a base texture whose scale has been increased significantly. When detail is written into a set of stage instructions, it allows the stage to be disabled by the c_var console command setting "r_detailtextures 0".

- -A texture whose scale has been increased beyond a 1:1 ratio tends not to have very high frequency content. In other words, one texel can cover a lot of real estate. Frequency is also known as "detail." Lack of detail can appear acceptable if the player never has the opportunity to see the texture at close range. But seen close up, such textures look glaringly wrong within the sharp detail of the Quake III Arena environment. A detail texture solves this problem by taking a noisy "detail" pattern (a tiling texture that appears to have a great deal of surface roughness) and applying it to the base texture at a very densely packed scale (that is, reduced from its normal size). This is done programmatically in the shader, and does not require modification of the base texture. Note that if the detail texture is the same size and scale as the base texture that you may as well just add the detail directly to the base texture. The theory is that the detail texture's scale will be so high compared to the base texture (e.g.; 9 detail texels fitting into 1 base texel) that it is literally impossible to fit that detail into the base texture directly.

- -For this to work, the rules are as follows:
- -
    -
  • The lightmap must be rendered first. This is because the subsequent detail texture will be modifying the lightmap in the framebuffer directly.
  • -
  • The base texture must be rendered next.
  • -
  • The detail texture must be rendered last since it modifies the lightmap in the framebuffer. There is a bug in Quake III that disables all stages in a shader after a "detail" stage if r_detailTextures is set to 0.
  • -
  • The detail texture MUST have a mean intensity around 127-129. If it does not then it will modify the displayed texture's perceived brightness in the world.
  • -
  • The detail shader stage MUST have the "detail" keyword or it will not be disabled if the user uses the "r_detailtextures 0" setting.
  • -
  • The detail stage MUST use "blendFunc GL_DST_COLOR GL_SRC_COLOR". Any other BlendFunc will cause mismatches in brightness between detail and non-detail views.
  • -
  • The detail stage should scale its textures by some amount (usually between 3 and 12) using "tcMod scale" to control density. This roughly corresponds to coarseness. A very large number, such as 12, will give very fine detail, however that detail will disappear VERY quickly as the viewer moves away from the wall since it will be MIP mapped away. A very small number, e.g. 3, gives diminishing returns since not enough is brought in when the user gets very close. I'm currently using values between 6 and 9.5. You should use non-integral numbers as much as possible to avoid seeing repeating patterns.
  • -
  • Detail textures add one pass of overdraw, so there is a definite performance hit.
  • -
  • Detail textures can be shared, so designers may wish to define only a very small handful of detail textures for common surfaces such as rocks, etc.
  • -
- -An example (non-existent) detail shader is as follows:

- - - -
Script: Detail shaders
-textures/bwhtest/foo -{ - q3map_globalTexture //may be required when using tcMod scale in later stages - - // draw the lightmap first - { - map $lightmap - rgbGen identity - } - - // draw the base texture - { - map textures/castle/blocks11b.tga - blendFunc filter - } - - // highly compressed detail texture - { - map textures/details/detail01.tga - blendFunc GL_DST_COLOR GL_SRC_COLOR //MUST BE USED - detail //allows detail shaders to be disabled - tcMod scale 9.1 9.2 - } -} -
- - - - -
-
alphaFunc func

- - - -Determines the alpha test function used when rendering this map. Valid values are GT0, LT128, and GE128. These correspond to "GREATER THAN 0", "LESS THAN 128", and "GREATER THAN OR EQUAL TO 128". This function is used when determining if a pixel should be written to the framebuffer. For example, if GT0 is specified, the only the portions of the texture map with corresponding alpha values greater than zero will be written to the framebuffer. By default alpha testing is disabled.

- -Both alpha testing and normal alpha blending can be used to get textures that have see-through parts. The difference is that alphaFunc is an all-or-nothing test, while blending smoothly blends between opaque and translucent at pixel edges. Alpha test can also be used with depthWrite, allowing other effects to be conditionally layered on top of just the opaque pixels by setting depthFunc to equal.

- - - -


-Previous | Contents | Next -


- - - -
-
- - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/ch7.htm b/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/ch7.htm deleted file mode 100644 index eb679fc..0000000 --- a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/ch7.htm +++ /dev/null @@ -1,110 +0,0 @@ - - -Q3Map2 Shader Manual: Quake 3 Engine Game Specific Shader Keywords - - - - - - - - - - -
- - - -

-7 - Quake 3 Engine Game Specific Shader Keywords
-
-Q3Map2 Shader Manual


- - - -The Quake 3 Engine has been licensed to several different companies for the development of third party games. This chapter is a sub-manual documenting the Quake 3 Engine game specific shader keywords developed for third party games like Return to Castle Wolfenstein: Enemy Territory, Jedi Knights II, Soldier of Fortune II, Jedi Academy, Star Trek: Elite Force, as examples.

- -Note: These are just keywords that have been submitted by people on the forums/irc channels. I have no idea about the accuracy of this chapter. Please use with caution. Please e-mail me (Obsidian) for any additions or error corrections to this list.

- -All default Quake III Arena shader keywords *should* also work for the below list of games.

- - -
-
Return to Castle Wolfenstein

- - - -Q3Map Specific Surface Parameter Shader Keywords
-surfaceparm grasssteps
-surfaceparm gravelsteps
-surfaceparm metalsteps
-surfaceparm roofssteps
-surfaceparm snowsteps
-surfaceparm woodsteps
-surfaceparm ladder
-surfaceparm carpetsteps (ET???)
-surfaceparm glass
-surfaceparm playerslick
-surfaceparm entityMergable???
-surfaceparm monsterSlick
-surfaceparm nofog
- -
-Are these surfaceparm's?
-ai_nopass
-ai_nopasslarge
-ai_nosight
-
- - - -
-
Return to Castle Wolfenstein: Enemy Territory

- - -Note: unless otherwise noted, all RTCW keywords also work in ET.

- -Q3Map Specific Shader Keywords
-q3map_foliage

- -Q3Map Specific Surface Parameter Shader Keywords
-surfaceparm landmines
-
- - - -
-
Raven Software

- - - -Jedi Knights II, Jedi Academy, Soldier of Fortune II

- -Q3Map Specific Shader Keywords
-q3map_flare [shadername]
-q3map_flareShader
-q3map_material
-q3map_onlyVertexLighting

- - - -
-
Ritual Entertainment

- - - -Q3Map Specific Shader Keywords
-
- - - -


-Previous | Contents | Next -


- - - -
-
- - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/ch8.htm b/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/ch8.htm deleted file mode 100644 index bae97ea..0000000 --- a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/ch8.htm +++ /dev/null @@ -1,40 +0,0 @@ - - -Q3Map2 Shader Manual: Shader Creation Tips - - - - - - - - - - -
- - - -

-8 - Shader Creation Tips
-
-Q3Map2 Shader Manual


- - - -This chapter covers some miscellaneous shader and texture creating tips. Note: I've temporarily removed these for now, since I'm not sure how useful they are. A lot of this was covered or should be covered in the Radiant Manual. I'll come back to this chapter when I have time.

- -Obsidian's Notes:
-Stage transparency using blendFunc blend vs. shader transparency. - - -


-Previous | Contents | Next -


- - - -
-
- - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/contents.htm b/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/contents.htm deleted file mode 100644 index 60c4942..0000000 --- a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/contents.htm +++ /dev/null @@ -1,236 +0,0 @@ - - -Q3Map2 Shader Manual: Table of Contents - - - - - - - - - - - - - -
-

- Table of Contents
-
- Q3Map2 Shader Manual


-
- - - -0 Preface
- - -1 Introduction
- - -2 General Shader Keywords
- - -3 Q3Map2 Specific Shader Keywords
- - -4 Q3Map2 Specific Surface Parameter Shader Keywords
- - -5 Editor Specific Shader Keywords
- - -6 Stage Specific Shader Keywords
- - -7 Quake 3 Engine Game Specific Shader Keywords
-
    - Return to Castle Wolfenstein
    - Return to Castle Wolfenstein: Enemy Territory
    - Raven
    - Ritual
    -
- -8 Shader Effects Creation Tips
-
    - Notes on Alpha Channels
    - Troubleshooting Shaders
    - Creating New Textures
    -
- -Appendix A: Triggerable Shader Entities

- -Appendix B: Terrain

- -Appendix C: Foghull

- -Appendix D: Fur

- -Appendix E: Celshading

- -Appendix F: Bumpmapping

- -Appendix G: Lightstyles

- -Appendix H: Lightmapped Mapmodels

- -Appendix I: Light Emitting Shaders

- - - -
- - - -


-Title Page -


- - - -
- - \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/images/.svn/entries b/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/images/.svn/entries deleted file mode 100644 index 3173b3a..0000000 --- a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/images/.svn/entries +++ /dev/null @@ -1,62 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/ReactionPack/trunk/install/docs/Q3Map2Shader_Manual/images -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2011-01-20T04:25:31.635016Z -64 -rambetter - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -q3logo.jpg -file - - - - -2012-04-01T16:52:32.532311Z -c41bb2b45ad20503445689c8fbf4ad32 -2011-01-20T04:25:31.635016Z -64 -rambetter -has-props - - - - - - - - - - - - - - - - - - - - -757 - diff --git a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/images/.svn/prop-base/q3logo.jpg.svn-base b/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/images/.svn/prop-base/q3logo.jpg.svn-base deleted file mode 100644 index 5e9587e..0000000 --- a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/images/.svn/prop-base/q3logo.jpg.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:mime-type -V 24 -application/octet-stream -END diff --git a/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/images/.svn/text-base/q3logo.jpg.svn-base b/install/installs/ReactionPack/install/docs/Q3Map2Shader_Manual/images/.svn/text-base/q3logo.jpg.svn-base deleted file mode 100644 index c6adaa7d96f47e1a5b99eda57644c5df0930f042..0000000000000000000000000000000000000000 GIT binary patch literal 0 HcmV?d00001 literal 757 zcmex=iF;o{=v;^GnD0RsUZK7IjyJ|1CV5fNcw z8EI*08F@HhWM^mR<>8eO5Ri}(6%>_%OAyQWe}F-dgF%i#j+s%Afk}{&S&;Gn5r!-V z24+S^pex~kg_Vto162qlC&0kS%mnfSD^xWj6Elk-D}$ntuwi1Oh@&za`-i}ZMxshi zK}nNT1yPIy>HmL=frpt9Xfd-OgFVB`?B0X_9ym77*~+!HGLX5~H_Ohlhw0_F4#DJQ zv6q}LiEN*dwBYGF?-Pk4TJj#Abl8TR9X4Vt@8iRTwN z1&7a4ZKSTdd-X?&_bSKxTBfp^N=K)j zTJusxcuD$_2kL*r-ydJ7etUK^SICO*X3uZS7wPN>O4iSuJtft~=GvuMFKo0MlI`#3 z`^G%BmA=IEyku9i$KR!^e5OrVki{5unD<5er#q7AF|1sw@i%i%GTphk|Kv8#?k(?l z=l$foB6atn@0GuIKJe+PZ`g5a`|e)>kG>~sd{B&&cl2v#RDUiF;o{=v;^GnD0RsUZK7IjyJ|1CV5fNcw z8EI*08F@HhWM^mR<>8eO5Ri}(6%>_%OAyQWe}F-dgF%i#j+s%Afk}{&S&;Gn5r!-V z24+S^pex~kg_Vto162qlC&0kS%mnfSD^xWj6Elk-D}$ntuwi1Oh@&za`-i}ZMxshi zK}nNT1yPIy>HmL=frpt9Xfd-OgFVB`?B0X_9ym77*~+!HGLX5~H_Ohlhw0_F4#DJQ zv6q}LiEN*dwBYGF?-Pk4TJj#Abl8TR9X4Vt@8iRTwN z1&7a4ZKSTdd-X?&_bSKxTBfp^N=K)j zTJusxcuD$_2kL*r-ydJ7etUK^SICO*X3uZS7wPN>O4iSuJtft~=GvuMFKo0MlI`#3 z`^G%BmA=IEyku9i$KR!^e5OrVki{5unD<5er#q7AF|1sw@i%i%GTphk|Kv8#?k(?l z=l$foB6atn@0GuIKJe+PZ`g5a`|e)>kG>~sd{B&&cl2v#RDUQ3Map2 Shader Manual - - - - - - - - - - - - - - - - - - - -
-
-
-
-
- By Obsidian and ydnar | Version 2.5.15 (02.09.04) -
- - Based on the original
- Q3Radiant Shader Manual, Revision #12
- By Paul Jaquays and Brian Hook

- (with additional material by John Carmack, Christian Antkow, Kevin Cloud, & Adrian Carmack)
- QERadiant.com thanks John Hutton for re-formating the original manual into a more web friendly version -
-
- -
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-

  - -Special Thanks to Jim Dosé and Jan Paul van Waveren -for their assistance and review (and making this all work in the first place) -and the same gratitude to Astrocreep for his review and suggestions for making -it into something people could understand.

-

The material here is for use in conjunction with the Q3Radiant manual for the -Quake 3 Engine and presumes familiarity with that tool and game engine. Although -compiling switches and shader commands are included here, this is not intended -to be a general update or revision to the Q3Radiant manual

-

Table of Contents

- -

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- pk3 - - - - - ufoai - - - - - ufoai - - - - - ufoai - - - pk3 - - - diff --git a/install/installs/UFOAIPack/game/game.xlink b/install/installs/UFOAIPack/game/game.xlink deleted file mode 100644 index 963598c..0000000 --- a/install/installs/UFOAIPack/game/game.xlink +++ /dev/null @@ -1,8 +0,0 @@ - - - - - - - - \ No newline at end of file diff --git a/install/installs/UFOAIPack/game/synapse.config b/install/installs/UFOAIPack/game/synapse.config deleted file mode 100644 index 814e51c..0000000 --- a/install/installs/UFOAIPack/game/synapse.config +++ /dev/null @@ -1,59 +0,0 @@ - - - - - - tga jpg - - - pk3 - - - ufoai - - - mapq2 - - - def - - - ufoai - - - md2 - - - - - pk3 - - - - - - ufoai - - - pk3 - - - - - ufoai - - - - - ufoai - - - - - ufoai - - - pk3 - - - diff --git a/install/installs/UFOAIPack/install/.svn/entries b/install/installs/UFOAIPack/install/.svn/entries deleted file mode 100644 index d6257e5..0000000 --- a/install/installs/UFOAIPack/install/.svn/entries +++ /dev/null @@ -1,31 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/UFOAIPack/trunk/install -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2008-06-27T14:38:18.221954Z -47 -mattn - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -base -dir - diff --git a/install/installs/UFOAIPack/install/base/.svn/entries b/install/installs/UFOAIPack/install/base/.svn/entries deleted file mode 100644 index 341b39f..0000000 --- a/install/installs/UFOAIPack/install/base/.svn/entries +++ /dev/null @@ -1,34 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/UFOAIPack/trunk/install/base -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2008-06-27T14:38:18.221954Z -47 -mattn - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -textures -dir - -scripts -dir - diff --git a/install/installs/UFOAIPack/install/base/scripts/.svn/entries b/install/installs/UFOAIPack/install/base/scripts/.svn/entries deleted file mode 100644 index 04408b3..0000000 --- a/install/installs/UFOAIPack/install/base/scripts/.svn/entries +++ /dev/null @@ -1,198 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/UFOAIPack/trunk/install/base/scripts -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2008-06-27T14:38:18.221954Z -47 -mattn - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -shaderlist.txt -file - - - - -2012-04-01T16:52:23.792811Z -69aedd81000f50d74a7a4e9b6ba83cfa -2008-04-08T16:56:07.761640Z -36 -mattn -has-props - - - - - - - - - - - - - - - - - - - - -18 - -entities.def -file - - - - -2012-04-01T16:52:23.794811Z -2f9fd9c650eaafd6b1b07001aa8fec7c -2008-06-27T14:38:18.221954Z -47 -mattn - - - - - - - - - - - - - - - - - - - - - -6476 - -default_project.proj -file - - - - -2012-04-01T16:52:23.795811Z -f293fa44e01e65bffeaeaf019e78b52d -2008-04-08T16:56:07.761640Z -36 -mattn - - - - - - - - - - - - - - - - - - - - - -4378 - -textures.shader -file - - - - -2012-04-01T16:52:23.923818Z -d5c32d68f98aba9f48449b178df8d473 -2008-06-27T14:38:18.221954Z -47 -mattn - - - - - - - - - - - - - - - - - - - - - -514 - -common.shader -file - - - - -2012-04-01T16:52:23.925818Z -4320e9cffe3e665c096e02c72df5238d -2008-04-08T16:56:07.761640Z -36 -mattn - - - - - - - - - - - - - - - - - - - - - -500 - diff --git a/install/installs/UFOAIPack/install/base/scripts/.svn/prop-base/shaderlist.txt.svn-base b/install/installs/UFOAIPack/install/base/scripts/.svn/prop-base/shaderlist.txt.svn-base deleted file mode 100644 index bdbd305..0000000 --- a/install/installs/UFOAIPack/install/base/scripts/.svn/prop-base/shaderlist.txt.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:eol-style -V 6 -native -END diff --git a/install/installs/UFOAIPack/install/base/scripts/.svn/text-base/common.shader.svn-base b/install/installs/UFOAIPack/install/base/scripts/.svn/text-base/common.shader.svn-base deleted file mode 100644 index eeb9946..0000000 --- a/install/installs/UFOAIPack/install/base/scripts/.svn/text-base/common.shader.svn-base +++ /dev/null @@ -1,47 +0,0 @@ -textures/tex_common/actorclip -{ - qer_trans 0.40 - surfaceparm playerclip -} - -textures/tex_common/caulk -{ - qer_trans 0.40 -} - -textures/tex_common/hint -{ - qer_trans 0.40 -} - -textures/tex_common/nodraw -{ - qer_trans 0.40 - surfaceparm nodraw -} - -textures/tex_common/origin -{ - qer_trans 0.40 -} - -textures/tex_common/slick -{ - qer_trans 0.40 -} - -textures/tex_common/stepon -{ - qer_trans 0.40 -} - -textures/tex_common/trigger -{ - qer_trans 0.50 -} - -textures/tex_common/weaponclip -{ - qer_trans 0.40 - surfaceparm botclip -} diff --git a/install/installs/UFOAIPack/install/base/scripts/.svn/text-base/default_project.proj.svn-base b/install/installs/UFOAIPack/install/base/scripts/.svn/text-base/default_project.proj.svn-base deleted file mode 100644 index 8fdbae9..0000000 --- a/install/installs/UFOAIPack/install/base/scripts/.svn/text-base/default_project.proj.svn-base +++ /dev/null @@ -1,98 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/install/installs/UFOAIPack/install/base/scripts/.svn/text-base/entities.def.svn-base b/install/installs/UFOAIPack/install/base/scripts/.svn/text-base/entities.def.svn-base deleted file mode 100644 index 6f6353f..0000000 --- a/install/installs/UFOAIPack/install/base/scripts/.svn/text-base/entities.def.svn-base +++ /dev/null @@ -1,164 +0,0 @@ -/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32) -Starting point for a player. Only for multiplayer teams. -"team" the number of the team for this player starting point. 0 is reserved for civilians and critters (use info_civilian_start instead) -*/ - - -/*QUAKED info_human_start (0 1 0) (-16 -16 -24) (16 16 32) -Starting point for a single player human. -*/ - - -/*QUAKED info_alien_start (0 0 1) (-16 -16 -24) (16 16 32) -Starting point for a single player alien. -*/ - - -/*QUAKED info_2x2_start (1 1 0) (-32 -32 -24) (32 32 32) -Starting point for a ugv 2x2 units. -"team" the number of the team for this player starting point. Only for multiplayer teams. -*/ - - -/*QUAKED info_civilian_start (0 1 1) (-16 -16 -24) (16 16 32) -Starting point for a civilian. -*/ - - -/*QUAKED misc_model (1 1 0) (-16 -16 -16) (16 16 16) level1 level2 level3 level4 level5 level6 level7 level8 server_solid glow -Displays a model. -Set the level flags correctly! -Use angles [pitch yaw roll] to rotate the model. pitch (up/down [-90 up to 90]), yaw (left/right [0 up to 360]) and roll (fall over) -"model" arbitrary .md2 file to display -"angles" direction of the model [pitch yaw roll] -"angle" direction of the model [yaw] -"skin" skin number (default 0) -"frame" frame number (default 0) - use frame or anim - but not both -"anim" is this an animated model (default empty otherwise fill the animname) -*/ - - -/*QUAKED misc_particle (0 0 1) (-16 -16 -16) (16 16 16) level1 level2 level3 level4 level5 level6 level7 level8 noday -Creates a particle. Particle properties can be set here with a preceding '-' or '+'. -'-' property is set before calling the particle init function -'+' do it afterwards -noday means that the particle is not shown at the day version of the map. E.g. useful for flare particles around streetlight. -Wait times are of the format "a b". It spawns particles in random intervals ranging from (a) to (a+b) seconds. If no wait time is specified one particle is created at map start. -"particle" name of the particle definition -"wait" wait time -*/ - - -/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) day -Non-displayed light. All lights are for the night version. If you want them to show up in the day version, too - mark the day flag -"_color" Color for the light RGB -"light" intensity 0-255 -"target" entity target name (info_null) -"_cone" -"origin" -"angle" Special values: UP -1; DOWN -2; -*/ - -/*QUAKED light_spot (0 1 0) (-8 -8 -8) (8 8 8) day -Non-displayed light. All lights are for the night version. If you want them to show up in the day version, too - mark the day flag -"_color" Color for the light RGB -"light" intensity 0-255 -"_cone" -"origin" -"angle" Special values: UP -1; DOWN -2; -*/ - -/*QUAKED worldspawn (0 0 0) ? -Only used for the world. -pitch (up/down [-90 up to 90]), yaw (left/right [0 up to 360]) -"maxteams" max. teams for multiplayer -"maxlevel" highest selectable level [1-8] -"light_night" light intensity [e.g. 10 or 100] -"angles_night" light angle [pitch yaw 0] -"color_night" light color (RGB) [0.0-1.0] -"ambient_night" ambient color (RGB) [0.0-1.0] -"light_day" light intensity [e.g. 10 or 100] -"angles_day" light angle [pitch yaw 0] -"color_day" light color (RGB) [0.0-1.0] -"ambient_day" ambient color (RGB) [0.0-1.0] -*/ - -/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4) -Used as a positional target for spotlights, etc. -"targetname" target name -*/ - -/*QUAKED info_civilian_target (0.5 0.8 0.1) (-16 -16 -24) (16 16 32) -Used as a target where civilians try to get in a mission -"count" The priority of this waypoint - the lower the number, the nearer the end-target -*/ - -/*QUAKED misc_sound (0.5 1 0.5) (-8 -8 -8) (8 8 8) level1 level2 level3 level4 level5 level6 level7 level8 -Used to play ambient sounds (looped sounds) -"noise" sound file name relative to sound/ambience -"volume" 0 - 128 -*/ - -/*QUAKED misc_mission (0.1 0.6 0.3) (-16 -16 -16) (16 16 16) level1 level2 level3 level4 level5 level6 level7 level8 -Defines a mission target -"particle" display a particle -"time" if set the entity has to be occupied x rounds to win the mission -"radius" if the entity has to be occupied this defines the radius that is needed -"health" if set the entity has to be destroyed to win the mission - otherwise is has just to be reached (see time) -"group" allows you to group mission entities - e.g. you have to occupy them all for x rounds to win the match -"target" the target that is triggered once the round time was hit -"message" a message that is show when the mission is completed -*/ - -/*QUAKED misc_mission_alien (0.1 0.6 0.3) (-16 -16 -16) (16 16 16) level1 level2 level3 level4 level5 level6 level7 level8 -Defines the alien mission target -"particle" display a particle -"time" if set the entity has to be occupied x rounds to win the mission -"radius" if the entity has to be occupied this defines the radius that is needed -"health" if set the entity has to be destroyed to win the mission - otherwise is has just to be reached (see time) -*/ - -/*QUAKED func_door (0 .5 .8) ? level1 level2 level3 level4 level5 level6 level7 level8 opened -"angle" determines the opening direction -"health" if set, door must be shot open -"group" multipart doors can be grouped to open together -"speed" movement speed (100 default) -"wait" wait before returning (3 default, -1 = never return) -"lip" lip remaining at end of move (8 default) -*/ - -/*QUAKED func_group (0 0 0) ? -Only for editor and terrain convenience. -"terrain" -"gensurf" -"phongshading" -*/ - -/*QUAKED func_breakable (0 0 0) ? level1 level2 level3 level4 level5 level6 level7 level8 -"health" damage until destroyed -"particle" particle id -"material" material id MAT_GLASS = 0 (default), MAT_METAL = 1, MAT_ELECTRICAL = 2, MAT_WOOD = 3 -*/ - -/*QUAKED func_rotating (0 0 0) ? level1 level2 level3 level4 level5 level6 level7 level8 -"health" damage until destroyed -"particle" particle id -"speed" rotation speed -"angle" rotate around this angle - pitch = 0, yaw = 1, roll = 2 -*/ - -/*QUAKED trigger_hurt (0 0 0) ? KILL STUN DAZE -Any entity that touches this will be hurt. It does dmg points of damage each server frame -"dmg" default 5 (whole numbers only) -*/ - -/*QUAKED trigger_touch (0 0 0) ? -Any entity that touches this will trigger the use function of the target entity. -"target" target entity (must have its targetname set to the value given here) -*/ - -/*QUAKED misc_item (.3 .3 1) (-16 -16 -16) (16 16 16) --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons/assault/assault.md2" -"item" the item to spawn -*/ diff --git a/install/installs/UFOAIPack/install/base/scripts/.svn/text-base/shaderlist.txt.svn-base b/install/installs/UFOAIPack/install/base/scripts/.svn/text-base/shaderlist.txt.svn-base deleted file mode 100644 index c3b933b..0000000 --- a/install/installs/UFOAIPack/install/base/scripts/.svn/text-base/shaderlist.txt.svn-base +++ /dev/null @@ -1,2 +0,0 @@ -common -textures diff --git a/install/installs/UFOAIPack/install/base/scripts/.svn/text-base/textures.shader.svn-base b/install/installs/UFOAIPack/install/base/scripts/.svn/text-base/textures.shader.svn-base deleted file mode 100644 index 5d03d1a..0000000 --- a/install/installs/UFOAIPack/install/base/scripts/.svn/text-base/textures.shader.svn-base +++ /dev/null @@ -1,44 +0,0 @@ -textures/tex_mattn/fence -{ - qer_alphafunc gequal 0.5 -} - -textures/tex_mattn/grate -{ - qer_alphafunc gequal 0.5 -} - -textures/tex_mattn/grate2 -{ - qer_alphafunc gequal 0.5 -} - -textures/tex_mattn/grate3 -{ - qer_alphafunc gequal 0.5 -} - -textures/tex_mattn/grate4 -{ - qer_alphafunc gequal 0.5 -} - -textures/tex_mattn/gully -{ - qer_alphafunc gequal 0.5 -} - -textures/tex_mattn/tire -{ - qer_alphafunc gequal 0.5 -} - -textures/tex_mattn/tire2 -{ - qer_alphafunc gequal 0.5 -} - -textures/tex_material/circle_gray -{ - qer_alphafunc gequal 0.5 -} diff --git a/install/installs/UFOAIPack/install/base/scripts/common.shader b/install/installs/UFOAIPack/install/base/scripts/common.shader deleted file mode 100644 index eeb9946..0000000 --- a/install/installs/UFOAIPack/install/base/scripts/common.shader +++ /dev/null @@ -1,47 +0,0 @@ -textures/tex_common/actorclip -{ - qer_trans 0.40 - surfaceparm playerclip -} - -textures/tex_common/caulk -{ - qer_trans 0.40 -} - -textures/tex_common/hint -{ - qer_trans 0.40 -} - -textures/tex_common/nodraw -{ - qer_trans 0.40 - surfaceparm nodraw -} - -textures/tex_common/origin -{ - qer_trans 0.40 -} - -textures/tex_common/slick -{ - qer_trans 0.40 -} - -textures/tex_common/stepon -{ - qer_trans 0.40 -} - -textures/tex_common/trigger -{ - qer_trans 0.50 -} - -textures/tex_common/weaponclip -{ - qer_trans 0.40 - surfaceparm botclip -} diff --git a/install/installs/UFOAIPack/install/base/scripts/default_project.proj b/install/installs/UFOAIPack/install/base/scripts/default_project.proj deleted file mode 100644 index 8fdbae9..0000000 --- a/install/installs/UFOAIPack/install/base/scripts/default_project.proj +++ /dev/null @@ -1,98 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/install/installs/UFOAIPack/install/base/scripts/entities.def b/install/installs/UFOAIPack/install/base/scripts/entities.def deleted file mode 100644 index 6f6353f..0000000 --- a/install/installs/UFOAIPack/install/base/scripts/entities.def +++ /dev/null @@ -1,164 +0,0 @@ -/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32) -Starting point for a player. Only for multiplayer teams. -"team" the number of the team for this player starting point. 0 is reserved for civilians and critters (use info_civilian_start instead) -*/ - - -/*QUAKED info_human_start (0 1 0) (-16 -16 -24) (16 16 32) -Starting point for a single player human. -*/ - - -/*QUAKED info_alien_start (0 0 1) (-16 -16 -24) (16 16 32) -Starting point for a single player alien. -*/ - - -/*QUAKED info_2x2_start (1 1 0) (-32 -32 -24) (32 32 32) -Starting point for a ugv 2x2 units. -"team" the number of the team for this player starting point. Only for multiplayer teams. -*/ - - -/*QUAKED info_civilian_start (0 1 1) (-16 -16 -24) (16 16 32) -Starting point for a civilian. -*/ - - -/*QUAKED misc_model (1 1 0) (-16 -16 -16) (16 16 16) level1 level2 level3 level4 level5 level6 level7 level8 server_solid glow -Displays a model. -Set the level flags correctly! -Use angles [pitch yaw roll] to rotate the model. pitch (up/down [-90 up to 90]), yaw (left/right [0 up to 360]) and roll (fall over) -"model" arbitrary .md2 file to display -"angles" direction of the model [pitch yaw roll] -"angle" direction of the model [yaw] -"skin" skin number (default 0) -"frame" frame number (default 0) - use frame or anim - but not both -"anim" is this an animated model (default empty otherwise fill the animname) -*/ - - -/*QUAKED misc_particle (0 0 1) (-16 -16 -16) (16 16 16) level1 level2 level3 level4 level5 level6 level7 level8 noday -Creates a particle. Particle properties can be set here with a preceding '-' or '+'. -'-' property is set before calling the particle init function -'+' do it afterwards -noday means that the particle is not shown at the day version of the map. E.g. useful for flare particles around streetlight. -Wait times are of the format "a b". It spawns particles in random intervals ranging from (a) to (a+b) seconds. If no wait time is specified one particle is created at map start. -"particle" name of the particle definition -"wait" wait time -*/ - - -/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) day -Non-displayed light. All lights are for the night version. If you want them to show up in the day version, too - mark the day flag -"_color" Color for the light RGB -"light" intensity 0-255 -"target" entity target name (info_null) -"_cone" -"origin" -"angle" Special values: UP -1; DOWN -2; -*/ - -/*QUAKED light_spot (0 1 0) (-8 -8 -8) (8 8 8) day -Non-displayed light. All lights are for the night version. If you want them to show up in the day version, too - mark the day flag -"_color" Color for the light RGB -"light" intensity 0-255 -"_cone" -"origin" -"angle" Special values: UP -1; DOWN -2; -*/ - -/*QUAKED worldspawn (0 0 0) ? -Only used for the world. -pitch (up/down [-90 up to 90]), yaw (left/right [0 up to 360]) -"maxteams" max. teams for multiplayer -"maxlevel" highest selectable level [1-8] -"light_night" light intensity [e.g. 10 or 100] -"angles_night" light angle [pitch yaw 0] -"color_night" light color (RGB) [0.0-1.0] -"ambient_night" ambient color (RGB) [0.0-1.0] -"light_day" light intensity [e.g. 10 or 100] -"angles_day" light angle [pitch yaw 0] -"color_day" light color (RGB) [0.0-1.0] -"ambient_day" ambient color (RGB) [0.0-1.0] -*/ - -/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4) -Used as a positional target for spotlights, etc. -"targetname" target name -*/ - -/*QUAKED info_civilian_target (0.5 0.8 0.1) (-16 -16 -24) (16 16 32) -Used as a target where civilians try to get in a mission -"count" The priority of this waypoint - the lower the number, the nearer the end-target -*/ - -/*QUAKED misc_sound (0.5 1 0.5) (-8 -8 -8) (8 8 8) level1 level2 level3 level4 level5 level6 level7 level8 -Used to play ambient sounds (looped sounds) -"noise" sound file name relative to sound/ambience -"volume" 0 - 128 -*/ - -/*QUAKED misc_mission (0.1 0.6 0.3) (-16 -16 -16) (16 16 16) level1 level2 level3 level4 level5 level6 level7 level8 -Defines a mission target -"particle" display a particle -"time" if set the entity has to be occupied x rounds to win the mission -"radius" if the entity has to be occupied this defines the radius that is needed -"health" if set the entity has to be destroyed to win the mission - otherwise is has just to be reached (see time) -"group" allows you to group mission entities - e.g. you have to occupy them all for x rounds to win the match -"target" the target that is triggered once the round time was hit -"message" a message that is show when the mission is completed -*/ - -/*QUAKED misc_mission_alien (0.1 0.6 0.3) (-16 -16 -16) (16 16 16) level1 level2 level3 level4 level5 level6 level7 level8 -Defines the alien mission target -"particle" display a particle -"time" if set the entity has to be occupied x rounds to win the mission -"radius" if the entity has to be occupied this defines the radius that is needed -"health" if set the entity has to be destroyed to win the mission - otherwise is has just to be reached (see time) -*/ - -/*QUAKED func_door (0 .5 .8) ? level1 level2 level3 level4 level5 level6 level7 level8 opened -"angle" determines the opening direction -"health" if set, door must be shot open -"group" multipart doors can be grouped to open together -"speed" movement speed (100 default) -"wait" wait before returning (3 default, -1 = never return) -"lip" lip remaining at end of move (8 default) -*/ - -/*QUAKED func_group (0 0 0) ? -Only for editor and terrain convenience. -"terrain" -"gensurf" -"phongshading" -*/ - -/*QUAKED func_breakable (0 0 0) ? level1 level2 level3 level4 level5 level6 level7 level8 -"health" damage until destroyed -"particle" particle id -"material" material id MAT_GLASS = 0 (default), MAT_METAL = 1, MAT_ELECTRICAL = 2, MAT_WOOD = 3 -*/ - -/*QUAKED func_rotating (0 0 0) ? level1 level2 level3 level4 level5 level6 level7 level8 -"health" damage until destroyed -"particle" particle id -"speed" rotation speed -"angle" rotate around this angle - pitch = 0, yaw = 1, roll = 2 -*/ - -/*QUAKED trigger_hurt (0 0 0) ? KILL STUN DAZE -Any entity that touches this will be hurt. It does dmg points of damage each server frame -"dmg" default 5 (whole numbers only) -*/ - -/*QUAKED trigger_touch (0 0 0) ? -Any entity that touches this will trigger the use function of the target entity. -"target" target entity (must have its targetname set to the value given here) -*/ - -/*QUAKED misc_item (.3 .3 1) (-16 -16 -16) (16 16 16) --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons/assault/assault.md2" -"item" the item to spawn -*/ diff --git a/install/installs/UFOAIPack/install/base/scripts/shaderlist.txt b/install/installs/UFOAIPack/install/base/scripts/shaderlist.txt deleted file mode 100644 index c3b933b..0000000 --- a/install/installs/UFOAIPack/install/base/scripts/shaderlist.txt +++ /dev/null @@ -1,2 +0,0 @@ -common -textures diff --git a/install/installs/UFOAIPack/install/base/scripts/textures.shader b/install/installs/UFOAIPack/install/base/scripts/textures.shader deleted file mode 100644 index 5d03d1a..0000000 --- a/install/installs/UFOAIPack/install/base/scripts/textures.shader +++ /dev/null @@ -1,44 +0,0 @@ -textures/tex_mattn/fence -{ - qer_alphafunc gequal 0.5 -} - -textures/tex_mattn/grate -{ - qer_alphafunc gequal 0.5 -} - -textures/tex_mattn/grate2 -{ - qer_alphafunc gequal 0.5 -} - -textures/tex_mattn/grate3 -{ - qer_alphafunc gequal 0.5 -} - -textures/tex_mattn/grate4 -{ - qer_alphafunc gequal 0.5 -} - -textures/tex_mattn/gully -{ - qer_alphafunc gequal 0.5 -} - -textures/tex_mattn/tire -{ - qer_alphafunc gequal 0.5 -} - -textures/tex_mattn/tire2 -{ - qer_alphafunc gequal 0.5 -} - -textures/tex_material/circle_gray -{ - qer_alphafunc gequal 0.5 -} diff --git a/install/installs/UFOAIPack/install/base/textures/.svn/entries b/install/installs/UFOAIPack/install/base/textures/.svn/entries deleted file mode 100644 index ca4a305..0000000 --- a/install/installs/UFOAIPack/install/base/textures/.svn/entries +++ /dev/null @@ -1,31 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/UFOAIPack/trunk/install/base/textures -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2008-04-08T16:56:07.761640Z -36 -mattn - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -radiant -dir - diff --git a/install/installs/UFOAIPack/install/base/textures/radiant/.svn/entries b/install/installs/UFOAIPack/install/base/textures/radiant/.svn/entries deleted file mode 100644 index 41b7485..0000000 --- a/install/installs/UFOAIPack/install/base/textures/radiant/.svn/entries +++ /dev/null @@ -1,62 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/UFOAIPack/trunk/install/base/textures/radiant -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2008-04-08T16:56:07.761640Z -36 -mattn - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -notex.tga -file - - - - -2012-04-01T16:52:23.446791Z -16de2fa54c8e431e8b3e58bbea0b98ca -2008-04-08T16:56:07.761640Z -36 -mattn -has-props - - - - - - - - - - - - - - - - - - - - -1583 - diff --git a/install/installs/UFOAIPack/install/base/textures/radiant/.svn/prop-base/notex.tga.svn-base b/install/installs/UFOAIPack/install/base/textures/radiant/.svn/prop-base/notex.tga.svn-base deleted file mode 100644 index c7caa91..0000000 --- a/install/installs/UFOAIPack/install/base/textures/radiant/.svn/prop-base/notex.tga.svn-base +++ /dev/null @@ -1,5 +0,0 @@ -K 13 -svn:mime-type -V 11 -image/x-tga -END diff --git a/install/installs/UFOAIPack/install/base/textures/radiant/.svn/text-base/notex.tga.svn-base b/install/installs/UFOAIPack/install/base/textures/radiant/.svn/text-base/notex.tga.svn-base deleted file mode 100644 index 07f1a23f9b314f612440323853550b21860ccfd3..0000000000000000000000000000000000000000 GIT binary patch literal 0 HcmV?d00001 literal 1583 zcmc&zF-`+P3^Xk-pvV{C4QYaO5&{VV;yahS06|IrERSTZZXrv3(J#YnFB^(%|SE2!#&zSfGbRIFZ$dx83 z)O1dP>(JrERSTZZXrv3(J#YnFB^(%|SE2!#&zSfGbRIFZ$dx83 z)O1dP>(J - - - - diff --git a/install/installs/UrTPack/game/.svn/text-base/synapse.config.svn-base b/install/installs/UrTPack/game/.svn/text-base/synapse.config.svn-base deleted file mode 100644 index ff1199e..0000000 --- a/install/installs/UrTPack/game/.svn/text-base/synapse.config.svn-base +++ /dev/null @@ -1,56 +0,0 @@ - - - - - - tga jpg - - - pk3 - - - quake3 - - - mapq3 - - - def - - - quake3 - - - - - pk3 - - - - - - quake3 - - - pk3 - - - - - quake3 - - - - - quake3 - - - - - quake3 - - - pk3 - - - diff --git a/install/installs/UrTPack/game/game.xlink b/install/installs/UrTPack/game/game.xlink deleted file mode 100644 index cdfb154..0000000 --- a/install/installs/UrTPack/game/game.xlink +++ /dev/null @@ -1,5 +0,0 @@ - - - - - diff --git a/install/installs/UrTPack/game/synapse.config b/install/installs/UrTPack/game/synapse.config deleted file mode 100644 index ff1199e..0000000 --- a/install/installs/UrTPack/game/synapse.config +++ /dev/null @@ -1,56 +0,0 @@ - - - - - - tga jpg - - - pk3 - - - quake3 - - - mapq3 - - - def - - - quake3 - - - - - pk3 - - - - - - quake3 - - - pk3 - - - - - quake3 - - - - - quake3 - - - - - quake3 - - - pk3 - - - diff --git a/install/installs/UrTPack/install/.svn/entries b/install/installs/UrTPack/install/.svn/entries deleted file mode 100644 index ee0d74a..0000000 --- a/install/installs/UrTPack/install/.svn/entries +++ /dev/null @@ -1,31 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/UrTPack/trunk/install -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2010-11-13T23:04:13.354040Z -62 -rambetter - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -q3ut4 -dir - diff --git a/install/installs/UrTPack/install/q3ut4/.svn/entries b/install/installs/UrTPack/install/q3ut4/.svn/entries deleted file mode 100644 index 3a9460e..0000000 --- a/install/installs/UrTPack/install/q3ut4/.svn/entries +++ /dev/null @@ -1,65 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/UrTPack/trunk/install/q3ut4 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- -textures/common/areaportal -{ - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm structural - surfaceparm trans - surfaceparm nomarks - surfaceparm areaportal -} - -textures/common/caulk -{ - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nomarks -} - -textures/common/clip -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip -} - -textures/common/clusterportal -{ - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm clusterportal -} - -textures/common/cushion -{ - qer_nocarve - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm nodamage -} - -textures/common/donotenter -{ - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm donotenter -} - - -// never used -// -//textures/common/energypad -//{ -// qer_editorimage textures/sfx/bluegoal.tga -// surfaceparm nolightmap -// cull twosided -// { -// map textures//bluegoal.tga -// blendFunc GL_ONE GL_SRC_ALPHA -// tcGen environment -// tcMod turb 0 0.25 0 0.05 -// } -//} - -textures/common/full_clip // silly shader, use weapclip instead -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm playerclip -} - -textures/common/hint // should NOT use surfaceparm hint.. strange but true -{ - qer_nocarve - qer_trans 0.30 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm structural - surfaceparm trans - surfaceparm noimpact - surfaceparm hint // ydnar: yes it should. -} - -textures/common/invisible // solid, transparent polygons, casts shadows -{ - surfaceparm nolightmap - { - map textures/common/invisible.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } -} - -textures/common/mirror1 -{ - qer_editorimage textures/common/mirror1.tga - surfaceparm nolightmap - portal - - { - map textures/common/mirror1.tga - blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA - depthWrite - } - - - -} - -textures/common/mirror2 -{ - qer_editorimage textures/common/qer_mirror.tga - surfaceparm nolightmap - portal - { - map textures/common/mirror1.tga - blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA - depthWrite - } - { - map textures/sfx/mirror.tga - blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR - } - -} - -textures/common/missileclip -{ - qer_trans 0.40 - surfaceparm nodamage - surfaceparm nomarks - surfaceparm nodraw - //surfaceparm nonsolid - surfaceparm playerclip - surfaceparm trans -} - -textures/common/nodraw -{ - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks -} - -textures/common/nodrawnonsolid -{ - surfaceparm nonsolid - surfaceparm nolightmap - surfaceparm nodraw -} - -textures/common/nodrop -{ - qer_nocarve - qer_trans 0.5 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm nodrop -} - - -textures/common/noimpact -{ - qer_editorimage textures/common/nolightmap.tga - surfaceparm noimpact -} - -textures/common/nolightmap -{ - surfaceparm nolightmap -} - -textures/common/origin -{ - qer_nocarve - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm origin -} - -textures/common/portal -{ - qer_editorimage textures/common/qer_portal.tga - surfaceparm nolightmap - portal - { - map textures/common/mirror1.tga - tcMod turb 0 0.25 0 0.05 - blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA - depthWrite - - } -} - -textures/common/slick -{ - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nomarks - surfaceparm trans - surfaceparm slick -} - -textures/common/terrain -{ - q3map_terrain - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nomarks -} - -textures/common/terrain2 -{ - q3map_terrain - qer_editorimage textures/common/terrain.tga - surfaceparm dust - surfaceparm nodraw - surfaceparm nomarks - surfaceparm nolightmap -} - -textures/common/timportal -{ - qer_editorimage textures/common/qer_portal.tga - portal - surfaceparm nolightmap - { - map textures/common/portal.tga - tcMod turb 0 0.25 0 0.05 - blendFunc GL_ONE GL_SRC_ALPHA - depthWrite - } -} - -textures/common/trigger -{ - qer_trans 0.50 - qer_nocarve - surfaceparm nodraw -} - -textures/common/weapclip -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks -} - -textures/common/metalclip -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm metalsteps -} - -textures/common/botclip -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm botclip -} - -// -// ydnar q3map lightgrid bounds -// -// the min/max bounds of brushes with this shader in a map -// will define the bounds of the map's lightgrid (model lighting) -// note: make it as small as possible around player space -// to minimize bsp size and compile time -// - -textures/common/lightgrid -{ - qer_trans 0.5 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm detail - surfaceparm nomarks - surfaceparm trans - surfaceparm lightgrid -} - diff --git a/install/installs/UrTPack/install/q3ut4/scripts/.svn/text-base/default_project.proj.svn-base b/install/installs/UrTPack/install/q3ut4/scripts/.svn/text-base/default_project.proj.svn-base deleted file mode 100644 index d43aa7a..0000000 --- a/install/installs/UrTPack/install/q3ut4/scripts/.svn/text-base/default_project.proj.svn-base +++ /dev/null @@ -1,63 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/install/installs/UrTPack/install/q3ut4/scripts/.svn/text-base/entities.def.svn-base b/install/installs/UrTPack/install/q3ut4/scripts/.svn/text-base/entities.def.svn-base deleted file mode 100644 index ed7260c..0000000 --- a/install/installs/UrTPack/install/q3ut4/scripts/.svn/text-base/entities.def.svn-base +++ /dev/null @@ -1,1747 +0,0 @@ -// Quake3 Arena entity definition file for Q3Radiant -// Based on draft by Suicide 20 7.30.99 and inolen 9-3-99 -// Upgraded by Eutectic: eutectic@ritualistic.com -// (visible models added by raYGunn - paths provided by Suicide 20) -// (terrain information added to func_group entity by Paul Jaquays) -// Q3Map2 entitys/keys added by ydnar -// Version: 1.6 -// Last updated: 2003-11-28 - -//============================================================================= - -// Q3Map2 entities - -//============================================================================= - -/*QUAKED _decal (0 1.0 0) ? --------- KEYS -------- -"target" : the name of the entity targetted at for projection --------- SPAWNFLAGS -------- -(none) --------- NOTES -------- -Compiler-only entity that specifies a decal to be projected. Should contain 1 or more patch meshes (curves) and target an info_null entity. The distance between the center of the _decal entity and the target is the axis and distance of projection. -*/ - -/*QUAKED _skybox (0.77 0.88 1.0) (-4 -4 -4) (4 4 4) --------- KEYS -------- -"angle" : rotation angle of the sky surfaces. -"angles" : Individual control of PITCH, YAW, and ROLL (default 0 0 0). -"_scale" : scaling factor (default 64), good values are between 50 and 300, depending on the map. --------- SPAWNFLAGS -------- -(none) --------- NOTES -------- -Compiler-only entity that specifies a the origin of a skybox (a wholly contained, seperate area of the map), similar to some games' portal skies. When compiled with Q3Map2, the skybox surfaces will be visible from any place where sky is normally visible. It will cast shadows on the normal parts of the map, and can be used with cloud layers and other effects. -*/ - - -//============================================================================= - -AMMO_* ENTITIES - -//============================================================================= - -/*QUAKED ammo_bfg (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -BFG ammo. Gives the player 15 by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when picked up (default 15). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/bfgam.md3"*/ - -//============================================================================= - -/*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Machine Gun ammo. Gives the player 50 by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when picked up (default 50). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/machinegunam.md3"*/ - -//============================================================================= - -/*QUAKED ammo_cells (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Plasma Gun ammo. Gives the player 30 by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when picked up (default 30). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/plasmaam.md3"*/ - -//============================================================================= - -/*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Grenade Launcher ammo. Gives the player 5 by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when picked up (default 5). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/grenadeam.md3"*/ - -//============================================================================= - -/*QUAKED ammo_lightning (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Lightning Gun ammo. Gives the player 60 by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when picked up (default 60). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/lightningam.md3"*/ - -//============================================================================= - -/*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Rocket Launcher ammo. Gives the player 5 by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when picked up (default 5). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/rocketam.md3"*/ - -//============================================================================= - -/*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Shotgun ammo. Gives the player 10 by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when picked up (default 10). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/shotgunam.md3"*/ - -//============================================================================= - -/*QUAKED ammo_slugs (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Railgun ammo. Gives the player 10 by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when picked up (default 10). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/railgunam.md3"*/ - -//============================================================================= - -FUNC_* ENTITIES - -//============================================================================= - -/*QUAKED func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS -Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the "noise" key is set. Will crush the player when blocked. --------- KEYS -------- -speed : amount of time in seconds for one complete oscillation cycle (default 4). -height : sets the amount of travel of the oscillation movement (default 32). -phase : sets the start offset of the oscillation cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0). -noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes). -model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3). -origin : alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes). -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- SPAWNFLAGS -------- -X_AXIS : entity will bob along the X axis. -Y_AXIS : entity will bob along the Y axis. --------- NOTES -------- -In order for the sound to be emitted from the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. - -Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/ - -//============================================================================= - -/*QUAKED func_button (0 .5 .8) ? -When a button is touched by a player, it moves in the direction set by the "angle" key, triggers all its targets, stays pressed by an amount of time set by the "wait" key, then returns to it's original position where it can be operated again. --------- KEYS -------- -angle : determines the direction in which the button will move (up = -1, down = -2). -target : all entities with a matching targetname will be triggered. -speed : speed of button's displacement (default 40). -wait : number of seconds button stays pressed (default 1, -1 = return immediately). -lip : lip remaining at end of move (default 4 units). -health : (default 0) if set to any non-zero value, the button must take damage (any amount) to activate. -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). -origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. - -Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/ - -//============================================================================= - -/*QUAKED func_door (0 .5 .8) ? START_OPEN - CRUSHER -Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it. --------- KEYS -------- -angle : determines the opening direction of door (up = -1, down = -2). -speed : determines how fast the door moves (default 100). -wait : number of seconds before door returns (default 2, -1 = return immediately) -lip : lip remaining at end of move (default 8) -targetname : if set, a func_button or trigger is required to activate the door. -health : (default 0) if set to any non-zero value, the button must take damage (any amount) to activate. -dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set. -team: assign the same team name to multiple doors that should operate together (see Notes). -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). -origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- SPAWNFLAGS -------- -START_OPEN : the door will spawn in the open state and operate in reverse. -CRUSHER : door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way. --------- NOTES -------- -Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. - -Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/ - -//============================================================================= - -/*QUAKED func_group (0 .5 .8) ? -This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this. --------- OLD TERRAIN KEYS (note: obsolete with Q3Map2) -------- -alphamap : this is the path/name for the art file used to guide the mapping of textures on the terrain surface. -layers : this integer value is the number unique root shaders that will be use on the terrain. -shader : this is the path to the metashader used to assign textures to the terrain entity. -terrain : this is an on/off flag. When set to 1, the entity becomes a terrain entity. Note: unecessary when compiling with Q3Map2. See Q3Map2 keys. --------- Q3MAP2 KEYS -------- -_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation.*/ - -//============================================================================= - -/*QUAKED func_pendulum (0 .5 .8) ? -Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. Pendulum frequency is a physical constant based on the length of the beam and gravity. Blocking the pendulum instantly kills a player. --------- KEYS -------- -angle : angle offset of axis of rotation from default X axis (default 0). -speed : angle of swing arc in either direction from initial position (default 30). -phase : sets the start offset of the swinging cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0). -noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav). -model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3). -origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default "0 0 0" - See Notes). -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Very crude operation: pendulum cannot rotate along Z axis, the speed of swing (frequency) is not adjustable. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. - -Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/ - -//============================================================================= - -/*QUAKED func_plat (0 .5 .8) ? -Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position. The plat will stay in the raised position until the player steps off. There are no proper sounds for this entity, only beep noises. It will spawn in the game and work properly but it sounds silly (see Notes). --------- KEYS -------- -speed : determines how fast the plat moves (default 150). -lip : lip remaining at end of move (default 16). Has no effect if "height" is set. -height : if set, this will determine the total amount of vertical travel of the plat. -dmg : damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked. -targetname : if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it. -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). -origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip value. But if the "height" key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat and regardless of the value of the "lip" key. Using the "height" key is the best method for any kind of platforms and the only possible one for thin plats which need to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. - -There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if you're up to it. Thanks to Fragzilla for the tip. - -Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/ - -//============================================================================= - -/*QUAKED func_rotating (0 .5 .8) ? - - X_AXIS Y_AXIS -Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable. --------- KEYS -------- -speed : determines how fast entity rotates (default 100). -noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav). -model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3). -origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default "0 0 0" - See Notes). -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- SPAWNFLAGS -------- -X_AXIS : entity will rotate along the X axis. -Y_AXIS : entity will rotate along the Y axis. --------- NOTES -------- -You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. - -Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/ - -//============================================================================= - -/*QUAKED func_static (0 .5 .8) ? -Static non-solid bspmodel. Can be used for conditional walls and models. --------- KEYS -------- -model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3). -origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes). -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -targetname : NOT SUPPORTED BY RENDERER - if set, a func_button or trigger can make entity disappear from the game (See Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. If a model is included with a targeted func_static, the brush(es) of the entity will be removed from the game but the .md3 model won't: it will automatically be moved to the (0 0 0) world origin so you should NOT include an .md3 model to a targeted func_static. - -Because the map has only a single bot navigation file, func_static's cannot be used to make significant changes in game play flow between differing game types. - -Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/ - -//============================================================================= - -/*QUAKED func_timer (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON -Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off. --------- KEYS -------- -wait : delay in seconds between each triggering of its targets (default 1). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -target : this points to the entities to trigger. -targetname : a func_button or trigger that points to this will toggle the timer on/off when activated. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -START_ON : timer will start on in the game and continuously fire its targets. --------- NOTES -------- -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).*/ - -//============================================================================= - -/*QUAKED func_train (0 .5 .8) ? -Trains are moving solids that follow a string of path_corner entities. Trains in Q3A are very basic, they also require an origin brush (see Notes). --------- KEYS -------- -speed : speed of displacement of train (default 100 or overridden by speed value of path). -target : this points to the first path_corner of the path which is also the spawn location of the train's origin. -model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). -origin : alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes). -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -1. Trains always start on in the game. -2. Trains do not damage the played when blocked. -3. Trains cannot emit sound. -4. Trains are not triggerable or toggle-able. -5. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it. - -Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. - -Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/ - -//============================================================================= - -HOLDABLE_* ENTITIES - -//============================================================================= - -/*QUAKED holdable_medkit (.7 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Medkit that can be picked up and used later. Brings the player's health back to 100 when used. Player can only carry one holdable item at a time. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 60, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/holdable/medkit.md3"*/ - -//============================================================================= - -/*QUAKED holdable_teleporter (.7 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Teleporter item that can be picked up and used later. Teleports the player to a random player spawn point when used. Player can only carry one holdable item at a time. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 60, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/holdable/teleporter.md3"*/ - -//============================================================================= - -INFO_* ENTITIES - -//============================================================================= - -/*QUAKED info_camp (0 .5 0) (-8 -8 -8) (8 8 8) -This atttracts bots which have a camping preference in their AI characteristics. It should be placed at least 32 units away from any brush surface. --------- KEYS -------- -range : number of units that the bot can move away from camp entity while camping on it. -weight : number that is compared against the weight assigned to all the other camp spots in the map to determine if a bot chooses to camp there. The value is normalized against all other weight values. --------- NOTES -------- -Examples of bots which have a high camping preference are: Razor, Tank Jr., Grunt, Patriot and Doom. Examples of bots which have a low camping preference are: Klesk, Mynx, Sarge, Keel and Xaero.*/ - -//============================================================================= - -/*QUAKED info_notnull (0 .5 0) (-8 -8 -8) (8 8 8) -Used as a positional target for entities that can use directional pointing. A target_position can be used instead of this but was kept in Q3A for legacy purposes. --------- KEYS -------- -targetname : must match the target key of entity that uses this for pointing. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -/*QUAKED info_null (0 .5 0) (-8 -8 -8) (8 8 8) -Used as a positional target for light entities to create a spotlight effect. A target_position can be used instead of this but was kept in Q3A for legacy purposes. --------- KEYS -------- -targetname : must match the target key of entity that uses this for pointing. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) INITIAL -Normal player spawning location for Q3A levels. --------- KEYS -------- -angle : direction in which player will look when spawning in the game. Does not apply to bots. -target : this can point at a target_give entity for respawn freebies. -nobots : when set to 1, bots will never use this spawn point to respawn in the game. -nohumans : when set to 1, human players will never use this spawn point to respawn in the game. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -INITIAL : makes the spawnpoint the initial place for the player to spawn at the beginning of the game.*/ - -//============================================================================= - -/*QUAKED info_player_intermission (1 0 1) (-16 -16 -16) (16 16 16) -Camera for intermission screen between matches. This also automatically generates the podium for bot arena matches (see Notes). Can be aimed by setting the "angles" key or targeting an pointing to an aiming entity. Use only one per level. --------- KEYS -------- -angles: alternate "pitch, yaw, roll" angles method of aiming intermission camera (default 0 0 0). -target : point this to an info_notnull or target_position entity to set the camera's pointing angles. --------- NOTES -------- -In genuine bot arena matches, the podium for the 1st, 2nd and 3rd place players at the end of the match is generated by this entity. The podium's origin will automatically be located 128 units in the direction of the camera's view and 84 units down from the y height of the view line at that point. It will also always be generated on a level plane regardless of the pointing angle of the camera so if that angle is too steep, part of the podium model might not be visible. Make sure you leave at least 106 units of free space in front of where the camera points to otherwise the podium model won't be visible at all.*/ - -//============================================================================= - -/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32) -Player spawn location. It works in Quake III Arena, but it is not used in the Id maps. Use info_player_deathmatch instead. --------- KEYS -------- -angle : direction in which player will look when spawning in the game. -target : this can point at a target_give entity for respawn freebies.*/ - -//============================================================================= - -//QUAKED info_spectator_start (1 0 0) (-16 -16 -24) (16 16 32) -//Spectator spawn location. Doesn't appear to work in game. Commented out. -//-------- KEYS -------- -//notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -//notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -//notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). - -//============================================================================= - -ITEM_* ENTITIES - -//============================================================================= - -/*QUAKED item_armor_body (.6 0 0) (-16 -16 -16) (16 16 16) SUSPENDED -Red Armor - 100 points. All armor can be cumulated up to a maximum of 200 points and slowly wears out to 100 points. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 25, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/armor/armor_red.md3"*/ - -//============================================================================= - -/*QUAKED item_armor_combat (1 .75 .3) (-16 -16 -16) (16 16 16) SUSPENDED -Yellow Armor - 50 points. All armor can be cumulated up to a maximum of 200 points and slowly wears out to 100 points. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 25, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/armor/armor_yel.md3"*/ - -//============================================================================= - -/*QUAKED item_armor_shard (0 .7 0) (-16 -16 -16) (16 16 16) SUSPENDED -Green Armor Shard - 5 points. All armor can be cumulated up to a maximum of 200 points and slowly wears out to 100 points. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 25, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/armor/shard.md3"*/ - -//============================================================================= - -/*QUAKED item_botroam (1 0.5 0) (-8 -8 -8) (8 8 8) SUSPENDED -Game Function: An invisible entity which attracts a bot to it. Use to move bots to parts of a map that might otherwise not be used (NEW ENTITY). --------- KEYS -------- -weight: non-zero floating point value, most often in the range 0 to 400. (Higher values are allowed but keep in mind that the bot should also be attracted to normal items. Don't make the weight value too high. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The item_botroam entity can be used when a bot does not roam the whole level or prefers to go to only specific areas. This (invisible) item can be placed in a map just like regular items. Nobody can actually pick up the item it's only used to attract bots to certain places of the map. The value is the weight of the roam_item is relative to the weight assigned other items in the map (each bot has its own weights). The bot character specific item weights are stored with the bot characters AI files ("botname"_i.c for items and "botname"_w.c for weapons) in the botfiles/bots/ sub-folder in the .pk3 file.*/ - -//============================================================================= - -/*QUAKED item_enviro (.5 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Battle Suit power-up - Gives protection against slime, lava and weapon splash damage. Lasts 30 seconds. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 120, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count : time in seconds power-up will last when picked up (default 30). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/instant/enviro.md3"*/ - -//============================================================================= - -/*QUAKED item_flight (.5 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Flight power-up. Lasts 60 seconds. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 120, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count : time in seconds power-up will last when picked up (default 60). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/instant/flight.md3"*/ - -//============================================================================= - -/*QUAKED item_haste (.5 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Speed power-up. Makes player run at double speed for 30 seconds. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 120, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count : time in seconds power-up will last when picked up (default 30). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/instant/haste.md3"*/ - -//============================================================================= - -/*QUAKED item_health (.8 .8 0) (-16 -16 -16) (16 16 16) SUSPENDED -Yellow cross bubble - 25 Health. Cannot be picked up over 100 health. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 35, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of health points given to the player when item is picked up (default 25). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/health/medium_cross.md3"*/ - -//============================================================================= - -/*QUAKED item_health_large (1 0 0) (-16 -16 -16) (16 16 16) SUSPENDED -Gold cross bubble - 50 Health. Cannot be picked up over 100 health. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 35, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of health points given to the player when item is picked up (default 50). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/health/large_cross.md3"*/ - -//============================================================================= - -/*QUAKED item_health_mega (0 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Blue M bubble - 100 Health. Adds 100 health points to current health up to a maximum of 200. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of health points given to the player when item is picked up (default 100). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/health/mega_cross.md3"*/ - -//============================================================================= - -/*QUAKED item_health_small (0 1 0) (-16 -16 -16) (16 16 16) SUSPENDED -Green cross bubble - 5 Health. Can be picked up over 100 health but slowly wears out to 100 afterwards. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 35, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of health points given to the player when item is picked up (default 5). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/health/small_cross.md3"*/ - -//============================================================================= - -/*QUAKED item_invis (.5 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Invisibility power-up. Lasts 30 seconds. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 120, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count : time in seconds power-up will last when picked up (default 30). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/instant/invis.md3"*/ - -//============================================================================= - -/*QUAKED item_quad (.4 .6 1) (-16 -16 -16) (16 16 16) SUSPENDED -Quad Damage power-up. Lasts 30 seconds. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 120, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count : time in seconds power-up will last when picked up (default 30). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). -model="models/powerups/instant/quad.md3"*/ - -//============================================================================= - -/*QUAKED item_regen (.5 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Health Regeneration power-up. This will boost your current health by 5 points every second for a period of up to 30 seconds or up to 200 points whichever comes first. Afterwards, any health points over 100 slowly wears out to 100. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 120, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count : time in seconds power-up will last when picked up (default 30). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/instant/regen.md3"*/ - -//============================================================================= - -LIGHT ENTITY - -//============================================================================= - - -/*QUAKED light (.65 .65 1) (-8 -8 -8) (8 8 8) LINEAR NOANGLE UNUSED1 UNUSED2 NOGRIDLIGHT -Non-displayed point light source. The -pointscale and -scale arguments to Q3Map2 affect the brightness of these lights. The -skyscale argument affects brightness of entity sun lights. --------- KEYS -------- -_light OR light: overrides the default 300 intensity. -_color : weighted RGB value of light color (default white - 1.0 1.0 1.0). -target : Lights pointed at a target will be spotlights. -radius: overrides the default 64 unit radius of a spotlight at the target point. --------- Q3MAP2 KEYS -------- -_sun : Set this key to 1 on a spotlight to make an infinite sun light. -fade : Fades light attenuation. Only affects linear lights. -scale : Scales light attentation, from SOF2/JK2. Scales the "light" value. --------- SPAWNFLAGS -------- -LINEAR : Use a linear falloff. Default is inverse distance squared (more realistic). -NOANGLE : Ignore angle attenuation. -NOGRIDLIGHT : Do not affect the lightgrid (dynamic entity lighting).*/ - -/*QUAKED lightJunior (0 0.7 0.3) (-6 -6 -6) (6 6 6) LINEAR NOANGLE UNUSED1 UNUSED2 NOGRIDLIGHT -Non-displayed point light source THAT ONLY AFFECTS ENTITIES (lightgrid). The -pointscale and -scale arguments to Q3Map2 affect the brightness of these lights. The -skyscale argument affects brightness of entity sun lights. --------- KEYS -------- -_light OR light: overrides the default 300 intensity. -_color : weighted RGB value of light color (default white - 1.0 1.0 1.0). -target : Lights pointed at a target will be spotlights. -radius: overrides the default 64 unit radius of a spotlight at the target point. --------- Q3MAP2 KEYS -------- -_sun : Set this key to 1 on a spotlight to make an infinite sun light. -fade : Fades light attenuation. Only affects linear lights. -scale : Scales light attentation, from SOF2/JK2. Scales the "light" value. --------- SPAWNFLAGS -------- -LINEAR : Use a linear falloff. Default is inverse distance squared (more realistic). -NOANGLE : Ignore angle attenuation. -NOGRIDLIGHT : Do not affect the lightgrid (dynamic entity lighting). Setting this spawnflag will disable this light entirely.*/ - -//============================================================================= - -MISC_* ENTITIES - -//============================================================================= - -/*QUAKED misc_model (1 .5 .25) (-16 -16 -16) (16 16 16) -Generic placeholder for inserting MD3 models in game. Requires compilation of map geometry to be added to level. If the map is compiled with Q3Map2, then ASE, 3DS, OBJ and other model formats are supported. --------- KEYS -------- -angle: direction in which model will be oriented. -model : path/name of model to use (eg: models/mapobjects/teleporter/teleporter.md3). --------- Q3MAP2 KEYS -------- -angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0). -modelscale : Floating-point value used to scale a model up or down (default 1.0). -modelscale_vec : Floating-point vector used to scale a model's axes individually (default 1.0 1.0 1.0). -_remap : Used to remap textures/shaders in the model. To remap all shaders to a given shader, use "*;models/mymodel/mytexture". To remap a specific shader, use "models/mymodel/old;models/mymodel/new". -target : Used to attach the misc_model to a brush entity, where its "targetname" key is the same value. -_lightmapscale : Floating point value scaling the resolution of lightmaps on this model (if model is using lightmapped shaders) (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. -*/ - -//============================================================================= - -/*QUAKED misc_portal_camera (1 .5 .25) (-8 -8 -8) (8 8 8) SLOWROTATE FASTROTATE -Portal camera. This camera is used to project its view onto a portal surface in the level through the intermediary of a misc_portal_surface entity. Use the "angles" key or target a target_position or info_notnull entity to set the camera's pointing direction. --------- KEYS -------- -angles: this sets the pitch and yaw aiming angles of the portal camera (default 0 0). Use "roll" key to set roll angle. -target : point this to a target_position entity to set the camera's pointing direction. -targetname : a misc_portal_surface portal surface indicator must point to this. -roll: roll angle of camera. A value of 0 is upside down and 180 is the same as the player's view. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -SLOWROTATE : makes the portal camera rotate slowly along the roll axis. -FASTROTATE : makes the portal camera rotate faster along the roll axis. --------- NOTES -------- -Both the setting "angles" key or "targeting a target_position" methods can be used to aim the camera. However, the target_position method is simpler. In both cases, the "roll" key must be used to set the roll angle. If either the SLOWROTATE or FASTROTATE spawnflag is set, then the "roll" value is irrelevant.*/ - -//============================================================================= - -/*QUAKED misc_portal_surface (1 .5 .25) (-8 -8 -8) (8 8 8) -Portal surface indicator. This will "lock on" the brush face closest to it and identify as a portal. The view displayed on the portal surface is the view of the misc_portal_camera that this entity targets. Also used for mirrors (see Notes). --------- KEYS -------- -target : point this to a misc_portal_camera that "sees" the view you want to display on the portal. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -The entity must be no farther than 64 units away from the portal surface to lock onto it. To make a mirror, apply the common/mirror shader to the surface, place this entity near it but don't target a misc_portal_camera.*/ - -//============================================================================= - -/*QUAKED misc_teleporter_dest (1 .5 .25) (-32 -32 -24) (32 32 -16) -Teleport destination location point for trigger_teleporter entities. --------- KEYS -------- -angle : direction in which player will look when teleported. -targetname : make the trigger_teleporter point to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -PATH_* ENTITIES - -//============================================================================= - -/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8) -Path corner entity that func_trains can be made to follow. --------- KEYS -------- -target : point to next path_corner in the path. -targetname : the train following the path or the previous path_corner in the path points to this. -speed : speed of func_train while moving to the next path corner. This will override the speed value of the train. -wait : number of seconds func_train will pause on path corner before moving to next path corner (default 0 - see Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -Setting the wait key to -1 will not make the train stop on the path corner, it will simply default to 0.*/ - -//============================================================================= - -SHOOTER_* ENTITIES - -//============================================================================= - -/*QUAKED shooter_grenade (1 0 .5) (-8 -8 -8) (8 8 8) -This will shoot a grenade each time it's triggered. Aiming is done by setting the "angles" key or by targeting an info_notnull or target_position entity. --------- KEYS -------- -angles: this sets the pitch and yaw aiming angles of shooter (default 0 0). The roll angle does not apply. -targetname : activating trigger points to this. -target : this points to a target_position entity for aiming the grenades. -random : random aiming variance in degrees from the straight line to the targeted entity (default 0 - see Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -When the random key is set, its value is used to calculate a maximum angle deviation from the normal trajectory formed by a straight line between the shooter and the aiming entity it targets. The final trajectory will be a random value anywhere between no deviation at all (0) to maximum deviation (value of the random key). - -Both the setting "angles" key or "targeting a target_position" methods can be used to aim the shooter. However, the target_position method is simpler.*/ - -//============================================================================= - -/*QUAKED shooter_plasma (1 0 .5) (-8 -8 -8) (8 8 8) -This will shoot a plasma ball each time it's triggered. Aiming is done by setting the "angles" key or by targeting an info_notnull or target_position entity. --------- KEYS -------- -angles: this sets the pitch and yaw aiming angles of shooter (default 0 0). The roll angle does not apply. -targetname : activating trigger points to this. -target : this points to a target_position entity for aiming the plasma balls. -random : random aiming variance in degrees from the straight line to the targeted entity (default 0 - see Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -When the random key is set, its value is used to calculate a maximum angle deviation from the normal trajectory formed by a straight line between the shooter and the aiming entity it targets. The final trajectory will be a random value anywhere between no deviation at all (0) to maximum deviation (value of the random key). - -Both the setting "angles" key or "targeting a target_position" methods can be used to aim the shooter. However, the target_position method is simpler.*/ - -//============================================================================= - -/*QUAKED shooter_rocket (1 0 .5) (-8 -8 -8) (8 8 8) -This will shoot a rocket each time it's triggered. Aiming is done by setting the "angles" key or by targeting an info_notnull or target_position entity. --------- KEYS -------- -angles: this sets the pitch and yaw aiming angles of shooter (default 0 0). The roll angle does not apply. -targetname : activating trigger points to this. -target : this points to a target_position entity for aiming the rockets. -random : random aiming variance in degrees from the straight line to the targeted entity (default 0 - see Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -When the random key is set, its value is used to calculate a maximum angle deviation from the normal trajectory formed by a straight line between the shooter and the aiming entity it targets. The final trajectory will be a random value anywhere between no deviation at all (0) to maximum deviation (value of the random key). - -Both the setting "angles" key or "targeting a target_position" methods can be used to aim the shooter. However, the target_position method is simpler.*/ - -//============================================================================= - -TARGET_* ENTITIES - -//============================================================================= - -/*QUAKED target_delay (0 .7 .7) (-8 -8 -8) (8 8 8) -Time delay trigger intermediary. Like a target_relay, this can only be fired by other triggers which will cause it in turn to fire its own targets. --------- KEYS -------- -targetname : activating trigger points to this. -target : this points to entities to activate when this entity is triggered. -wait : delay in seconds from when this gets triggered to when it fires its own targets (default approx. 1). -delay : same as wait? replaces it? WTF?...I'm confused now. -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).*/ - -//============================================================================= - -/*QUAKED target_give (0 .5 0) (-8 -8 -8) (8 8 8) -This is used to give ammo, weapons, health or items to the player who activates it. --------- KEYS -------- -target : this points to the item(s) to give when activated. -targetname : activating trigger or spawn entity points to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -There are 2 ways to use this entity. -a) automatically give items to players when they spawn in the game: make a spawn location entity like info_player_deathmatch or CTF respawn points target this entity, then make it target the item(s) to give to the player upon respawn. -b) give items to players during the game: make a trigger_multiple target this entity, then make it target the item(s) to give to the player when the trigger is touched.*/ - -//============================================================================= - -/*QUAKED target_kill (0 .5 0) (-8 -8 -8) (8 8 8) -This will kill the player who activates the trigger that fires this target. --------- KEYS -------- -targetname : the activating trigger points to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -//QUAKED target_laser (0 .5 0) (-8 -8 -8) (8 8 8) START_ON -//Generates a red laser beam. I think this can somehow spawn in the game, I saw it once but it's too inconsistent to be usable. Commented out. -//-------- KEYS -------- -//angles: alternate "pitch, yaw, roll" angles method of aiming laser (default 0 0 0). -//target : point this to a target_position entity to set the laser's aiming direction. -//targetname : the activating trigger points to this. -//notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -//notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -//notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -//-------- SPAWNFLAGS -------- -//START_ON : when set, the laser will start on in the game. - -//============================================================================= - -/*QUAKED target_location (0 .5 0) (-8 -8 -8) (8 8 8) -Location marker used by bots and players for team orders and team chat in the course of Teamplay games. The closest target_location in sight is used for the location. If none is in sight, the closest in distance is used. --------- KEYS -------- -message : name of the location (text string). Displayed in parentheses in front of all team chat and order messages. -count : color of the location text displayed in parentheses during team chat. Set to 0-7 for color. - 0 : white (default) - 1 : red - 2 : green - 3 : yellow - 4 : blue - 5 : cyan - 6 : magenta - 7 : white -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -/*QUAKED target_position (0 .5 0) (-8 -8 -8) (8 8 8) -Aiming target for entities like light, misc_portal_camera and trigger_push (jump pads) in particular. --------- KEYS -------- -targetname : the entity that requires an aiming direction points to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -To make a jump pad, place this entity at the highest point of the jump and target it with a trigger_push entity.*/ - -//============================================================================= - -/*QUAKED target_print (0 .5 0) (-8 -8 -8) (8 8 8) REDTEAM BLUETEAM PRIVATE -This will print a message on the center of the screen when triggered. By default, all the clients will see the message. --------- KEYS -------- -message : text string to print on screen. -targetname : the activating trigger points to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -REDTEAM : only the red team players will see the message. -BLUETEAM : only the blue team players will see the message. -PRIVATE : only the player that activates the target will see the message.*/ - -//============================================================================= - -/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) BOUNCEPAD -This can be used to create jump pads and launch ramps. The direction of push can be set by the "angles" key or pointing to a target_position or info_notnull entity. Unlike trigger_push, this is NOT client side predicted and must be activated by a trigger. --------- KEYS -------- -angles: this sets the pitch and yaw aiming angles of push entity (default 0 0). The roll angle does not apply. -speed : speed of push (default 1000). Has no effect if entity targets an aiming entity. -targetname : the activating trigger points to this. Push originates from the location of the trigger. -target : this points to the aiming entity to which the player will jump. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -BOUNCEPAD : if set, trigger will play bounce noise instead of beep noise when activated (recommended). --------- NOTES -------- -To make a jump pad or launch ramp, create a trigger_multiple where the jump must originate. Place the target_push directly above the trigger_multiple and place the target_position entity at the highest point of the jump. Target the trigger_multiple to the target_push and target the target_push to the target_position/info_notnull (or set the target_push's "angles" key). Note that the "angle" key also works.*/ - -//============================================================================= - -/*QUAKED target_relay (0 .7 .7) (-8 -8 -8) (8 8 8) RED_ONLY BLUE_ONLY RANDOM -This can only be activated by other triggers which will cause it in turn to activate its own targets. --------- KEYS -------- -targetname : activating trigger points to this. -target : this points to entities to activate when this entity is triggered. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -RED_ONLY : only red team players can activate trigger. -BLUE_ONLY : only red team players can activate trigger. -RANDOM : one one of the targeted entities will be triggered at random.*/ - -//============================================================================= - -/*QUAKED target_remove_powerups (0 .7 .7) (-8 -8 -8) (8 8 8) -This takes away any and all item_* type powerups from player except health and armor (holdable_* items are not taken away either). Must be activated by a button or trigger_multiple entity. The player that activates the trigger will lose any powerup(s) currently in his possession. --------- KEYS -------- -targetname : activating trigger points to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -/*QUAKED target_score (0 .5 0) (-8 -8 -8) (8 8 8) -This is used to automatically give frag points to the player who activates this. A spawn location entity like info_player_* or CTF respawn points can target this entity to give points to the player when he spawns in the game. Or a trigger can also be used to activate this. The activator of the trigger will get the points. --------- KEYS -------- -targetname : ativating entity points to this. -count: number of frag points to give to player (default 1). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -/*QUAKED target_speaker (0 .7 .7) (-8 -8 -8) (8 8 8) LOOPED_ON LOOPED_OFF GLOBAL ACTIVATOR -Sound generating entity that plays .wav files. Normal non-looping sounds play each time the target_speaker is triggered. Looping sounds can be set to play by themselves (no activating trigger) or be toggled on/off by a trigger. --------- KEYS -------- -noise : path/name of .wav file to play (eg. sound/world/growl1.wav - see Notes). -wait : delay in seconds between each time the sound is played ("random" key must be set - see Notes). -random : random time variance in seconds added or subtracted from "wait" delay ("wait" key must be set - see Notes). -targetname : the activating button or trigger points to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -LOOPED_ON : sound will loop and initially start on in level (will toggle on/off when triggered). -LOOPED_OFF : sound will loop and initially start off in level (will toggle on/off when triggered). -GLOBAL : sound will play full volume throughout the level. -ACTIVATOR : sound will play only for the player that activated the target. --------- NOTES -------- -The path portion value of the "noise" key can be replaced by the implicit folder character "*" for triggered sounds that belong to a particular player model. For example, if you want to create a "bottomless pit" in which the player screams and dies when he falls into, you would place a trigger_multiple over the floor of the pit and target a target_speaker with it. Then, you would set the "noise" key to "*falling1.wav". The * character means the current player model's sound folder. So if your current player model is Visor, * = sound/player/visor, if your current player model is Sarge, * = sound/player/sarge, etc. This cool feature provides an excellent way to create "player-specific" triggered sounds in your levels. - -The combination of the "wait" and "random" keys can be used to play non-looping sounds without requiring an activating trigger but both keys must be used together. The value of the "random" key is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).*/ - -//============================================================================= - -/*QUAKED target_teleporter (0 .5 0) (-8 -8 -8) (8 8 8) -Activating this will teleport players to the location of the targeted misc_teleporter_dest entity. Unlike trigger_teleport, this entity must be activated by a trigger and does NOT allow client prediction of events. --------- KEYS -------- -targetname : activating trigger points to this. -target : this must point to a misc_teleporter_dest entity. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -TEAM_* ENTITIES - -//============================================================================= - -/*QUAKED team_CTF_blueflag (0 .2 1) (-16 -16 -16) (16 16 16) -Blue team flag for CTF games. --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/flags/b_flag.md3"*/ - -//============================================================================= - -/*QUAKED team_CTF_blueplayer (0 .2 1) (-16 -16 -24) (16 16 32) -Initial Blue team spawning position for CTF games. This is where players spawn when they join the Blue team. --------- KEYS -------- -target : this can point at a target_give entity for respawn freebies.*/ - -//============================================================================= - -/*QUAKED team_CTF_bluespawn (0 .2 1) (-16 -16 -24) (16 16 32) -Blue team respawning position for CTF games. This is where Blue team players respawn after they get fragged. --------- KEYS -------- -target : this can point at a target_give entity for respawn freebies.*/ - -//============================================================================= - -/*QUAKED team_CTF_redflag (1 .2 0) (-16 -16 -16) (16 16 16) -Red team flag for CTF games. --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/flags/r_flag.md3"*/ - -//============================================================================= - -/*QUAKED team_CTF_redplayer (1 .2 0) (-16 -16 -24) (16 16 32) -Initial Red team spawning position for CTF games. This is where players spawn when they join the Red team. --------- KEYS -------- -target : this can point at a target_give entity for respawn freebies.*/ - -//============================================================================= - -/*QUAKED team_CTF_redspawn (0 .2 1) (-16 -16 -24) (16 16 32) -Red team respawning position for CTF games. This is where Red team players respawn after they get fragged. --------- KEYS -------- -target : this can point at a target_give entity for respawn freebies.*/ - -//============================================================================= - -TRIGGER_* ENTITIES - -//============================================================================= - -/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8) -Automatic trigger. It will fire the entities it targets as soon as it spawns in the game. --------- KEYS -------- -target : this points to the entity to activate. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF - SILENT NO_PROTECTION SLOW -Any player that touches this will be hurt by "dmg" points of damage once per server frame (very fast). A sizzling sound is also played while the player is being hurt. --------- KEYS -------- -dmg : number of points of damage inflicted to player per server frame (default 5 - integer values only). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -START_OFF needs to be triggered (toggle) for damage -SILENT : supresses the sizzling sound while player is being hurt. -NO_PROTECTION : player will be hurt regardless of protection (see Notes). -SLOW : changes the damage rate to once per second. --------- NOTES -------- -The invulnerability power-up (item_enviro) does not protect the player from damage caused by this entity regardless of whether the NO_PROTECTION spawnflag is set or not. Triggering a trigger_hurt will have no effect if the START_OFF spawnflag is not set. A trigger_hurt always starts on in the game.*/ - -//============================================================================= - -/*QUAKED trigger_multiple (.5 .5 .5) ? -Variable size repeatable trigger. It will fire the entities it targets when touched by player. Can be made to operate like a trigger_once entity by setting the "wait" key to -1. It can also be activated by another trigger that targets it. --------- KEYS -------- -target : this points to the entity to activate. -targetname : activating trigger points to this. -wait : time in seconds until trigger becomes re-triggerable after it's been touched (default 0.2, -1 = trigger once). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).*/ - -//============================================================================= - -/*QUAKED trigger_push (.5 .5 .5) ? -This is used to create jump pads and launch ramps. It MUST point to a target_position or info_notnull entity to work. Unlike target_push, this is client side predicted. --------- KEYS -------- -target : this points to the target_position to which the player will jump. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -To make a jump pad or launch ramp, place the target_position/info_notnull entity at the highest point of the jump and target it with this entity.*/ - -//============================================================================= - -/*QUAKED trigger_teleport (.5 .5 .5) ? -Touching this will teleport players to the location of the targeted misc_teleporter_dest entity. This entity allows client prediction of events. --------- KEYS -------- -target : this must point to a misc_teleporter_dest entity. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -WEAPON_* ENTITIES - -//============================================================================= - -/*QUAKED weapon_bfg (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Big Freaking Gun. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when weapon is picked up (default 20). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/bfg/bfg.md3"*/ - -//============================================================================= - -/*QUAKED weapon_gauntlet (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Gauntlet. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/gauntlet/gauntlet.md3"*/ - -//============================================================================= - -/*QUAKED weapon_grapplinghook (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Grappling Hook. Spawns in the game and works but is unskinned. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/grapple/grapple.md3"*/ - -//============================================================================= - -/*QUAKED weapon_grenadelauncher (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Grenade Launcher. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when weapon is picked up (default 10). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/grenadel/grenadel.md3"*/ - -//============================================================================= - -/*QUAKED weapon_lightning (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Lightning Gun. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when weapon is picked up (default 100). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models\weapons2\lightning\lightning.md3"*/ - -//============================================================================= - -/*QUAKED weapon_machinegun (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Machine Gun. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when weapon is picked up (default 100). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models\weapons2\machinegun\machinegun.md3"*/ - -//============================================================================= - -/*QUAKED weapon_plasmagun (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Plasma gun. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when weapon is picked up (default 50). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/plasma/plasma.md3"*/ - -//============================================================================= - -/*QUAKED weapon_railgun (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Railgun. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when weapon is picked up (default 10). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/railgun/railgun.md3"*/ - -//============================================================================= - -/*QUAKED weapon_rocketlauncher (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Rocket Launcher. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when weapon is picked up (default 10). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/rocketl/rocketl.md3"*/ - -//============================================================================= - -/*QUAKED weapon_shotgun (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Shotgun. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when weapon is picked up (default 10). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/shotgun/shotgun.md3"*/ - -//============================================================================= - -WORLDSPAWN ENTITY - -//============================================================================= - -/*QUAKED worldspawn (0 0 0) ? -Only used for the world. --------- KEYS -------- -message : text to print at user logon. Used for name of level. -music : path/name of looping .wav file used for level's music (eg. music/sonic5.wav). -_ambient OR ambient : Adds a constant value to overall lighting. Use is not recommended. Ambient light will have a tendency to flatten out variations in light and shade. -_color : RGB value for ambient light color (default is 0 0 0). -gravity : gravity of level (default is normal gravity: 800). -gridsize : granularity of the lightgrid created by q3map. Value is three integers separated by spaces, representing number of units between grid points in X Y Z. Default gridsize value is 128 128 256. Use larger powers of 2 to reduce BSP size and compile time on very large maps. -_blocksize : q3map always splits the BSP tree along the planes X=_blocksize*n and Y=_blocksize*n. Default _blocksize value is 1024. Increase the blocksize using larger powers of 2 to reduce compile times on very large maps with a low structural brush density. --------- Q3MAP2 KEYS -------- -_minlight : Minimum light value, levelwide. Uses the _color key to set color. Does not add unlike ambient. -_minvertexlight : Minimum vertex lighting, levelwide. -_mingridlight : Minimum lightgrid (dynamic entity lighting) levelwide. -_keeplights : Keep light entities in the BSP. Normally stripped out by the BSP process and read from the .map file by the lighting phase. -_noshadersun : Ignore q3map_sun/sun directives in sky shaders and ONLY use entity sun lights. -_farplanedist : Limit on how many units the vis phase of compilation can see. Used in combination with level-wide fog, it can help reduce r_speeds on large, open maps. -_foghull : Shader to use for "fog hull." Foghull shader should be a sky shader. Omit the "textures/" prefix. -_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in the world. Can be overridden in func_group (or other entities) (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. Overridable in entities. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.*/ diff --git a/install/installs/UrTPack/install/q3ut4/scripts/.svn/text-base/shaderlist.txt.svn-base b/install/installs/UrTPack/install/q3ut4/scripts/.svn/text-base/shaderlist.txt.svn-base deleted file mode 100644 index 96437de..0000000 --- a/install/installs/UrTPack/install/q3ut4/scripts/.svn/text-base/shaderlist.txt.svn-base +++ /dev/null @@ -1,150 +0,0 @@ -common -27s -abbey -abbey2 -abbey2ctf -algiers -allbsps -ammo -austria -autoclip -backhoe -base_floor -base_light -base_support -bbq -bbq2 -bbq7 -bbqshaders -bk -blood -bloodnew -bombexp -box15 -box293 -box337 -br_flowers -br_flowers_tub -br_trees -casa_lamp -cave -cel -codey1 -coinbird01 -cow -cow2 -crenshaw_vehicles -crossing -crystal -damage -decal -defcon_tree -density -eagle -eaglesky -eagle_water -egypt -engine_internal -flame -fogcaulk -foliage -foliage2 -funstuff -gfx -glass -goggleglass -gothic_light -GRtrees -hair -harbortown -jeffladderclip -kingdom2 -landscapelighting -LGPT-Models -lightgrid -liquid -liquids -masheen -masheen_sky -mayac -mayaorganicc -mayaterc -mc-uptown -metals -mirror -miscb3 -models -mrsentry -newnvg -nrgizer -null_beach -numbers -oldtruck -palms -palmtree -patio -prop_bubbles -qura -rc_glass -realworld_light -riches -riches_alpha -riches_alpha_bk -riches_light -riches_skies -riva -riyadh_lamp -roman_armor -sarah -scopering -scopes -sfx -sggatec -shminkylights -sinnifunstuff -sky -sky_thingley -sn_smoke -streetlamp -sweetnutz -sweetnutz3 -swim -tom -toxic2sky -toxiclight -toxicscripts -toxicsky -toxic_water -true_fence -tunis -tunis_sky -turnpike -urbanq3_misc2 -urban_terror -urban_terror_light -ut4_firingrange -ut4_suburbs -utfx -utplayers -ut_elgin -ut_prague -ut_riyadh -ut_riyadh_lm -ut_subway -ut_subway2 -ut_swim -ut_trees1 -vdocks -village2 -watercaulk -weapon -weapondecals -wuxut1 -xguns -zmultiplant -zzzzlaberinto2 -zzzzut_casadd -zzzzz_sanc -zzz_sanc -z_newbh -z_nvg diff --git a/install/installs/UrTPack/install/q3ut4/scripts/.svn/text-base/urbanterror.def.svn-base b/install/installs/UrTPack/install/q3ut4/scripts/.svn/text-base/urbanterror.def.svn-base deleted file mode 100644 index d78faf6..0000000 --- a/install/installs/UrTPack/install/q3ut4/scripts/.svn/text-base/urbanterror.def.svn-base +++ /dev/null @@ -1,437 +0,0 @@ -//================================================================================= -// Urban Terror beta3.2 entities.def for QERadiant -//================================================================================= - -// This file contains the entities for use in Urban Terror maps. They will only work -// with the Urban Terror mod. - - - -//================================================================================= -// Structural entities (doors, breakables, etc.) -//================================================================================= - -// * * * * * * * * - -/*QUAKED func_button (0 .5 .8) ? -When a button is touched by a player, it moves in the direction set by the "angle" key, triggers all its targets, stays pressed by an amount of time set by the "wait" key, then returns to it's original position where it can be operated again. - --------- KEYS -------- -angle : determines the direction in which the button will move (up = -1, down = -2). -target : all entities with a matching targetname will be triggered. -speed : speed of button's displacement (default 40). -wait : number of seconds button stays pressed (default 1, -1 = return immediately). -lip : lip remaining at end of move (default 4 units). -health : if set to a non-zero value, the button must be damaged by "health" amount of points to operate. -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). -origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -push_sound : sound that gets played when button gets pushed ("none" for nothing, defaults to a elevator Q3 sound) - --------- NOTES -------- -Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.*/ -*/ - -// * * * * * * * * - -/*QUAKED func_door (0 .5 .8) ? START_OPEN - CRUSHER -Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it. - --------- KEYS -------- -angle : determines the opening direction of door (up = -1, down = -2). -speed : determines how fast the door moves (default 100). -wait : number of seconds before door returns (default 2, -1 = return immediately) -lip : lip remaining at end of move (default 8) -targetname : if set, a func_button or trigger is required to activate the door. -health : if set to a non-zero value, the door must be damaged by "health" amount of points to activate (default 0). -dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set. -team: assign the same team name to multiple doors that should operate together (see Notes). -only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone -CloseWhenIdle: when set to 1, the door will close as soon as there are no players in the triggering brush (For CTF Spawn Room doors, SEE NOTES!) -trigger_only : set to 1 if the door can only be opened by a switch or trigger (ie: prevents a player from opening it manually) -pos1 : sound to play when door starts moving ("none" for nothing, defaults to a creak) -pos2 : sound to play when door stops moving ("none" for nothing, defaults to a creak) -noise : looping sound as door is moving -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). -origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). - --------- SPAWNFLAGS -------- -START_OPEN : the door will spawn in the open state and operate in reverse. -CRUSHER : door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way. - --------- NOTES -------- -- To use the CloseWhenIdle setting for CTF Spawn Room doors, you must also set trigger_only, and use a trigger_multiple to open the door. This will cause the door to remain open only as long as a player is in the triggering brush. Set the 'wait' key on the trigger_multiple to a very low value( < 1 like .25 ) -- Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.*/ -*/ - -// * * * * * * * * - -/*QUAKED func_rotating_door (1 0 0) ? - --------- KEYS -------- -pos1 : sound to play when door starts moving ("none" for nothing, defaults to a creak) -pos2 : sound to play when door stops moving ("none" for nothing, defaults to a creak) -noise : looping sound to play as door is moving (defaults to no sound) -targetname : name of a target to trigger when door opens -color : constantLight color -light : constantLight radius -direction : force door to open in a set direction: -1 is clockwise, 1 is ccw -speed : defaults to 100, speed at which door opens -wait : how long to wait until door auto-closes (default is 0, which means stay open) -trigger_only : set to 1 if the door can only be opened by a switch or trigger(ie: prevents a player from opening it manually) -axis : door rotation axis, values: 0 (for x-axis), 1(for y-axis), 2(for z-axis) (if not given, default is 2 for z-axis) -damage : damage door does to a player if they block it (leave out in most cases) -gamemode_open : gametypes to have the door locked in the open position -gamemode_shut : gametypes to have the door locked in the closed position -only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone - --------- NOTES -------- -Rotating doors cannot be shot open, and will only close or open if activated -by a player. They will not automatically close after a period either. In -game modes not listed under either gamemode_open or gamemode_shut, the doors -will open and close normally. - -You construct a rotating door just like a FUNC_ROTATING: it needs an origin -brush to act as the hinge. - -Urban Terror gametype mappings are: -Free For All 0 -Single Player 1 -Team Deathmatch 3 -Team Survivor 4 -Assasins 5 -Capture And Hold 6 -Capture The Flag 7 -Bomb 8 -*/ - -// * * * * * * * * - -/*QUAKED func_breakable (0 .5 .8) ? -A breakable thing just sits there, doing nothing, -but will break if damaged or collided with. - --------- KEYS -------- -model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). -color : constantLight color -light : constantLight radius -type : 0: glass 1: wood 2: ceramic 3: plastic 4: metal-normal 5: metal-explosives 6: metal-hk69 7: stone-explosives 8: stone-hk69 9: wood-explosives 10: wood-hk69(SEE NOTES) -axis : 1 - x, 2 - y, 4 - z -health : health of object -model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). -shards : number of shards object should shatter into (0-255) -bombable : allows the entity to be destroyed by the bomb in bomb mode. The size of blast shown when the entity breaks is determined by this value (Values : 1 none - 255 huge blast). - --------- NOTES -------- - - For glass windows that break easily, set health to 1. - - Any func_breakable with a health of less than 10 will slowly weaken if a player is in contact with it. You can make a roof that collapses in after a period of time by setting the health to a value like 5. This will mean that a player standing on such a surface for around 5 seconds will fall thru. The effect is cumulative: if you stand there for 3 seconds and then come back you can only stand on it for another 2 seconds. - - The type parameter selects the shader that is used for fragments and sets the sound the object makes when it breaks. - - If the brush you are making is on an angle (for example, a skylight in a sloping roof) then you will need to set the break axis to "4" if you want it to break when people stand on it. - - You can build anything to break using the breakables. Use the model2 key to create things like breakable pots -- see Wetwired's map "ricochet" for an example. - - Set shards as high as you want (it maxes out at 32 anyway) - players can reduce the number of shards they see using cg_maxFragments - - Bombable key is to be used for things that can only be broken by the Bomb Mode bomb explosion. For example a large propane tank near a bomb target. The key's value will determine the size of the explosion graphics from this entity when broken, with a value of 1 being no explosion and a value of 255 being a large secondary blast. - - Type values info for 1,2,3,4 - The game will attenuate the damage caused by each hit to a value of 1-3. Health values above 10 will choose a random health between 6 and 10. Specifics are as follows: 0: is for glass/windows 1: is for all woods 2: is for ceramics and pottery 3: is for various plastics 4: is for metal that can be broken by normal means - - Type values info for 5,6,7,8,9,10 - The game will use the literal health value compared to the weapon damages. They should be set quite high (metals and stone at 50+). Specifics are as follows: 5: is for metal that requires explosives to break (HE grenade or hk69) 6: is for metal that requires the hk69 to break 7: is for stone that requires explosives to break (HE grenade or hk69) 8: is for stone that requires the hk69 to break 9: is for wood that requires explosives to break (HE grenade or hk69) 10: is for wood that requires the hk69 to break -*/ - -// * * * * * * * * - -/*QUAKED func_wall (0 .5 .8) ? - --------- KEYS -------- -gametype : gametypes to have the wall appear in, list types in this format: 01234 (default none) - --------- NOTES -------- -This entity is any brush or combination of brushes that you wish to have appear in gametypes specified. -Common uses are to cut of map sections to streamline gameplay for TS, or to expand the map for CTF or Bomb. -You cannot use a model as a func_wall. - -Create your brush(es), select it (or them), then make them a func_wall and set gametype keys. - -Urban Terror gametype mappings are: -Free For All 0 -Single Player 1 -Team Deathmatch 3 -Team Survivor 4 -Assasins 5 -Capture And Hold 6 -Capture The Flag 7 -Bomb 8 -*/ - -// * * * * * * * * - -//================================================================================= -// Train entities (Anything that has anything to do with the func_ut_train) -//================================================================================= - -// * * * * * * * * - -/*QUAKED func_ut_train (.6 .1 .8) ? START_ON TOGGLE BLOCK_STOPS CRUSHER -A train is a mover that moves between path_ut_stop target points. - --------- KEYS -------- -model2 : .md3 model to also draw -name : to associate with a set of control buttons -noise : looping sound to play when the train is in motion -color : constantLight color -light : constantLight radius -speed : default 350 -dmg : default 0 -target : first path_ut_stop, train spawns here -interface : the targetname of the func_keyboard_interface that belongs to this train -id : to uniquely associate it with a set of control buttons -startSound : sound to play when train begins moving to a new destination -stopSound : sound to play when train arrives at a final stop -noise : constant looping sound to always be playing where the train is - --------- NOTES -------- -- Trains MUST HAVE AN ORIGIN BRUSH. -- The train spawns at the first target it is pointing at. -- The train will move to any stop from any stop. See the description for the func_keyboard_interface for more info. - -*/ - -// * * * * * * * * - -/*QUAKED func_keyboard_interface (.5 .6 .5) ? -keyboard menu interface - --------- KEYS -------- -display : if 0, menu is not dispayed, if 1, menu is displayed, default 1 -id : id of the func_ut_train that this interface associates with -targetname : id for the func_ut_train key "interface" to associate it with the right func_ut_train -option1 : text message to describe the first destination -option2 : text message to describe the second destination -option3 : text message to describe the third destination -option4 : text message to describe the fourth destination -option5 : text message to describe the five destination -stop1 : targetname of first destination -stop2 : targetname of second destination -stop3 : targetname of third destination -stop4 : targetname of fourth destination -stop5 : targetname of fifth destination -stop2from1 : beginning of path from 1 to 2 -stop3from1 : beginning of path from 1 to 3 -stop4from1 : beginning of path from 1 to 4 -stop5from1 : beginning of path from 1 to 5 -stop1from2 : beginning of path from 2 to 1 -stop3from2 : beginning of path from 2 to 3 -stop4from2 : beginning of path from 2 to 4 -stop5from2 : beginning of path from 2 to 5 -stop1from3 : beginning of path from 3 to 1 -stop2from3 : beginning of path from 3 to 2 -stop4from3 : beginning of path from 3 to 4 -stop5from3 : beginning of path from 3 to 5 -stop1from4 : beginning of path from 4 to 1 -stop2from4 : beginning of path from 4 to 2 -stop3from4 : beginning of path from 4 to 3 -stop5from4 : beginning of path from 4 to 5 -stop1from5 : beginning of path from 5 to 1 -stop2from5 : beginning of path from 5 to 2 -stop3from5 : beginning of path from 5 to 3 -stop4from5 : beginning of path from 5 to 4 - --------- NOTES -------- -- All the stopXfromY (where X and Y are numbers) should target a path_ut_stop -- The stopX keys (where X is a number) should target the ending path_ut_stop, i.e. the last stop at location X. -- The optionX keys (where X is a number) corresponds to the stopX keys. So if you set the name "top floor" for option1, make sure that stop1 actually is at the "top floor" -*/ - -// * * * * * * * * - -/*QUAKED path_ut_stop (.5 .3 0) (-8 -8 -8) (8 8 8) -Train path stops. - --------- KEYS -------- -target : next path stop and other targets to fire -trainID : the id of the train that this stop is for -wait : the amount of time train should wait at this stop, default is 0 -rotationTime : the amount of time (in milleseconds) that the train should rotate for at this stop according to yawSpeed, pitchSpeed, and rollSpeed -yawSpeed : the speed of yaw rotation that the train will do once at this stop for rotationTime amound of milleseconds -pitchSpeed : the speed of pitch rotation that the train will do once at this stop for rotationTime amound of milleseconds -rollSpeed : the speed of roll rotation that the train will do once at this stop for rotationTime amound of milleseconds - --------- NOTES -------- -- Pitch and roll doesn't work very well right now because of the collision handling of Q3. This makes it hard to make things that the player is supposed to ride work properly. Trial and error would probably be the best method to find out what works and what doesn't. -- You can have the path_ut_stop trigger almost anything. For example, you could use it to open a door or to trigger a func_button. -*/ - -// * * * * * * * * - -//============================================================================= -// Active entities (Non-structural, trigger type entities) -//============================================================================= - -// * * * * * * * * - -/*QUAKED trigger_multiple (.5 .5 .5) ? -Variable size repeatable trigger. It will fire the entities it targets when touched by player. Can be made to operate like a trigger_once entity by setting the "wait" key to -1. It can also be activated by another trigger that targets it. --------- KEYS -------- -target : this points to the entity to activate. -targetname : activating trigger points to this. -wait : time in seconds until trigger becomes re-triggerable after it's been touched (default 0.2, -1 = trigger once SEE NOTES). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -- Set the 'wait' key to .25 if using the CloseWhenIdle key when triggering a door -- When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). -*/ - -// * * * * * * * * - -//================================================================================= -// Gametype entities (Special UT gametype entities) -//================================================================================= - -// * * * * * * * * - -/*QUAKED info_ut_spawn (1 .5 0) (-16 -16 -24) (16 16 32) initial -potential spawning position for Urban Terror. - --------- KEYS -------- -team : team that this spawn belongs to ("red" or "blue") -group : this spawn groups with others of same groupID. A team chooses spawns from a certain group. -g_gametype : a list of gametypes on which to use this spawn eg: "4, 5, 6" - --------- NOTES -------- -Urban Terror gametype mappings are: -Free For All 0 -Single Player 1 -Team Deathmatch 3 -Team Survivor 4 -Assasins 5 -Capture And Hold 6 -Capture The Flag 7 -Bomb 8 - -You'd use the groups key in maps if you wanted to make sure a team will spawn together in a certain location, -so you might take 8 spawn points, give them all gametypes of "3,4,5,6,7" (all teamplays) and then assign all -the eight a group id of "1" then you might do another eight and make their group id all "2". UT will choose a -"group" at the begining of a round and spawn all members of "team" there. Normally you'd have at few groups -of spawns so you could have lots of potential team starting positions. -*/ - -// * * * * * * * * - -/*QUAKED team_CAH_capturepoint (0 .2 1) (-32 -32 -16) (32 32 76) -zone that can be captured in the Capture and Hold gametype (CAH) - --------- NOTES -------- -The capture point will be represented with a flag and a player must touch the flag to capture it. -The name of the location of the capturepoint will be retrieved from either the trigger_location or the nearest target_location. -*/ - -//--------------------------------------------------------------------------------- -// Bomb Mode! -//--------------------------------------------------------------------------------- - -/*QUAKED info_ut_bombsite (0 .2 1) (-16 -16 -24) (16 16 32) - --------- NOTES -------- -This entity cannot hover, it must be placed directly on the surface that you wish the bomb to be placed on. -NEW in 3.2: Bomb plant range is locked to 64 units. Once the bomb is planted, it will snap to the center of the entity -for easier diffusing. -WARNING: You MUST have 2 bomb sites per map or the map will crash upon loading into bomb mode. -*/ - -// * * * * * * * * - -//================================================================================= -// Misc entities (Everything that didn't fit in anywhere else) -//================================================================================= - -// * * * * * * * * - -/*QUAKED worldspawn (0 0 0) ? -Only used for the world. - --------- KEYS -------- -message : text to print at user logon. Used for name of level. -music : path/name of looping .wav file used for level's music (eg. music/sonic5.wav). -ambient : Adds a constant value to overall lighting. Use is not recommended. Ambient light will have a tendency to flatten out variations in light and shade. -_color : RGB value for ambient light color. -gravity : gravity of level (default is normal gravity: 800). -enablePrecip : 0 - (default) none, 1 - rain, 2 - snow -precipAmount : up to 1024, number of drops/flakes (256 is good) -*/ - -// * * * * * * * * - -/*QUAKED trigger_location (1 1 0) ? - - -Speicifes the name of a location when the player is within this trigger. - --------- KEYS -------- -message : name of the location (text string). Displayed in parentheses in front of all team chat and order messages. -count : color of the location text displayed in parentheses during team chat. Set to 0-7 for color. -Attacking_Team : For Bomb Mode ONLY - when set to 1, the BLUE team will be the attacker, set to 0 if you want the RED team to attack. Default 0 (RED is Attacker) -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). - --------- NOTES -------- -The values for the colors that can be set in the count key are as follows: - -0 : white (default) -1 : red -2 : green -3 : yellow -4 : blue -5 : cyan -6 : magenta -7 : white -*/ - -// * * * * * * * * - -/*QUAKED ut_mrsentry (1 .5 0) (-16 -16 -24) (16 16 32) -Spawn location for the CTF Spawn Room Sentry Cannon. - --------- KEYS -------- -team : Team that Mr. Sentry belongs to. Will eliminate opposing team members within range (SEE NOTES). ("red" or "blue") -angle : Inital and idle angle for the turret. Generally point this at or near the Spawn Room doors for highest effectiveness. -gametype : gametypes to have Mr. Sentry appear in, list types in this format: 01234 - --------- NOTES -------- -Mr. Sentry is designed to be used in conjunction with CTF Spawn Rooms (see the Notes on the func_door entity) to prevent enemy team players from surviving if they enter the opposing team's spawn room. Even though the properly set up doors will generally prevent this, Mr. Sentry also has one other function. It will kill any Flag Carrier that enters it's range no matter what team that player is on. This will prevent players from grabbing the flag and retreating the the complete safety of their Spawn Room and waiting out the rest of the map time with the flag. - -For the anti-flag-camp feature to work properly, the entire spawn room must be enclosed with a 'nodrop' (a brush with the 'nodrop' texture on all sides). If this brush (or group of brushes) isn't placed, then Mr. Sentry will kill the Flag Carrier, and the flag will remain at that location, which is bad. -*/ - -// * * * * * * * * - -/*QUAKED target_speaker (0 .7 .7) (-8 -8 -8) (8 8 8) LOOPED_ON LOOPED_OFF GLOBAL ACTIVATOR -Sound generating entity that plays .wav files. Normal non-looping sounds play each time the target_speaker is triggered. Looping sounds can be set to play by themselves (no activating trigger) or be toggled on/off by a trigger. --------- KEYS -------- -noise : path/name of .wav file to play (eg. sound/world/growl1.wav - see Notes). -gametype : Specifies gametypes to play the sound in. If this key is not used, sound will play in all gametypes. List types in this format: 01234 -wait : delay in seconds between each time the sound is played ("random" key must be set - see Notes). -random : random time variance in seconds added or subtracted from "wait" delay ("wait" key must be set - see Notes). -targetname : the activating button or trigger points to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -LOOPED_ON : sound will loop and initially start on in level (will toggle on/off when triggered). -LOOPED_OFF : sound will loop and initially start off in level (will toggle on/off when triggered). -GLOBAL : sound will play full volume throughout the level. -ACTIVATOR : sound will play only for the player that activated the target. --------- NOTES -------- -The path portion value of the "noise" key can be replaced by the implicit folder character "*" for triggered sounds that belong to a particular player model. For example, if you want to create a "bottomless pit" in which the player screams and dies when he falls into, you would place a trigger_multiple over the floor of the pit and target a target_speaker with it. Then, you would set the "noise" key to "*falling1.wav". The * character means the current player model's sound folder. So if your current player model is Visor, * = sound/player/visor, if your current player model is Sarge, * = sound/player/sarge, etc. This cool feature provides an excellent way to create "player-specific" triggered sounds in your levels. - -The combination of the "wait" and "random" keys can be used to play non-looping sounds without requiring an activating trigger but both keys must be used together. The value of the "random" key is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). -*/ - -// * * * * * * * * diff --git a/install/installs/UrTPack/install/q3ut4/scripts/common.shader b/install/installs/UrTPack/install/q3ut4/scripts/common.shader deleted file mode 100644 index 1cd1fe4..0000000 --- a/install/installs/UrTPack/install/q3ut4/scripts/common.shader +++ /dev/null @@ -1,321 +0,0 @@ - -textures/common/areaportal -{ - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm structural - surfaceparm trans - surfaceparm nomarks - surfaceparm areaportal -} - -textures/common/caulk -{ - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nomarks -} - -textures/common/clip -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip -} - -textures/common/clusterportal -{ - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm clusterportal -} - -textures/common/cushion -{ - qer_nocarve - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks - surfaceparm nodamage -} - -textures/common/donotenter -{ - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm donotenter -} - - -// never used -// -//textures/common/energypad -//{ -// qer_editorimage textures/sfx/bluegoal.tga -// surfaceparm nolightmap -// cull twosided -// { -// map textures//bluegoal.tga -// blendFunc GL_ONE GL_SRC_ALPHA -// tcGen environment -// tcMod turb 0 0.25 0 0.05 -// } -//} - -textures/common/full_clip // silly shader, use weapclip instead -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm playerclip -} - -textures/common/hint // should NOT use surfaceparm hint.. strange but true -{ - qer_nocarve - qer_trans 0.30 - surfaceparm nodraw - surfaceparm nonsolid - surfaceparm structural - surfaceparm trans - surfaceparm noimpact - surfaceparm hint // ydnar: yes it should. -} - -textures/common/invisible // solid, transparent polygons, casts shadows -{ - surfaceparm nolightmap - { - map textures/common/invisible.tga - alphaFunc GE128 - depthWrite - rgbGen vertex - } -} - -textures/common/mirror1 -{ - qer_editorimage textures/common/mirror1.tga - surfaceparm nolightmap - portal - - { - map textures/common/mirror1.tga - blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA - depthWrite - } - - - -} - -textures/common/mirror2 -{ - qer_editorimage textures/common/qer_mirror.tga - surfaceparm nolightmap - portal - { - map textures/common/mirror1.tga - blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA - depthWrite - } - { - map textures/sfx/mirror.tga - blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR - } - -} - -textures/common/missileclip -{ - qer_trans 0.40 - surfaceparm nodamage - surfaceparm nomarks - surfaceparm nodraw - //surfaceparm nonsolid - surfaceparm playerclip - surfaceparm trans -} - -textures/common/nodraw -{ - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks -} - -textures/common/nodrawnonsolid -{ - surfaceparm nonsolid - surfaceparm nolightmap - surfaceparm nodraw -} - -textures/common/nodrop -{ - qer_nocarve - qer_trans 0.5 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm nodrop -} - - -textures/common/noimpact -{ - qer_editorimage textures/common/nolightmap.tga - surfaceparm noimpact -} - -textures/common/nolightmap -{ - surfaceparm nolightmap -} - -textures/common/origin -{ - qer_nocarve - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm origin -} - -textures/common/portal -{ - qer_editorimage textures/common/qer_portal.tga - surfaceparm nolightmap - portal - { - map textures/common/mirror1.tga - tcMod turb 0 0.25 0 0.05 - blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA - depthWrite - - } -} - -textures/common/slick -{ - qer_trans 0.50 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nomarks - surfaceparm trans - surfaceparm slick -} - -textures/common/terrain -{ - q3map_terrain - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nomarks -} - -textures/common/terrain2 -{ - q3map_terrain - qer_editorimage textures/common/terrain.tga - surfaceparm dust - surfaceparm nodraw - surfaceparm nomarks - surfaceparm nolightmap -} - -textures/common/timportal -{ - qer_editorimage textures/common/qer_portal.tga - portal - surfaceparm nolightmap - { - map textures/common/portal.tga - tcMod turb 0 0.25 0 0.05 - blendFunc GL_ONE GL_SRC_ALPHA - depthWrite - } -} - -textures/common/trigger -{ - qer_trans 0.50 - qer_nocarve - surfaceparm nodraw -} - -textures/common/weapclip -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm trans - surfaceparm nomarks -} - -textures/common/metalclip -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm playerclip - surfaceparm metalsteps -} - -textures/common/botclip -{ - qer_trans 0.40 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm trans - surfaceparm nomarks - surfaceparm noimpact - surfaceparm botclip -} - -// -// ydnar q3map lightgrid bounds -// -// the min/max bounds of brushes with this shader in a map -// will define the bounds of the map's lightgrid (model lighting) -// note: make it as small as possible around player space -// to minimize bsp size and compile time -// - -textures/common/lightgrid -{ - qer_trans 0.5 - surfaceparm nodraw - surfaceparm nolightmap - surfaceparm nonsolid - surfaceparm detail - surfaceparm nomarks - surfaceparm trans - surfaceparm lightgrid -} - diff --git a/install/installs/UrTPack/install/q3ut4/scripts/default_project.proj b/install/installs/UrTPack/install/q3ut4/scripts/default_project.proj deleted file mode 100644 index d43aa7a..0000000 --- a/install/installs/UrTPack/install/q3ut4/scripts/default_project.proj +++ /dev/null @@ -1,63 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/install/installs/UrTPack/install/q3ut4/scripts/entities.def b/install/installs/UrTPack/install/q3ut4/scripts/entities.def deleted file mode 100644 index ed7260c..0000000 --- a/install/installs/UrTPack/install/q3ut4/scripts/entities.def +++ /dev/null @@ -1,1747 +0,0 @@ -// Quake3 Arena entity definition file for Q3Radiant -// Based on draft by Suicide 20 7.30.99 and inolen 9-3-99 -// Upgraded by Eutectic: eutectic@ritualistic.com -// (visible models added by raYGunn - paths provided by Suicide 20) -// (terrain information added to func_group entity by Paul Jaquays) -// Q3Map2 entitys/keys added by ydnar -// Version: 1.6 -// Last updated: 2003-11-28 - -//============================================================================= - -// Q3Map2 entities - -//============================================================================= - -/*QUAKED _decal (0 1.0 0) ? --------- KEYS -------- -"target" : the name of the entity targetted at for projection --------- SPAWNFLAGS -------- -(none) --------- NOTES -------- -Compiler-only entity that specifies a decal to be projected. Should contain 1 or more patch meshes (curves) and target an info_null entity. The distance between the center of the _decal entity and the target is the axis and distance of projection. -*/ - -/*QUAKED _skybox (0.77 0.88 1.0) (-4 -4 -4) (4 4 4) --------- KEYS -------- -"angle" : rotation angle of the sky surfaces. -"angles" : Individual control of PITCH, YAW, and ROLL (default 0 0 0). -"_scale" : scaling factor (default 64), good values are between 50 and 300, depending on the map. --------- SPAWNFLAGS -------- -(none) --------- NOTES -------- -Compiler-only entity that specifies a the origin of a skybox (a wholly contained, seperate area of the map), similar to some games' portal skies. When compiled with Q3Map2, the skybox surfaces will be visible from any place where sky is normally visible. It will cast shadows on the normal parts of the map, and can be used with cloud layers and other effects. -*/ - - -//============================================================================= - -AMMO_* ENTITIES - -//============================================================================= - -/*QUAKED ammo_bfg (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -BFG ammo. Gives the player 15 by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when picked up (default 15). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/bfgam.md3"*/ - -//============================================================================= - -/*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Machine Gun ammo. Gives the player 50 by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when picked up (default 50). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/machinegunam.md3"*/ - -//============================================================================= - -/*QUAKED ammo_cells (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Plasma Gun ammo. Gives the player 30 by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when picked up (default 30). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/plasmaam.md3"*/ - -//============================================================================= - -/*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Grenade Launcher ammo. Gives the player 5 by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when picked up (default 5). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/grenadeam.md3"*/ - -//============================================================================= - -/*QUAKED ammo_lightning (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Lightning Gun ammo. Gives the player 60 by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when picked up (default 60). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/lightningam.md3"*/ - -//============================================================================= - -/*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Rocket Launcher ammo. Gives the player 5 by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when picked up (default 5). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/rocketam.md3"*/ - -//============================================================================= - -/*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Shotgun ammo. Gives the player 10 by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when picked up (default 10). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/shotgunam.md3"*/ - -//============================================================================= - -/*QUAKED ammo_slugs (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED -Railgun ammo. Gives the player 10 by default. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when picked up (default 10). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/ammo/railgunam.md3"*/ - -//============================================================================= - -FUNC_* ENTITIES - -//============================================================================= - -/*QUAKED func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS -Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the "noise" key is set. Will crush the player when blocked. --------- KEYS -------- -speed : amount of time in seconds for one complete oscillation cycle (default 4). -height : sets the amount of travel of the oscillation movement (default 32). -phase : sets the start offset of the oscillation cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0). -noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes). -model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3). -origin : alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes). -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- SPAWNFLAGS -------- -X_AXIS : entity will bob along the X axis. -Y_AXIS : entity will bob along the Y axis. --------- NOTES -------- -In order for the sound to be emitted from the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. - -Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/ - -//============================================================================= - -/*QUAKED func_button (0 .5 .8) ? -When a button is touched by a player, it moves in the direction set by the "angle" key, triggers all its targets, stays pressed by an amount of time set by the "wait" key, then returns to it's original position where it can be operated again. --------- KEYS -------- -angle : determines the direction in which the button will move (up = -1, down = -2). -target : all entities with a matching targetname will be triggered. -speed : speed of button's displacement (default 40). -wait : number of seconds button stays pressed (default 1, -1 = return immediately). -lip : lip remaining at end of move (default 4 units). -health : (default 0) if set to any non-zero value, the button must take damage (any amount) to activate. -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). -origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. - -Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/ - -//============================================================================= - -/*QUAKED func_door (0 .5 .8) ? START_OPEN - CRUSHER -Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it. --------- KEYS -------- -angle : determines the opening direction of door (up = -1, down = -2). -speed : determines how fast the door moves (default 100). -wait : number of seconds before door returns (default 2, -1 = return immediately) -lip : lip remaining at end of move (default 8) -targetname : if set, a func_button or trigger is required to activate the door. -health : (default 0) if set to any non-zero value, the button must take damage (any amount) to activate. -dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set. -team: assign the same team name to multiple doors that should operate together (see Notes). -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). -origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- SPAWNFLAGS -------- -START_OPEN : the door will spawn in the open state and operate in reverse. -CRUSHER : door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way. --------- NOTES -------- -Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. - -Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/ - -//============================================================================= - -/*QUAKED func_group (0 .5 .8) ? -This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this. --------- OLD TERRAIN KEYS (note: obsolete with Q3Map2) -------- -alphamap : this is the path/name for the art file used to guide the mapping of textures on the terrain surface. -layers : this integer value is the number unique root shaders that will be use on the terrain. -shader : this is the path to the metashader used to assign textures to the terrain entity. -terrain : this is an on/off flag. When set to 1, the entity becomes a terrain entity. Note: unecessary when compiling with Q3Map2. See Q3Map2 keys. --------- Q3MAP2 KEYS -------- -_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation.*/ - -//============================================================================= - -/*QUAKED func_pendulum (0 .5 .8) ? -Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. Pendulum frequency is a physical constant based on the length of the beam and gravity. Blocking the pendulum instantly kills a player. --------- KEYS -------- -angle : angle offset of axis of rotation from default X axis (default 0). -speed : angle of swing arc in either direction from initial position (default 30). -phase : sets the start offset of the swinging cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0). -noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav). -model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3). -origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default "0 0 0" - See Notes). -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Very crude operation: pendulum cannot rotate along Z axis, the speed of swing (frequency) is not adjustable. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. - -Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/ - -//============================================================================= - -/*QUAKED func_plat (0 .5 .8) ? -Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position. The plat will stay in the raised position until the player steps off. There are no proper sounds for this entity, only beep noises. It will spawn in the game and work properly but it sounds silly (see Notes). --------- KEYS -------- -speed : determines how fast the plat moves (default 150). -lip : lip remaining at end of move (default 16). Has no effect if "height" is set. -height : if set, this will determine the total amount of vertical travel of the plat. -dmg : damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked. -targetname : if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it. -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). -origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip value. But if the "height" key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat and regardless of the value of the "lip" key. Using the "height" key is the best method for any kind of platforms and the only possible one for thin plats which need to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. - -There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if you're up to it. Thanks to Fragzilla for the tip. - -Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/ - -//============================================================================= - -/*QUAKED func_rotating (0 .5 .8) ? - - X_AXIS Y_AXIS -Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable. --------- KEYS -------- -speed : determines how fast entity rotates (default 100). -noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav). -model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3). -origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default "0 0 0" - See Notes). -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- SPAWNFLAGS -------- -X_AXIS : entity will rotate along the X axis. -Y_AXIS : entity will rotate along the Y axis. --------- NOTES -------- -You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. - -Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/ - -//============================================================================= - -/*QUAKED func_static (0 .5 .8) ? -Static non-solid bspmodel. Can be used for conditional walls and models. --------- KEYS -------- -model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3). -origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes). -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -targetname : NOT SUPPORTED BY RENDERER - if set, a func_button or trigger can make entity disappear from the game (See Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. If a model is included with a targeted func_static, the brush(es) of the entity will be removed from the game but the .md3 model won't: it will automatically be moved to the (0 0 0) world origin so you should NOT include an .md3 model to a targeted func_static. - -Because the map has only a single bot navigation file, func_static's cannot be used to make significant changes in game play flow between differing game types. - -Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/ - -//============================================================================= - -/*QUAKED func_timer (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON -Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off. --------- KEYS -------- -wait : delay in seconds between each triggering of its targets (default 1). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -target : this points to the entities to trigger. -targetname : a func_button or trigger that points to this will toggle the timer on/off when activated. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -START_ON : timer will start on in the game and continuously fire its targets. --------- NOTES -------- -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).*/ - -//============================================================================= - -/*QUAKED func_train (0 .5 .8) ? -Trains are moving solids that follow a string of path_corner entities. Trains in Q3A are very basic, they also require an origin brush (see Notes). --------- KEYS -------- -speed : speed of displacement of train (default 100 or overridden by speed value of path). -target : this points to the first path_corner of the path which is also the spawn location of the train's origin. -model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). -origin : alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes). -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- Q3MAP2 KEYS -------- -_targetname : Used to attach a misc_model entity to this entity. -_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix. --------- NOTES -------- -1. Trains always start on in the game. -2. Trains do not damage the played when blocked. -3. Trains cannot emit sound. -4. Trains are not triggerable or toggle-able. -5. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it. - -Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. - -Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").*/ - -//============================================================================= - -HOLDABLE_* ENTITIES - -//============================================================================= - -/*QUAKED holdable_medkit (.7 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Medkit that can be picked up and used later. Brings the player's health back to 100 when used. Player can only carry one holdable item at a time. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 60, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/holdable/medkit.md3"*/ - -//============================================================================= - -/*QUAKED holdable_teleporter (.7 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Teleporter item that can be picked up and used later. Teleports the player to a random player spawn point when used. Player can only carry one holdable item at a time. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 60, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/holdable/teleporter.md3"*/ - -//============================================================================= - -INFO_* ENTITIES - -//============================================================================= - -/*QUAKED info_camp (0 .5 0) (-8 -8 -8) (8 8 8) -This atttracts bots which have a camping preference in their AI characteristics. It should be placed at least 32 units away from any brush surface. --------- KEYS -------- -range : number of units that the bot can move away from camp entity while camping on it. -weight : number that is compared against the weight assigned to all the other camp spots in the map to determine if a bot chooses to camp there. The value is normalized against all other weight values. --------- NOTES -------- -Examples of bots which have a high camping preference are: Razor, Tank Jr., Grunt, Patriot and Doom. Examples of bots which have a low camping preference are: Klesk, Mynx, Sarge, Keel and Xaero.*/ - -//============================================================================= - -/*QUAKED info_notnull (0 .5 0) (-8 -8 -8) (8 8 8) -Used as a positional target for entities that can use directional pointing. A target_position can be used instead of this but was kept in Q3A for legacy purposes. --------- KEYS -------- -targetname : must match the target key of entity that uses this for pointing. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -/*QUAKED info_null (0 .5 0) (-8 -8 -8) (8 8 8) -Used as a positional target for light entities to create a spotlight effect. A target_position can be used instead of this but was kept in Q3A for legacy purposes. --------- KEYS -------- -targetname : must match the target key of entity that uses this for pointing. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) INITIAL -Normal player spawning location for Q3A levels. --------- KEYS -------- -angle : direction in which player will look when spawning in the game. Does not apply to bots. -target : this can point at a target_give entity for respawn freebies. -nobots : when set to 1, bots will never use this spawn point to respawn in the game. -nohumans : when set to 1, human players will never use this spawn point to respawn in the game. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -INITIAL : makes the spawnpoint the initial place for the player to spawn at the beginning of the game.*/ - -//============================================================================= - -/*QUAKED info_player_intermission (1 0 1) (-16 -16 -16) (16 16 16) -Camera for intermission screen between matches. This also automatically generates the podium for bot arena matches (see Notes). Can be aimed by setting the "angles" key or targeting an pointing to an aiming entity. Use only one per level. --------- KEYS -------- -angles: alternate "pitch, yaw, roll" angles method of aiming intermission camera (default 0 0 0). -target : point this to an info_notnull or target_position entity to set the camera's pointing angles. --------- NOTES -------- -In genuine bot arena matches, the podium for the 1st, 2nd and 3rd place players at the end of the match is generated by this entity. The podium's origin will automatically be located 128 units in the direction of the camera's view and 84 units down from the y height of the view line at that point. It will also always be generated on a level plane regardless of the pointing angle of the camera so if that angle is too steep, part of the podium model might not be visible. Make sure you leave at least 106 units of free space in front of where the camera points to otherwise the podium model won't be visible at all.*/ - -//============================================================================= - -/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32) -Player spawn location. It works in Quake III Arena, but it is not used in the Id maps. Use info_player_deathmatch instead. --------- KEYS -------- -angle : direction in which player will look when spawning in the game. -target : this can point at a target_give entity for respawn freebies.*/ - -//============================================================================= - -//QUAKED info_spectator_start (1 0 0) (-16 -16 -24) (16 16 32) -//Spectator spawn location. Doesn't appear to work in game. Commented out. -//-------- KEYS -------- -//notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -//notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -//notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). - -//============================================================================= - -ITEM_* ENTITIES - -//============================================================================= - -/*QUAKED item_armor_body (.6 0 0) (-16 -16 -16) (16 16 16) SUSPENDED -Red Armor - 100 points. All armor can be cumulated up to a maximum of 200 points and slowly wears out to 100 points. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 25, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/armor/armor_red.md3"*/ - -//============================================================================= - -/*QUAKED item_armor_combat (1 .75 .3) (-16 -16 -16) (16 16 16) SUSPENDED -Yellow Armor - 50 points. All armor can be cumulated up to a maximum of 200 points and slowly wears out to 100 points. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 25, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/armor/armor_yel.md3"*/ - -//============================================================================= - -/*QUAKED item_armor_shard (0 .7 0) (-16 -16 -16) (16 16 16) SUSPENDED -Green Armor Shard - 5 points. All armor can be cumulated up to a maximum of 200 points and slowly wears out to 100 points. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 25, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/armor/shard.md3"*/ - -//============================================================================= - -/*QUAKED item_botroam (1 0.5 0) (-8 -8 -8) (8 8 8) SUSPENDED -Game Function: An invisible entity which attracts a bot to it. Use to move bots to parts of a map that might otherwise not be used (NEW ENTITY). --------- KEYS -------- -weight: non-zero floating point value, most often in the range 0 to 400. (Higher values are allowed but keep in mind that the bot should also be attracted to normal items. Don't make the weight value too high. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The item_botroam entity can be used when a bot does not roam the whole level or prefers to go to only specific areas. This (invisible) item can be placed in a map just like regular items. Nobody can actually pick up the item it's only used to attract bots to certain places of the map. The value is the weight of the roam_item is relative to the weight assigned other items in the map (each bot has its own weights). The bot character specific item weights are stored with the bot characters AI files ("botname"_i.c for items and "botname"_w.c for weapons) in the botfiles/bots/ sub-folder in the .pk3 file.*/ - -//============================================================================= - -/*QUAKED item_enviro (.5 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Battle Suit power-up - Gives protection against slime, lava and weapon splash damage. Lasts 30 seconds. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 120, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count : time in seconds power-up will last when picked up (default 30). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/instant/enviro.md3"*/ - -//============================================================================= - -/*QUAKED item_flight (.5 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Flight power-up. Lasts 60 seconds. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 120, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count : time in seconds power-up will last when picked up (default 60). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/instant/flight.md3"*/ - -//============================================================================= - -/*QUAKED item_haste (.5 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Speed power-up. Makes player run at double speed for 30 seconds. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 120, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count : time in seconds power-up will last when picked up (default 30). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/instant/haste.md3"*/ - -//============================================================================= - -/*QUAKED item_health (.8 .8 0) (-16 -16 -16) (16 16 16) SUSPENDED -Yellow cross bubble - 25 Health. Cannot be picked up over 100 health. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 35, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of health points given to the player when item is picked up (default 25). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/health/medium_cross.md3"*/ - -//============================================================================= - -/*QUAKED item_health_large (1 0 0) (-16 -16 -16) (16 16 16) SUSPENDED -Gold cross bubble - 50 Health. Cannot be picked up over 100 health. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 35, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of health points given to the player when item is picked up (default 50). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/health/large_cross.md3"*/ - -//============================================================================= - -/*QUAKED item_health_mega (0 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Blue M bubble - 100 Health. Adds 100 health points to current health up to a maximum of 200. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of health points given to the player when item is picked up (default 100). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/health/mega_cross.md3"*/ - -//============================================================================= - -/*QUAKED item_health_small (0 1 0) (-16 -16 -16) (16 16 16) SUSPENDED -Green cross bubble - 5 Health. Can be picked up over 100 health but slowly wears out to 100 afterwards. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 35, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of health points given to the player when item is picked up (default 5). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/health/small_cross.md3"*/ - -//============================================================================= - -/*QUAKED item_invis (.5 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Invisibility power-up. Lasts 30 seconds. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 120, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count : time in seconds power-up will last when picked up (default 30). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/instant/invis.md3"*/ - -//============================================================================= - -/*QUAKED item_quad (.4 .6 1) (-16 -16 -16) (16 16 16) SUSPENDED -Quad Damage power-up. Lasts 30 seconds. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 120, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count : time in seconds power-up will last when picked up (default 30). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). -model="models/powerups/instant/quad.md3"*/ - -//============================================================================= - -/*QUAKED item_regen (.5 0 1) (-16 -16 -16) (16 16 16) SUSPENDED -Health Regeneration power-up. This will boost your current health by 5 points every second for a period of up to 30 seconds or up to 200 points whichever comes first. Afterwards, any health points over 100 slowly wears out to 100. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 120, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count : time in seconds power-up will last when picked up (default 30). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/powerups/instant/regen.md3"*/ - -//============================================================================= - -LIGHT ENTITY - -//============================================================================= - - -/*QUAKED light (.65 .65 1) (-8 -8 -8) (8 8 8) LINEAR NOANGLE UNUSED1 UNUSED2 NOGRIDLIGHT -Non-displayed point light source. The -pointscale and -scale arguments to Q3Map2 affect the brightness of these lights. The -skyscale argument affects brightness of entity sun lights. --------- KEYS -------- -_light OR light: overrides the default 300 intensity. -_color : weighted RGB value of light color (default white - 1.0 1.0 1.0). -target : Lights pointed at a target will be spotlights. -radius: overrides the default 64 unit radius of a spotlight at the target point. --------- Q3MAP2 KEYS -------- -_sun : Set this key to 1 on a spotlight to make an infinite sun light. -fade : Fades light attenuation. Only affects linear lights. -scale : Scales light attentation, from SOF2/JK2. Scales the "light" value. --------- SPAWNFLAGS -------- -LINEAR : Use a linear falloff. Default is inverse distance squared (more realistic). -NOANGLE : Ignore angle attenuation. -NOGRIDLIGHT : Do not affect the lightgrid (dynamic entity lighting).*/ - -/*QUAKED lightJunior (0 0.7 0.3) (-6 -6 -6) (6 6 6) LINEAR NOANGLE UNUSED1 UNUSED2 NOGRIDLIGHT -Non-displayed point light source THAT ONLY AFFECTS ENTITIES (lightgrid). The -pointscale and -scale arguments to Q3Map2 affect the brightness of these lights. The -skyscale argument affects brightness of entity sun lights. --------- KEYS -------- -_light OR light: overrides the default 300 intensity. -_color : weighted RGB value of light color (default white - 1.0 1.0 1.0). -target : Lights pointed at a target will be spotlights. -radius: overrides the default 64 unit radius of a spotlight at the target point. --------- Q3MAP2 KEYS -------- -_sun : Set this key to 1 on a spotlight to make an infinite sun light. -fade : Fades light attenuation. Only affects linear lights. -scale : Scales light attentation, from SOF2/JK2. Scales the "light" value. --------- SPAWNFLAGS -------- -LINEAR : Use a linear falloff. Default is inverse distance squared (more realistic). -NOANGLE : Ignore angle attenuation. -NOGRIDLIGHT : Do not affect the lightgrid (dynamic entity lighting). Setting this spawnflag will disable this light entirely.*/ - -//============================================================================= - -MISC_* ENTITIES - -//============================================================================= - -/*QUAKED misc_model (1 .5 .25) (-16 -16 -16) (16 16 16) -Generic placeholder for inserting MD3 models in game. Requires compilation of map geometry to be added to level. If the map is compiled with Q3Map2, then ASE, 3DS, OBJ and other model formats are supported. --------- KEYS -------- -angle: direction in which model will be oriented. -model : path/name of model to use (eg: models/mapobjects/teleporter/teleporter.md3). --------- Q3MAP2 KEYS -------- -angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0). -modelscale : Floating-point value used to scale a model up or down (default 1.0). -modelscale_vec : Floating-point vector used to scale a model's axes individually (default 1.0 1.0 1.0). -_remap : Used to remap textures/shaders in the model. To remap all shaders to a given shader, use "*;models/mymodel/mytexture". To remap a specific shader, use "models/mymodel/old;models/mymodel/new". -target : Used to attach the misc_model to a brush entity, where its "targetname" key is the same value. -_lightmapscale : Floating point value scaling the resolution of lightmaps on this model (if model is using lightmapped shaders) (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. -*/ - -//============================================================================= - -/*QUAKED misc_portal_camera (1 .5 .25) (-8 -8 -8) (8 8 8) SLOWROTATE FASTROTATE -Portal camera. This camera is used to project its view onto a portal surface in the level through the intermediary of a misc_portal_surface entity. Use the "angles" key or target a target_position or info_notnull entity to set the camera's pointing direction. --------- KEYS -------- -angles: this sets the pitch and yaw aiming angles of the portal camera (default 0 0). Use "roll" key to set roll angle. -target : point this to a target_position entity to set the camera's pointing direction. -targetname : a misc_portal_surface portal surface indicator must point to this. -roll: roll angle of camera. A value of 0 is upside down and 180 is the same as the player's view. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -SLOWROTATE : makes the portal camera rotate slowly along the roll axis. -FASTROTATE : makes the portal camera rotate faster along the roll axis. --------- NOTES -------- -Both the setting "angles" key or "targeting a target_position" methods can be used to aim the camera. However, the target_position method is simpler. In both cases, the "roll" key must be used to set the roll angle. If either the SLOWROTATE or FASTROTATE spawnflag is set, then the "roll" value is irrelevant.*/ - -//============================================================================= - -/*QUAKED misc_portal_surface (1 .5 .25) (-8 -8 -8) (8 8 8) -Portal surface indicator. This will "lock on" the brush face closest to it and identify as a portal. The view displayed on the portal surface is the view of the misc_portal_camera that this entity targets. Also used for mirrors (see Notes). --------- KEYS -------- -target : point this to a misc_portal_camera that "sees" the view you want to display on the portal. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -The entity must be no farther than 64 units away from the portal surface to lock onto it. To make a mirror, apply the common/mirror shader to the surface, place this entity near it but don't target a misc_portal_camera.*/ - -//============================================================================= - -/*QUAKED misc_teleporter_dest (1 .5 .25) (-32 -32 -24) (32 32 -16) -Teleport destination location point for trigger_teleporter entities. --------- KEYS -------- -angle : direction in which player will look when teleported. -targetname : make the trigger_teleporter point to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -PATH_* ENTITIES - -//============================================================================= - -/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8) -Path corner entity that func_trains can be made to follow. --------- KEYS -------- -target : point to next path_corner in the path. -targetname : the train following the path or the previous path_corner in the path points to this. -speed : speed of func_train while moving to the next path corner. This will override the speed value of the train. -wait : number of seconds func_train will pause on path corner before moving to next path corner (default 0 - see Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -Setting the wait key to -1 will not make the train stop on the path corner, it will simply default to 0.*/ - -//============================================================================= - -SHOOTER_* ENTITIES - -//============================================================================= - -/*QUAKED shooter_grenade (1 0 .5) (-8 -8 -8) (8 8 8) -This will shoot a grenade each time it's triggered. Aiming is done by setting the "angles" key or by targeting an info_notnull or target_position entity. --------- KEYS -------- -angles: this sets the pitch and yaw aiming angles of shooter (default 0 0). The roll angle does not apply. -targetname : activating trigger points to this. -target : this points to a target_position entity for aiming the grenades. -random : random aiming variance in degrees from the straight line to the targeted entity (default 0 - see Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -When the random key is set, its value is used to calculate a maximum angle deviation from the normal trajectory formed by a straight line between the shooter and the aiming entity it targets. The final trajectory will be a random value anywhere between no deviation at all (0) to maximum deviation (value of the random key). - -Both the setting "angles" key or "targeting a target_position" methods can be used to aim the shooter. However, the target_position method is simpler.*/ - -//============================================================================= - -/*QUAKED shooter_plasma (1 0 .5) (-8 -8 -8) (8 8 8) -This will shoot a plasma ball each time it's triggered. Aiming is done by setting the "angles" key or by targeting an info_notnull or target_position entity. --------- KEYS -------- -angles: this sets the pitch and yaw aiming angles of shooter (default 0 0). The roll angle does not apply. -targetname : activating trigger points to this. -target : this points to a target_position entity for aiming the plasma balls. -random : random aiming variance in degrees from the straight line to the targeted entity (default 0 - see Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -When the random key is set, its value is used to calculate a maximum angle deviation from the normal trajectory formed by a straight line between the shooter and the aiming entity it targets. The final trajectory will be a random value anywhere between no deviation at all (0) to maximum deviation (value of the random key). - -Both the setting "angles" key or "targeting a target_position" methods can be used to aim the shooter. However, the target_position method is simpler.*/ - -//============================================================================= - -/*QUAKED shooter_rocket (1 0 .5) (-8 -8 -8) (8 8 8) -This will shoot a rocket each time it's triggered. Aiming is done by setting the "angles" key or by targeting an info_notnull or target_position entity. --------- KEYS -------- -angles: this sets the pitch and yaw aiming angles of shooter (default 0 0). The roll angle does not apply. -targetname : activating trigger points to this. -target : this points to a target_position entity for aiming the rockets. -random : random aiming variance in degrees from the straight line to the targeted entity (default 0 - see Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -When the random key is set, its value is used to calculate a maximum angle deviation from the normal trajectory formed by a straight line between the shooter and the aiming entity it targets. The final trajectory will be a random value anywhere between no deviation at all (0) to maximum deviation (value of the random key). - -Both the setting "angles" key or "targeting a target_position" methods can be used to aim the shooter. However, the target_position method is simpler.*/ - -//============================================================================= - -TARGET_* ENTITIES - -//============================================================================= - -/*QUAKED target_delay (0 .7 .7) (-8 -8 -8) (8 8 8) -Time delay trigger intermediary. Like a target_relay, this can only be fired by other triggers which will cause it in turn to fire its own targets. --------- KEYS -------- -targetname : activating trigger points to this. -target : this points to entities to activate when this entity is triggered. -wait : delay in seconds from when this gets triggered to when it fires its own targets (default approx. 1). -delay : same as wait? replaces it? WTF?...I'm confused now. -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).*/ - -//============================================================================= - -/*QUAKED target_give (0 .5 0) (-8 -8 -8) (8 8 8) -This is used to give ammo, weapons, health or items to the player who activates it. --------- KEYS -------- -target : this points to the item(s) to give when activated. -targetname : activating trigger or spawn entity points to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -There are 2 ways to use this entity. -a) automatically give items to players when they spawn in the game: make a spawn location entity like info_player_deathmatch or CTF respawn points target this entity, then make it target the item(s) to give to the player upon respawn. -b) give items to players during the game: make a trigger_multiple target this entity, then make it target the item(s) to give to the player when the trigger is touched.*/ - -//============================================================================= - -/*QUAKED target_kill (0 .5 0) (-8 -8 -8) (8 8 8) -This will kill the player who activates the trigger that fires this target. --------- KEYS -------- -targetname : the activating trigger points to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -//QUAKED target_laser (0 .5 0) (-8 -8 -8) (8 8 8) START_ON -//Generates a red laser beam. I think this can somehow spawn in the game, I saw it once but it's too inconsistent to be usable. Commented out. -//-------- KEYS -------- -//angles: alternate "pitch, yaw, roll" angles method of aiming laser (default 0 0 0). -//target : point this to a target_position entity to set the laser's aiming direction. -//targetname : the activating trigger points to this. -//notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -//notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -//notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -//-------- SPAWNFLAGS -------- -//START_ON : when set, the laser will start on in the game. - -//============================================================================= - -/*QUAKED target_location (0 .5 0) (-8 -8 -8) (8 8 8) -Location marker used by bots and players for team orders and team chat in the course of Teamplay games. The closest target_location in sight is used for the location. If none is in sight, the closest in distance is used. --------- KEYS -------- -message : name of the location (text string). Displayed in parentheses in front of all team chat and order messages. -count : color of the location text displayed in parentheses during team chat. Set to 0-7 for color. - 0 : white (default) - 1 : red - 2 : green - 3 : yellow - 4 : blue - 5 : cyan - 6 : magenta - 7 : white -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -/*QUAKED target_position (0 .5 0) (-8 -8 -8) (8 8 8) -Aiming target for entities like light, misc_portal_camera and trigger_push (jump pads) in particular. --------- KEYS -------- -targetname : the entity that requires an aiming direction points to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -To make a jump pad, place this entity at the highest point of the jump and target it with a trigger_push entity.*/ - -//============================================================================= - -/*QUAKED target_print (0 .5 0) (-8 -8 -8) (8 8 8) REDTEAM BLUETEAM PRIVATE -This will print a message on the center of the screen when triggered. By default, all the clients will see the message. --------- KEYS -------- -message : text string to print on screen. -targetname : the activating trigger points to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -REDTEAM : only the red team players will see the message. -BLUETEAM : only the blue team players will see the message. -PRIVATE : only the player that activates the target will see the message.*/ - -//============================================================================= - -/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) BOUNCEPAD -This can be used to create jump pads and launch ramps. The direction of push can be set by the "angles" key or pointing to a target_position or info_notnull entity. Unlike trigger_push, this is NOT client side predicted and must be activated by a trigger. --------- KEYS -------- -angles: this sets the pitch and yaw aiming angles of push entity (default 0 0). The roll angle does not apply. -speed : speed of push (default 1000). Has no effect if entity targets an aiming entity. -targetname : the activating trigger points to this. Push originates from the location of the trigger. -target : this points to the aiming entity to which the player will jump. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -BOUNCEPAD : if set, trigger will play bounce noise instead of beep noise when activated (recommended). --------- NOTES -------- -To make a jump pad or launch ramp, create a trigger_multiple where the jump must originate. Place the target_push directly above the trigger_multiple and place the target_position entity at the highest point of the jump. Target the trigger_multiple to the target_push and target the target_push to the target_position/info_notnull (or set the target_push's "angles" key). Note that the "angle" key also works.*/ - -//============================================================================= - -/*QUAKED target_relay (0 .7 .7) (-8 -8 -8) (8 8 8) RED_ONLY BLUE_ONLY RANDOM -This can only be activated by other triggers which will cause it in turn to activate its own targets. --------- KEYS -------- -targetname : activating trigger points to this. -target : this points to entities to activate when this entity is triggered. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -RED_ONLY : only red team players can activate trigger. -BLUE_ONLY : only red team players can activate trigger. -RANDOM : one one of the targeted entities will be triggered at random.*/ - -//============================================================================= - -/*QUAKED target_remove_powerups (0 .7 .7) (-8 -8 -8) (8 8 8) -This takes away any and all item_* type powerups from player except health and armor (holdable_* items are not taken away either). Must be activated by a button or trigger_multiple entity. The player that activates the trigger will lose any powerup(s) currently in his possession. --------- KEYS -------- -targetname : activating trigger points to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -/*QUAKED target_score (0 .5 0) (-8 -8 -8) (8 8 8) -This is used to automatically give frag points to the player who activates this. A spawn location entity like info_player_* or CTF respawn points can target this entity to give points to the player when he spawns in the game. Or a trigger can also be used to activate this. The activator of the trigger will get the points. --------- KEYS -------- -targetname : ativating entity points to this. -count: number of frag points to give to player (default 1). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -/*QUAKED target_speaker (0 .7 .7) (-8 -8 -8) (8 8 8) LOOPED_ON LOOPED_OFF GLOBAL ACTIVATOR -Sound generating entity that plays .wav files. Normal non-looping sounds play each time the target_speaker is triggered. Looping sounds can be set to play by themselves (no activating trigger) or be toggled on/off by a trigger. --------- KEYS -------- -noise : path/name of .wav file to play (eg. sound/world/growl1.wav - see Notes). -wait : delay in seconds between each time the sound is played ("random" key must be set - see Notes). -random : random time variance in seconds added or subtracted from "wait" delay ("wait" key must be set - see Notes). -targetname : the activating button or trigger points to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -LOOPED_ON : sound will loop and initially start on in level (will toggle on/off when triggered). -LOOPED_OFF : sound will loop and initially start off in level (will toggle on/off when triggered). -GLOBAL : sound will play full volume throughout the level. -ACTIVATOR : sound will play only for the player that activated the target. --------- NOTES -------- -The path portion value of the "noise" key can be replaced by the implicit folder character "*" for triggered sounds that belong to a particular player model. For example, if you want to create a "bottomless pit" in which the player screams and dies when he falls into, you would place a trigger_multiple over the floor of the pit and target a target_speaker with it. Then, you would set the "noise" key to "*falling1.wav". The * character means the current player model's sound folder. So if your current player model is Visor, * = sound/player/visor, if your current player model is Sarge, * = sound/player/sarge, etc. This cool feature provides an excellent way to create "player-specific" triggered sounds in your levels. - -The combination of the "wait" and "random" keys can be used to play non-looping sounds without requiring an activating trigger but both keys must be used together. The value of the "random" key is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).*/ - -//============================================================================= - -/*QUAKED target_teleporter (0 .5 0) (-8 -8 -8) (8 8 8) -Activating this will teleport players to the location of the targeted misc_teleporter_dest entity. Unlike trigger_teleport, this entity must be activated by a trigger and does NOT allow client prediction of events. --------- KEYS -------- -targetname : activating trigger points to this. -target : this must point to a misc_teleporter_dest entity. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -TEAM_* ENTITIES - -//============================================================================= - -/*QUAKED team_CTF_blueflag (0 .2 1) (-16 -16 -16) (16 16 16) -Blue team flag for CTF games. --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/flags/b_flag.md3"*/ - -//============================================================================= - -/*QUAKED team_CTF_blueplayer (0 .2 1) (-16 -16 -24) (16 16 32) -Initial Blue team spawning position for CTF games. This is where players spawn when they join the Blue team. --------- KEYS -------- -target : this can point at a target_give entity for respawn freebies.*/ - -//============================================================================= - -/*QUAKED team_CTF_bluespawn (0 .2 1) (-16 -16 -24) (16 16 32) -Blue team respawning position for CTF games. This is where Blue team players respawn after they get fragged. --------- KEYS -------- -target : this can point at a target_give entity for respawn freebies.*/ - -//============================================================================= - -/*QUAKED team_CTF_redflag (1 .2 0) (-16 -16 -16) (16 16 16) -Red team flag for CTF games. --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/flags/r_flag.md3"*/ - -//============================================================================= - -/*QUAKED team_CTF_redplayer (1 .2 0) (-16 -16 -24) (16 16 32) -Initial Red team spawning position for CTF games. This is where players spawn when they join the Red team. --------- KEYS -------- -target : this can point at a target_give entity for respawn freebies.*/ - -//============================================================================= - -/*QUAKED team_CTF_redspawn (0 .2 1) (-16 -16 -24) (16 16 32) -Red team respawning position for CTF games. This is where Red team players respawn after they get fragged. --------- KEYS -------- -target : this can point at a target_give entity for respawn freebies.*/ - -//============================================================================= - -TRIGGER_* ENTITIES - -//============================================================================= - -/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8) -Automatic trigger. It will fire the entities it targets as soon as it spawns in the game. --------- KEYS -------- -target : this points to the entity to activate. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF - SILENT NO_PROTECTION SLOW -Any player that touches this will be hurt by "dmg" points of damage once per server frame (very fast). A sizzling sound is also played while the player is being hurt. --------- KEYS -------- -dmg : number of points of damage inflicted to player per server frame (default 5 - integer values only). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -START_OFF needs to be triggered (toggle) for damage -SILENT : supresses the sizzling sound while player is being hurt. -NO_PROTECTION : player will be hurt regardless of protection (see Notes). -SLOW : changes the damage rate to once per second. --------- NOTES -------- -The invulnerability power-up (item_enviro) does not protect the player from damage caused by this entity regardless of whether the NO_PROTECTION spawnflag is set or not. Triggering a trigger_hurt will have no effect if the START_OFF spawnflag is not set. A trigger_hurt always starts on in the game.*/ - -//============================================================================= - -/*QUAKED trigger_multiple (.5 .5 .5) ? -Variable size repeatable trigger. It will fire the entities it targets when touched by player. Can be made to operate like a trigger_once entity by setting the "wait" key to -1. It can also be activated by another trigger that targets it. --------- KEYS -------- -target : this points to the entity to activate. -targetname : activating trigger points to this. -wait : time in seconds until trigger becomes re-triggerable after it's been touched (default 0.2, -1 = trigger once). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).*/ - -//============================================================================= - -/*QUAKED trigger_push (.5 .5 .5) ? -This is used to create jump pads and launch ramps. It MUST point to a target_position or info_notnull entity to work. Unlike target_push, this is client side predicted. --------- KEYS -------- -target : this points to the target_position to which the player will jump. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -To make a jump pad or launch ramp, place the target_position/info_notnull entity at the highest point of the jump and target it with this entity.*/ - -//============================================================================= - -/*QUAKED trigger_teleport (.5 .5 .5) ? -Touching this will teleport players to the location of the targeted misc_teleporter_dest entity. This entity allows client prediction of events. --------- KEYS -------- -target : this must point to a misc_teleporter_dest entity. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).*/ - -//============================================================================= - -WEAPON_* ENTITIES - -//============================================================================= - -/*QUAKED weapon_bfg (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Big Freaking Gun. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when weapon is picked up (default 20). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/bfg/bfg.md3"*/ - -//============================================================================= - -/*QUAKED weapon_gauntlet (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Gauntlet. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/gauntlet/gauntlet.md3"*/ - -//============================================================================= - -/*QUAKED weapon_grapplinghook (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Grappling Hook. Spawns in the game and works but is unskinned. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/grapple/grapple.md3"*/ - -//============================================================================= - -/*QUAKED weapon_grenadelauncher (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Grenade Launcher. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when weapon is picked up (default 10). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/grenadel/grenadel.md3"*/ - -//============================================================================= - -/*QUAKED weapon_lightning (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Lightning Gun. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when weapon is picked up (default 100). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models\weapons2\lightning\lightning.md3"*/ - -//============================================================================= - -/*QUAKED weapon_machinegun (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Machine Gun. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when weapon is picked up (default 100). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models\weapons2\machinegun\machinegun.md3"*/ - -//============================================================================= - -/*QUAKED weapon_plasmagun (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Plasma gun. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when weapon is picked up (default 50). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/plasma/plasma.md3"*/ - -//============================================================================= - -/*QUAKED weapon_railgun (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Railgun. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when weapon is picked up (default 10). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/railgun/railgun.md3"*/ - -//============================================================================= - -/*QUAKED weapon_rocketlauncher (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Rocket Launcher. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when weapon is picked up (default 10). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/rocketl/rocketl.md3"*/ - -//============================================================================= - -/*QUAKED weapon_shotgun (1 0 .5) (-16 -16 -16) (16 16 16) SUSPENDED -Shotgun. --------- KEYS -------- -wait : time in seconds before item respawns after being picked up (default 5, -1 = never respawn). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -count: sets the amount of ammo given to the player when weapon is picked up (default 10). -team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes). -target : picking up the item will trigger the entity this points to. -targetname : a target_give entity can point to this for respawn freebies. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -notbot : used to make an item invisible for bot attraction. --------- SPAWNFLAGS -------- -SUSPENDED : item will spawn where it was placed in map and won't drop to the floor. --------- NOTES -------- -The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up. - -When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). --------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- -model="models/weapons2/shotgun/shotgun.md3"*/ - -//============================================================================= - -WORLDSPAWN ENTITY - -//============================================================================= - -/*QUAKED worldspawn (0 0 0) ? -Only used for the world. --------- KEYS -------- -message : text to print at user logon. Used for name of level. -music : path/name of looping .wav file used for level's music (eg. music/sonic5.wav). -_ambient OR ambient : Adds a constant value to overall lighting. Use is not recommended. Ambient light will have a tendency to flatten out variations in light and shade. -_color : RGB value for ambient light color (default is 0 0 0). -gravity : gravity of level (default is normal gravity: 800). -gridsize : granularity of the lightgrid created by q3map. Value is three integers separated by spaces, representing number of units between grid points in X Y Z. Default gridsize value is 128 128 256. Use larger powers of 2 to reduce BSP size and compile time on very large maps. -_blocksize : q3map always splits the BSP tree along the planes X=_blocksize*n and Y=_blocksize*n. Default _blocksize value is 1024. Increase the blocksize using larger powers of 2 to reduce compile times on very large maps with a low structural brush density. --------- Q3MAP2 KEYS -------- -_minlight : Minimum light value, levelwide. Uses the _color key to set color. Does not add unlike ambient. -_minvertexlight : Minimum vertex lighting, levelwide. -_mingridlight : Minimum lightgrid (dynamic entity lighting) levelwide. -_keeplights : Keep light entities in the BSP. Normally stripped out by the BSP process and read from the .map file by the lighting phase. -_noshadersun : Ignore q3map_sun/sun directives in sky shaders and ONLY use entity sun lights. -_farplanedist : Limit on how many units the vis phase of compilation can see. Used in combination with level-wide fog, it can help reduce r_speeds on large, open maps. -_foghull : Shader to use for "fog hull." Foghull shader should be a sky shader. Omit the "textures/" prefix. -_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in the world. Can be overridden in func_group (or other entities) (default 1.0). -_cs OR _castshadows : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. -_rs OR _receiveshadows : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. -_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix. Overridable in entities. --------- Q3MAP2 TERRAIN KEYS -------- -_indexmap OR alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. -_layers OR layers : Integer value is the number unique root shaders that will be use on the terrain. -_shader OR shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.*/ diff --git a/install/installs/UrTPack/install/q3ut4/scripts/shaderlist.txt b/install/installs/UrTPack/install/q3ut4/scripts/shaderlist.txt deleted file mode 100644 index 96437de..0000000 --- a/install/installs/UrTPack/install/q3ut4/scripts/shaderlist.txt +++ /dev/null @@ -1,150 +0,0 @@ -common -27s -abbey -abbey2 -abbey2ctf -algiers -allbsps -ammo -austria -autoclip -backhoe -base_floor -base_light -base_support -bbq -bbq2 -bbq7 -bbqshaders -bk -blood -bloodnew -bombexp -box15 -box293 -box337 -br_flowers -br_flowers_tub -br_trees -casa_lamp -cave -cel -codey1 -coinbird01 -cow -cow2 -crenshaw_vehicles -crossing -crystal -damage -decal -defcon_tree -density -eagle -eaglesky -eagle_water -egypt -engine_internal -flame -fogcaulk -foliage -foliage2 -funstuff -gfx -glass -goggleglass -gothic_light -GRtrees -hair -harbortown -jeffladderclip -kingdom2 -landscapelighting -LGPT-Models -lightgrid -liquid -liquids -masheen -masheen_sky -mayac -mayaorganicc -mayaterc -mc-uptown -metals -mirror -miscb3 -models -mrsentry -newnvg -nrgizer -null_beach -numbers -oldtruck -palms -palmtree -patio -prop_bubbles -qura -rc_glass -realworld_light -riches -riches_alpha -riches_alpha_bk -riches_light -riches_skies -riva -riyadh_lamp -roman_armor -sarah -scopering -scopes -sfx -sggatec -shminkylights -sinnifunstuff -sky -sky_thingley -sn_smoke -streetlamp -sweetnutz -sweetnutz3 -swim -tom -toxic2sky -toxiclight -toxicscripts -toxicsky -toxic_water -true_fence -tunis -tunis_sky -turnpike -urbanq3_misc2 -urban_terror -urban_terror_light -ut4_firingrange -ut4_suburbs -utfx -utplayers -ut_elgin -ut_prague -ut_riyadh -ut_riyadh_lm -ut_subway -ut_subway2 -ut_swim -ut_trees1 -vdocks -village2 -watercaulk -weapon -weapondecals -wuxut1 -xguns -zmultiplant -zzzzlaberinto2 -zzzzut_casadd -zzzzz_sanc -zzz_sanc -z_newbh -z_nvg diff --git a/install/installs/UrTPack/install/q3ut4/scripts/urbanterror.def b/install/installs/UrTPack/install/q3ut4/scripts/urbanterror.def deleted file mode 100644 index d78faf6..0000000 --- a/install/installs/UrTPack/install/q3ut4/scripts/urbanterror.def +++ /dev/null @@ -1,437 +0,0 @@ -//================================================================================= -// Urban Terror beta3.2 entities.def for QERadiant -//================================================================================= - -// This file contains the entities for use in Urban Terror maps. They will only work -// with the Urban Terror mod. - - - -//================================================================================= -// Structural entities (doors, breakables, etc.) -//================================================================================= - -// * * * * * * * * - -/*QUAKED func_button (0 .5 .8) ? -When a button is touched by a player, it moves in the direction set by the "angle" key, triggers all its targets, stays pressed by an amount of time set by the "wait" key, then returns to it's original position where it can be operated again. - --------- KEYS -------- -angle : determines the direction in which the button will move (up = -1, down = -2). -target : all entities with a matching targetname will be triggered. -speed : speed of button's displacement (default 40). -wait : number of seconds button stays pressed (default 1, -1 = return immediately). -lip : lip remaining at end of move (default 4 units). -health : if set to a non-zero value, the button must be damaged by "health" amount of points to operate. -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). -origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). -push_sound : sound that gets played when button gets pushed ("none" for nothing, defaults to a elevator Q3 sound) - --------- NOTES -------- -Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.*/ -*/ - -// * * * * * * * * - -/*QUAKED func_door (0 .5 .8) ? START_OPEN - CRUSHER -Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it. - --------- KEYS -------- -angle : determines the opening direction of door (up = -1, down = -2). -speed : determines how fast the door moves (default 100). -wait : number of seconds before door returns (default 2, -1 = return immediately) -lip : lip remaining at end of move (default 8) -targetname : if set, a func_button or trigger is required to activate the door. -health : if set to a non-zero value, the door must be damaged by "health" amount of points to activate (default 0). -dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set. -team: assign the same team name to multiple doors that should operate together (see Notes). -only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone -CloseWhenIdle: when set to 1, the door will close as soon as there are no players in the triggering brush (For CTF Spawn Room doors, SEE NOTES!) -trigger_only : set to 1 if the door can only be opened by a switch or trigger (ie: prevents a player from opening it manually) -pos1 : sound to play when door starts moving ("none" for nothing, defaults to a creak) -pos2 : sound to play when door stops moving ("none" for nothing, defaults to a creak) -noise : looping sound as door is moving -light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). -color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). -model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). -origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes). -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). - --------- SPAWNFLAGS -------- -START_OPEN : the door will spawn in the open state and operate in reverse. -CRUSHER : door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way. - --------- NOTES -------- -- To use the CloseWhenIdle setting for CTF Spawn Room doors, you must also set trigger_only, and use a trigger_multiple to open the door. This will cause the door to remain open only as long as a player is in the triggering brush. Set the 'wait' key on the trigger_multiple to a very low value( < 1 like .25 ) -- Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.*/ -*/ - -// * * * * * * * * - -/*QUAKED func_rotating_door (1 0 0) ? - --------- KEYS -------- -pos1 : sound to play when door starts moving ("none" for nothing, defaults to a creak) -pos2 : sound to play when door stops moving ("none" for nothing, defaults to a creak) -noise : looping sound to play as door is moving (defaults to no sound) -targetname : name of a target to trigger when door opens -color : constantLight color -light : constantLight radius -direction : force door to open in a set direction: -1 is clockwise, 1 is ccw -speed : defaults to 100, speed at which door opens -wait : how long to wait until door auto-closes (default is 0, which means stay open) -trigger_only : set to 1 if the door can only be opened by a switch or trigger(ie: prevents a player from opening it manually) -axis : door rotation axis, values: 0 (for x-axis), 1(for y-axis), 2(for z-axis) (if not given, default is 2 for z-axis) -damage : damage door does to a player if they block it (leave out in most cases) -gamemode_open : gametypes to have the door locked in the open position -gamemode_shut : gametypes to have the door locked in the closed position -only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone - --------- NOTES -------- -Rotating doors cannot be shot open, and will only close or open if activated -by a player. They will not automatically close after a period either. In -game modes not listed under either gamemode_open or gamemode_shut, the doors -will open and close normally. - -You construct a rotating door just like a FUNC_ROTATING: it needs an origin -brush to act as the hinge. - -Urban Terror gametype mappings are: -Free For All 0 -Single Player 1 -Team Deathmatch 3 -Team Survivor 4 -Assasins 5 -Capture And Hold 6 -Capture The Flag 7 -Bomb 8 -*/ - -// * * * * * * * * - -/*QUAKED func_breakable (0 .5 .8) ? -A breakable thing just sits there, doing nothing, -but will break if damaged or collided with. - --------- KEYS -------- -model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). -color : constantLight color -light : constantLight radius -type : 0: glass 1: wood 2: ceramic 3: plastic 4: metal-normal 5: metal-explosives 6: metal-hk69 7: stone-explosives 8: stone-hk69 9: wood-explosives 10: wood-hk69(SEE NOTES) -axis : 1 - x, 2 - y, 4 - z -health : health of object -model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). -shards : number of shards object should shatter into (0-255) -bombable : allows the entity to be destroyed by the bomb in bomb mode. The size of blast shown when the entity breaks is determined by this value (Values : 1 none - 255 huge blast). - --------- NOTES -------- - - For glass windows that break easily, set health to 1. - - Any func_breakable with a health of less than 10 will slowly weaken if a player is in contact with it. You can make a roof that collapses in after a period of time by setting the health to a value like 5. This will mean that a player standing on such a surface for around 5 seconds will fall thru. The effect is cumulative: if you stand there for 3 seconds and then come back you can only stand on it for another 2 seconds. - - The type parameter selects the shader that is used for fragments and sets the sound the object makes when it breaks. - - If the brush you are making is on an angle (for example, a skylight in a sloping roof) then you will need to set the break axis to "4" if you want it to break when people stand on it. - - You can build anything to break using the breakables. Use the model2 key to create things like breakable pots -- see Wetwired's map "ricochet" for an example. - - Set shards as high as you want (it maxes out at 32 anyway) - players can reduce the number of shards they see using cg_maxFragments - - Bombable key is to be used for things that can only be broken by the Bomb Mode bomb explosion. For example a large propane tank near a bomb target. The key's value will determine the size of the explosion graphics from this entity when broken, with a value of 1 being no explosion and a value of 255 being a large secondary blast. - - Type values info for 1,2,3,4 - The game will attenuate the damage caused by each hit to a value of 1-3. Health values above 10 will choose a random health between 6 and 10. Specifics are as follows: 0: is for glass/windows 1: is for all woods 2: is for ceramics and pottery 3: is for various plastics 4: is for metal that can be broken by normal means - - Type values info for 5,6,7,8,9,10 - The game will use the literal health value compared to the weapon damages. They should be set quite high (metals and stone at 50+). Specifics are as follows: 5: is for metal that requires explosives to break (HE grenade or hk69) 6: is for metal that requires the hk69 to break 7: is for stone that requires explosives to break (HE grenade or hk69) 8: is for stone that requires the hk69 to break 9: is for wood that requires explosives to break (HE grenade or hk69) 10: is for wood that requires the hk69 to break -*/ - -// * * * * * * * * - -/*QUAKED func_wall (0 .5 .8) ? - --------- KEYS -------- -gametype : gametypes to have the wall appear in, list types in this format: 01234 (default none) - --------- NOTES -------- -This entity is any brush or combination of brushes that you wish to have appear in gametypes specified. -Common uses are to cut of map sections to streamline gameplay for TS, or to expand the map for CTF or Bomb. -You cannot use a model as a func_wall. - -Create your brush(es), select it (or them), then make them a func_wall and set gametype keys. - -Urban Terror gametype mappings are: -Free For All 0 -Single Player 1 -Team Deathmatch 3 -Team Survivor 4 -Assasins 5 -Capture And Hold 6 -Capture The Flag 7 -Bomb 8 -*/ - -// * * * * * * * * - -//================================================================================= -// Train entities (Anything that has anything to do with the func_ut_train) -//================================================================================= - -// * * * * * * * * - -/*QUAKED func_ut_train (.6 .1 .8) ? START_ON TOGGLE BLOCK_STOPS CRUSHER -A train is a mover that moves between path_ut_stop target points. - --------- KEYS -------- -model2 : .md3 model to also draw -name : to associate with a set of control buttons -noise : looping sound to play when the train is in motion -color : constantLight color -light : constantLight radius -speed : default 350 -dmg : default 0 -target : first path_ut_stop, train spawns here -interface : the targetname of the func_keyboard_interface that belongs to this train -id : to uniquely associate it with a set of control buttons -startSound : sound to play when train begins moving to a new destination -stopSound : sound to play when train arrives at a final stop -noise : constant looping sound to always be playing where the train is - --------- NOTES -------- -- Trains MUST HAVE AN ORIGIN BRUSH. -- The train spawns at the first target it is pointing at. -- The train will move to any stop from any stop. See the description for the func_keyboard_interface for more info. - -*/ - -// * * * * * * * * - -/*QUAKED func_keyboard_interface (.5 .6 .5) ? -keyboard menu interface - --------- KEYS -------- -display : if 0, menu is not dispayed, if 1, menu is displayed, default 1 -id : id of the func_ut_train that this interface associates with -targetname : id for the func_ut_train key "interface" to associate it with the right func_ut_train -option1 : text message to describe the first destination -option2 : text message to describe the second destination -option3 : text message to describe the third destination -option4 : text message to describe the fourth destination -option5 : text message to describe the five destination -stop1 : targetname of first destination -stop2 : targetname of second destination -stop3 : targetname of third destination -stop4 : targetname of fourth destination -stop5 : targetname of fifth destination -stop2from1 : beginning of path from 1 to 2 -stop3from1 : beginning of path from 1 to 3 -stop4from1 : beginning of path from 1 to 4 -stop5from1 : beginning of path from 1 to 5 -stop1from2 : beginning of path from 2 to 1 -stop3from2 : beginning of path from 2 to 3 -stop4from2 : beginning of path from 2 to 4 -stop5from2 : beginning of path from 2 to 5 -stop1from3 : beginning of path from 3 to 1 -stop2from3 : beginning of path from 3 to 2 -stop4from3 : beginning of path from 3 to 4 -stop5from3 : beginning of path from 3 to 5 -stop1from4 : beginning of path from 4 to 1 -stop2from4 : beginning of path from 4 to 2 -stop3from4 : beginning of path from 4 to 3 -stop5from4 : beginning of path from 4 to 5 -stop1from5 : beginning of path from 5 to 1 -stop2from5 : beginning of path from 5 to 2 -stop3from5 : beginning of path from 5 to 3 -stop4from5 : beginning of path from 5 to 4 - --------- NOTES -------- -- All the stopXfromY (where X and Y are numbers) should target a path_ut_stop -- The stopX keys (where X is a number) should target the ending path_ut_stop, i.e. the last stop at location X. -- The optionX keys (where X is a number) corresponds to the stopX keys. So if you set the name "top floor" for option1, make sure that stop1 actually is at the "top floor" -*/ - -// * * * * * * * * - -/*QUAKED path_ut_stop (.5 .3 0) (-8 -8 -8) (8 8 8) -Train path stops. - --------- KEYS -------- -target : next path stop and other targets to fire -trainID : the id of the train that this stop is for -wait : the amount of time train should wait at this stop, default is 0 -rotationTime : the amount of time (in milleseconds) that the train should rotate for at this stop according to yawSpeed, pitchSpeed, and rollSpeed -yawSpeed : the speed of yaw rotation that the train will do once at this stop for rotationTime amound of milleseconds -pitchSpeed : the speed of pitch rotation that the train will do once at this stop for rotationTime amound of milleseconds -rollSpeed : the speed of roll rotation that the train will do once at this stop for rotationTime amound of milleseconds - --------- NOTES -------- -- Pitch and roll doesn't work very well right now because of the collision handling of Q3. This makes it hard to make things that the player is supposed to ride work properly. Trial and error would probably be the best method to find out what works and what doesn't. -- You can have the path_ut_stop trigger almost anything. For example, you could use it to open a door or to trigger a func_button. -*/ - -// * * * * * * * * - -//============================================================================= -// Active entities (Non-structural, trigger type entities) -//============================================================================= - -// * * * * * * * * - -/*QUAKED trigger_multiple (.5 .5 .5) ? -Variable size repeatable trigger. It will fire the entities it targets when touched by player. Can be made to operate like a trigger_once entity by setting the "wait" key to -1. It can also be activated by another trigger that targets it. --------- KEYS -------- -target : this points to the entity to activate. -targetname : activating trigger points to this. -wait : time in seconds until trigger becomes re-triggerable after it's been touched (default 0.2, -1 = trigger once SEE NOTES). -random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). -only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- NOTES -------- -- Set the 'wait' key to .25 if using the CloseWhenIdle key when triggering a door -- When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). -*/ - -// * * * * * * * * - -//================================================================================= -// Gametype entities (Special UT gametype entities) -//================================================================================= - -// * * * * * * * * - -/*QUAKED info_ut_spawn (1 .5 0) (-16 -16 -24) (16 16 32) initial -potential spawning position for Urban Terror. - --------- KEYS -------- -team : team that this spawn belongs to ("red" or "blue") -group : this spawn groups with others of same groupID. A team chooses spawns from a certain group. -g_gametype : a list of gametypes on which to use this spawn eg: "4, 5, 6" - --------- NOTES -------- -Urban Terror gametype mappings are: -Free For All 0 -Single Player 1 -Team Deathmatch 3 -Team Survivor 4 -Assasins 5 -Capture And Hold 6 -Capture The Flag 7 -Bomb 8 - -You'd use the groups key in maps if you wanted to make sure a team will spawn together in a certain location, -so you might take 8 spawn points, give them all gametypes of "3,4,5,6,7" (all teamplays) and then assign all -the eight a group id of "1" then you might do another eight and make their group id all "2". UT will choose a -"group" at the begining of a round and spawn all members of "team" there. Normally you'd have at few groups -of spawns so you could have lots of potential team starting positions. -*/ - -// * * * * * * * * - -/*QUAKED team_CAH_capturepoint (0 .2 1) (-32 -32 -16) (32 32 76) -zone that can be captured in the Capture and Hold gametype (CAH) - --------- NOTES -------- -The capture point will be represented with a flag and a player must touch the flag to capture it. -The name of the location of the capturepoint will be retrieved from either the trigger_location or the nearest target_location. -*/ - -//--------------------------------------------------------------------------------- -// Bomb Mode! -//--------------------------------------------------------------------------------- - -/*QUAKED info_ut_bombsite (0 .2 1) (-16 -16 -24) (16 16 32) - --------- NOTES -------- -This entity cannot hover, it must be placed directly on the surface that you wish the bomb to be placed on. -NEW in 3.2: Bomb plant range is locked to 64 units. Once the bomb is planted, it will snap to the center of the entity -for easier diffusing. -WARNING: You MUST have 2 bomb sites per map or the map will crash upon loading into bomb mode. -*/ - -// * * * * * * * * - -//================================================================================= -// Misc entities (Everything that didn't fit in anywhere else) -//================================================================================= - -// * * * * * * * * - -/*QUAKED worldspawn (0 0 0) ? -Only used for the world. - --------- KEYS -------- -message : text to print at user logon. Used for name of level. -music : path/name of looping .wav file used for level's music (eg. music/sonic5.wav). -ambient : Adds a constant value to overall lighting. Use is not recommended. Ambient light will have a tendency to flatten out variations in light and shade. -_color : RGB value for ambient light color. -gravity : gravity of level (default is normal gravity: 800). -enablePrecip : 0 - (default) none, 1 - rain, 2 - snow -precipAmount : up to 1024, number of drops/flakes (256 is good) -*/ - -// * * * * * * * * - -/*QUAKED trigger_location (1 1 0) ? - - -Speicifes the name of a location when the player is within this trigger. - --------- KEYS -------- -message : name of the location (text string). Displayed in parentheses in front of all team chat and order messages. -count : color of the location text displayed in parentheses during team chat. Set to 0-7 for color. -Attacking_Team : For Bomb Mode ONLY - when set to 1, the BLUE team will be the attacker, set to 0 if you want the RED team to attack. Default 0 (RED is Attacker) -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). - --------- NOTES -------- -The values for the colors that can be set in the count key are as follows: - -0 : white (default) -1 : red -2 : green -3 : yellow -4 : blue -5 : cyan -6 : magenta -7 : white -*/ - -// * * * * * * * * - -/*QUAKED ut_mrsentry (1 .5 0) (-16 -16 -24) (16 16 32) -Spawn location for the CTF Spawn Room Sentry Cannon. - --------- KEYS -------- -team : Team that Mr. Sentry belongs to. Will eliminate opposing team members within range (SEE NOTES). ("red" or "blue") -angle : Inital and idle angle for the turret. Generally point this at or near the Spawn Room doors for highest effectiveness. -gametype : gametypes to have Mr. Sentry appear in, list types in this format: 01234 - --------- NOTES -------- -Mr. Sentry is designed to be used in conjunction with CTF Spawn Rooms (see the Notes on the func_door entity) to prevent enemy team players from surviving if they enter the opposing team's spawn room. Even though the properly set up doors will generally prevent this, Mr. Sentry also has one other function. It will kill any Flag Carrier that enters it's range no matter what team that player is on. This will prevent players from grabbing the flag and retreating the the complete safety of their Spawn Room and waiting out the rest of the map time with the flag. - -For the anti-flag-camp feature to work properly, the entire spawn room must be enclosed with a 'nodrop' (a brush with the 'nodrop' texture on all sides). If this brush (or group of brushes) isn't placed, then Mr. Sentry will kill the Flag Carrier, and the flag will remain at that location, which is bad. -*/ - -// * * * * * * * * - -/*QUAKED target_speaker (0 .7 .7) (-8 -8 -8) (8 8 8) LOOPED_ON LOOPED_OFF GLOBAL ACTIVATOR -Sound generating entity that plays .wav files. Normal non-looping sounds play each time the target_speaker is triggered. Looping sounds can be set to play by themselves (no activating trigger) or be toggled on/off by a trigger. --------- KEYS -------- -noise : path/name of .wav file to play (eg. sound/world/growl1.wav - see Notes). -gametype : Specifies gametypes to play the sound in. If this key is not used, sound will play in all gametypes. List types in this format: 01234 -wait : delay in seconds between each time the sound is played ("random" key must be set - see Notes). -random : random time variance in seconds added or subtracted from "wait" delay ("wait" key must be set - see Notes). -targetname : the activating button or trigger points to this. -notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. -notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. -notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). --------- SPAWNFLAGS -------- -LOOPED_ON : sound will loop and initially start on in level (will toggle on/off when triggered). -LOOPED_OFF : sound will loop and initially start off in level (will toggle on/off when triggered). -GLOBAL : sound will play full volume throughout the level. -ACTIVATOR : sound will play only for the player that activated the target. --------- NOTES -------- -The path portion value of the "noise" key can be replaced by the implicit folder character "*" for triggered sounds that belong to a particular player model. For example, if you want to create a "bottomless pit" in which the player screams and dies when he falls into, you would place a trigger_multiple over the floor of the pit and target a target_speaker with it. Then, you would set the "noise" key to "*falling1.wav". The * character means the current player model's sound folder. So if your current player model is Visor, * = sound/player/visor, if your current player model is Sarge, * = sound/player/sarge, etc. This cool feature provides an excellent way to create "player-specific" triggered sounds in your levels. - -The combination of the "wait" and "random" keys can be used to play non-looping sounds without requiring an activating trigger but both keys must be used together. The value of the "random" key is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random). -*/ - -// * * * * * * * *

10.2 Run the Conversion

-When the qdt file is set up correctly, run the grabber by opening MSDOS command prompt, going to the quake3 directory -containing the model files and typing in 'q3data [character].qdt' - -

11. Review the Model

-Load up Quake 3 Arena. Go to map Q3DM0 (or any map containing a mirror). Bring down the console and type "\model -[character name]". Hit your Show Score key (default is TAB). You should see your new model here. Tweak the frame rates in -your animation.cfg file and save them. Type in "\vid_restart" on the console and hit enter to see the changes. - - - - - diff --git a/install/installs/ReactionPack/install/docs/Model_Manual/styles/.svn/entries b/install/installs/ReactionPack/install/docs/Model_Manual/styles/.svn/entries deleted file mode 100644 index 6adefcb..0000000 --- a/install/installs/ReactionPack/install/docs/Model_Manual/styles/.svn/entries +++ /dev/null @@ -1,62 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/ReactionPack/trunk/install/docs/Model_Manual/styles -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2011-01-20T04:25:31.635016Z -64 -rambetter - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -q3rad.css -file - - - - -2012-04-01T16:52:35.757495Z -f65ac3e346f227bd9de19518dacd5ba1 -2011-01-20T04:25:31.635016Z -64 -rambetter - - - - - - - - - - - - - - - - - - - - - -760 - diff --git a/install/installs/ReactionPack/install/docs/Model_Manual/styles/.svn/text-base/q3rad.css.svn-base b/install/installs/ReactionPack/install/docs/Model_Manual/styles/.svn/text-base/q3rad.css.svn-base deleted file mode 100644 index e98ae2b..0000000 --- a/install/installs/ReactionPack/install/docs/Model_Manual/styles/.svn/text-base/q3rad.css.svn-base +++ /dev/null @@ -1,23 +0,0 @@ -body { font: 12pt "Times New Roman"; - margin-left: 5mm; - margin-right: 5mm; - text-align: justify; - background: #ffffff; - color: #000000 } -h1 { font: bold 24pt Arial, Helvetica } -h2 { font: bold italic 18pt Arial, Helvetica } -.subheading { font: bold 16pt Arial, Helvetica } -:link {color: blue; - text-decoration: none; } -:visited {color: purple; - text-decoration: none; } -h6 { font: 10pt "Times New Roman" } -.MsoToc2 { font: bold small-caps 12pt "Times New Roman" } -.MsoTitle { text-align:center; - font: bold 24pt "BankGothic Md BT"; - letter-spacing:2.5pt } -.heading { font: italic 10pt "Times New Roman" } -.subcontents { font: 10pt "Times New Roman" } -.tip { font: 10pt "Comic Sans MS" } -.type { font: 10pt "Courier New" } -.menu { font: 10pt Arial, Helvetica } \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Model_Manual/styles/q3rad.css b/install/installs/ReactionPack/install/docs/Model_Manual/styles/q3rad.css deleted file mode 100644 index e98ae2b..0000000 --- a/install/installs/ReactionPack/install/docs/Model_Manual/styles/q3rad.css +++ /dev/null @@ -1,23 +0,0 @@ -body { font: 12pt "Times New Roman"; - margin-left: 5mm; - margin-right: 5mm; - text-align: justify; - background: #ffffff; - color: #000000 } -h1 { font: bold 24pt Arial, Helvetica } -h2 { font: bold italic 18pt Arial, Helvetica } -.subheading { font: bold 16pt Arial, Helvetica } -:link {color: blue; - text-decoration: none; } -:visited {color: purple; - text-decoration: none; } -h6 { font: 10pt "Times New Roman" } -.MsoToc2 { font: bold small-caps 12pt "Times New Roman" } -.MsoTitle { text-align:center; - font: bold 24pt "BankGothic Md BT"; - letter-spacing:2.5pt } -.heading { font: italic 10pt "Times New Roman" } -.subcontents { font: 10pt "Times New Roman" } -.tip { font: 10pt "Comic Sans MS" } -.type { font: 10pt "Courier New" } -.menu { font: 10pt Arial, Helvetica } \ No newline at end of file diff --git a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/.svn/entries b/install/installs/ReactionPack/install/docs/Q3AShader_Manual/.svn/entries deleted file mode 100644 index 04dc4af..0000000 --- a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/.svn/entries +++ /dev/null @@ -1,89 +0,0 @@ -10 - -dir -66 -svn://svn.icculus.org/gtkradiant-gamepacks/ReactionPack/trunk/install/docs/Q3AShader_Manual -svn://svn.icculus.org/gtkradiant-gamepacks - - - -2011-01-20T04:25:31.635016Z -64 -rambetter - - - - - - - - - - - - - - -8a3a26a2-13c4-0310-b231-cf6edde360e5 - -ch05 -dir - -ch06 -dir - -styles -dir - -appendix -dir - -q3ashader_manual_files -dir - -ch01 -dir - -ch02 -dir - -ch03 -dir - -ch04 -dir - -index.htm -file - - - - -2012-04-01T16:52:35.488480Z -b1ede4bbd7fa3c9f9529937729cf1815 -2011-01-20T04:25:31.635016Z -64 -rambetter - - - - - - - - - - - - - - - - - - - - - -4429 - diff --git a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/.svn/text-base/index.htm.svn-base b/install/installs/ReactionPack/install/docs/Q3AShader_Manual/.svn/text-base/index.htm.svn-base deleted file mode 100644 index a7220ef..0000000 --- a/install/installs/ReactionPack/install/docs/Q3AShader_Manual/.svn/text-base/index.htm.svn-base +++ /dev/null @@ -1,76 +0,0 @@ - - -Quake III Arena Shader Manual: Table of Contents - - - -
-

Q3Radiant Shader Manual

- -

Revision #12

- -

By Paul Jaquays and Brian Hook - -

(with additional material by John Carmack, Christian Antkow, Kevin Cloud, & Adrian Carmack) -

QERadiant.com thanks John Hutton for re-formating this manual into a more web friendly version

-
-

Table of Contents

-