home *** CD-ROM | disk | FTP | other *** search
/ GameStar Special 2004 September / GSSH0904CD2.iso / Doom3 / Mods / Ultra_Extreme_Quality / Ultra_Extreme_Quality.exe / u-e-q-mod.pk4 / materials / characters.mtr next >
Text File  |  2004-08-02  |  69KB  |  2,719 lines

  1. table breathtable { { 0,0,0,0,.6,1,1,1,.9,.8,.7,.6,.5,.4,.3,.2,.1  } }
  2.  
  3. models/characters/scientist/head05/head05dead
  4. {
  5.         
  6.           //noShadows
  7.         //unsmoothedTangents
  8.         clamp
  9.     renderbump  -size 512 512  -trace 0.07 -colorMap -aa 2   models/characters/scientist/head05/head05dead_local.tga models/characters/scientist/head05/head05dead_hi.lwo
  10.  
  11.  
  12.                  diffusemap      models/characters/scientist/head05/head05dead
  13.  
  14.         {
  15.            blend bumpmap
  16.           map  addnormals(models/characters/scientist/head05/head05dead_local.tga, heightmap(models/characters/scientist/head05/head05_h.tga, 5 ) )
  17.            
  18.          }
  19.         
  20.                   specularmap    models/characters/scientist/head05/head05dead_s.tga
  21. }
  22.  
  23. models/characters/player/player_phantasm
  24. {
  25.         
  26.         clamp
  27. // blended part
  28.     
  29.     {
  30.         blend         bumpmap
  31.         map  addnormals(models/characters/player/playerhead_local.tga, heightmap(models/characters/player/playerhead_h.tga, 3 ) )
  32.     // note that you do NOT put vertexColor on the bumpmap
  33.     }
  34.     {
  35.         blend         diffusemap
  36.         map        models/characters/player/playerhead.tga
  37.         rgb        1-death_fade[(time+Parm4)*.4]
  38.     }
  39.     {
  40.         blend        specularmap
  41.         map        models/characters/player/playerhead_s.tga
  42.         rgb        1-death_fade[(time+Parm4)*.4]
  43.     }
  44. // inverse blended part
  45.     {
  46.         blend        bumpmap
  47.         map  addnormals(models/characters/player/playerheaddead_local.tga, heightmap(models/characters/player/playerhead_h.tga, 8 ) )
  48.     }
  49.     {
  50.         blend        diffusemap
  51.         map        models/characters/player/playerheaddead.tga
  52.         rgb        death_fade[(time+Parm4)*.4]
  53.     }
  54.     {
  55.         blend         specularmap
  56.         map        models/characters/player/playerheaddead_s.tga
  57.         rgb        death_fade[(time+Parm4)*.4]
  58.     }
  59.  
  60.  
  61.  
  62. }
  63.  
  64. models/characters/scientist/head05/head05bad
  65.  
  66. {
  67.         
  68. // blended part
  69.     clamp
  70.     {
  71.         blend         bumpmap
  72.         map   addnormals(models/characters/scientist/head05/head05_local.tga, heightmap(models/characters/scientist/head05/head05_h.tga, 5 ) )
  73.     // note that you do NOT put vertexColor on the bumpmap
  74.     }
  75.     {
  76.         blend         diffusemap
  77.         map      models/characters/scientist/head05/head05
  78.         //rgb        (sinTable [(time*.2)]+1)*0.5
  79.         //alphaTest .5 + 0.5 * sintable [ time * .1  ]
  80.         rgb        1-death_fade[(time+Parm4)*.5]
  81.     }
  82.     {
  83.         blend        specularmap
  84.         map              models/characters/scientist/head05/head05_s
  85.         //rgb        (sinTable [(time*.2)]+1)*0.5
  86.         rgb        1-death_fade[(time+Parm4)*.5]
  87.     }
  88. // inverse blended part
  89.     {
  90.         blend        bumpmap
  91.         map   addnormals(models/characters/scientist/head05/head05dead_local.tga, heightmap(models/characters/scientist/head05/head05_h.tga, 10 ) )
  92.     }
  93.     {
  94.         blend        diffusemap
  95.         map            models/characters/scientist/head05/head05dead
  96.         //rgb        1-(sinTable [(time*.2)]+1)*0.5
  97.         //alphaTest .5 + 0.5 * sintable [ time * .1  ]
  98.         rgb        death_fade[(time+Parm4)*.5]
  99.     }
  100.     {
  101.         blend         specularmap
  102.         map         models/characters/scientist/head05/head05dead_s
  103.         //rgb        1-(sinTable [(time*.2)]+1)*0.5
  104.         rgb        death_fade[(time+Parm4)*.5]
  105.     }
  106.  
  107.  
  108.  
  109. }
  110.  
  111.  
  112. models/characters/player/playergoestohell
  113.  
  114. {
  115.         
  116.         clamp
  117. // blended part
  118.     
  119.     {
  120.         blend         bumpmap
  121.         map  addnormals(models/characters/player/playerhead_local.tga, heightmap(models/characters/player/playerhead_h.tga, 3 ) )
  122.     // note that you do NOT put vertexColor on the bumpmap
  123.     }
  124.     {
  125.         blend         diffusemap
  126.         map        models/characters/player/playerhead.tga
  127.         rgb        (sinTable [(time*.2)]+1)*0.5
  128.         //alphaTest .5 + 0.5 * sintable [ time * .1  ]
  129.     }
  130.     {
  131.         blend        specularmap
  132.         map        models/characters/player/playerhead_s.tga
  133.         rgb        (sinTable [(time*.2)]+1)*0.5
  134.     }
  135. // inverse blended part
  136.     {
  137.         blend        bumpmap
  138.         map  addnormals(models/characters/player/playerheaddead_local.tga, heightmap(models/characters/player/playerhead_h.tga, 8 ) )
  139.     }
  140.     {
  141.         blend        diffusemap
  142.         map        models/characters/player/playerheaddead.tga
  143.         rgb        1-(sinTable [(time*.2)]+1)*0.5
  144.         //alphaTest .5 + 0.5 * sintable [ time * .1  ]
  145.     }
  146.     {
  147.         blend         specularmap
  148.         map        models/characters/player/playerheaddead_s.tga
  149.         rgb        1-(sinTable [(time*.2)]+1)*0.5
  150.     }
  151.  
  152.  
  153.  
  154. }
  155.  
  156.  
  157. models/characters/player/playerheaddead
  158. {
  159.         
  160.         noShadows
  161.         clamp
  162.     renderbump  -size 512 512 -trace 0.07 -colorMap -aa 2  models/characters/player/playerheaddead_local.tga models/characters/player/playerheaddead_hi.lwo
  163.  
  164.  
  165.  
  166.         
  167.      diffusemap  models/characters/player/playerheaddead.tga
  168.           
  169.         {
  170.            blend bumpmap
  171.           map  addnormals(models/characters/player/playerheaddead_local.tga, heightmap(models/characters/player/playerheaddead_h.tga, 3 ) )
  172.            
  173.          }    
  174.           specularmap     models/characters/player/playerheaddead_s.tga
  175. }
  176.  
  177.  
  178.  
  179. models/characters/swann/frame
  180.  
  181. {
  182.     
  183.     noshadows
  184.  renderbump  -size 256 128 -trace 0.07 -colorMap -aa 2   models/characters/swann/frame_local.tga models/characters/swann/frame_hi.lwo    
  185.     {       
  186.                blend    diffusemap
  187.              map    models/characters/swann/frame.tga
  188.                alphaTest 0.5
  189.     }
  190.         bumpmap            models/characters/swann/frame_local.tga
  191.         specularmap        models/characters/swann/frame_s.tga
  192.  
  193. }
  194.  
  195. models/characters/female_npc/poppy/poppyfx3
  196. {
  197.     
  198.     clamp
  199.     flesh
  200.             {
  201.  
  202.             blend diffusemap    
  203.             map models/characters/female_npc/poppy/poppyfx1.tga
  204.             alphaTest .2   //+ 0.5 * sintable [ time * .2  ] 
  205.             }          
  206.         bumpmap        addnormals(models/characters/female_npc/poppy/poppy_local.tga, heightmap(models/characters/female_npc/poppy/poppyfx1_h.tga, 6 ) )
  207.         specularmap    models/characters/female_npc/poppy/poppyfx1_s.tga
  208. }
  209.  
  210. models/characters/female_npc/poppy/poppyfx2
  211. {
  212.     
  213.     clamp
  214.     flesh
  215.             {
  216.  
  217.             blend diffusemap    
  218.             map models/characters/female_npc/poppy/poppyfx2.tga
  219.             alphaTest .2   //+ 0.5 * sintable [ time * .2  ] 
  220.             }          
  221.         bumpmap        addnormals(models/characters/female_npc/poppy/poppy_local.tga, heightmap(models/characters/female_npc/poppy/poppyfx1_h.tga, 6 ) )
  222.         specularmap    models/characters/female_npc/poppy/poppyfx2_s.tga
  223. }
  224.  
  225.  
  226. models/characters/female_npc/poppy/poppyfx1
  227.  
  228. {
  229.         
  230.         clamp
  231. // blended part
  232.     {
  233.         if ( parm7 == 0 )
  234.         blend         bumpmap
  235.         map  addnormals(models/characters/female_npc/poppy/poppy_local.tga, heightmap(models/characters/female_npc/poppy/poppy_h.tga, 2 ) )
  236.     // note that you do NOT put vertexColor on the bumpmap
  237.     }
  238.     {
  239.         if ( parm7 == 0 )
  240.         blend         diffusemap
  241.         map        models/characters/female_npc/poppy/poppy.tga
  242.         //rgb        (sinTable [(time*.2)]+1)*0.5
  243.         rgb        1-death_fade[(time+Parm4)*.5]
  244.  
  245.         //alphaTest .5 + 0.5 * sintable [ time * .1  ]
  246.     }
  247.     {
  248.         if ( parm7 == 0 )
  249.         blend        specularmap
  250.         map        models/characters/female_npc/poppy/poppy_s.tga
  251.         //rgb        (sinTable [(time*.2)]+1)*0.5
  252.         rgb        1-death_fade[(time+Parm4)*.5]
  253.  
  254.     }
  255. // inverse blended part
  256.     {
  257.         if ( parm7 == 0 )
  258.         blend        bumpmap
  259.         map  addnormals(models/characters/female_npc/poppy/poppy_local.tga, heightmap(models/characters/female_npc/poppy/poppyfx1_h.tga, 6 ) )
  260.     }
  261.     {
  262.         if ( parm7 == 0 )
  263.         blend        diffusemap
  264.         map        models/characters/female_npc/poppy/poppyfx1.tga
  265.         //rgb        1-(sinTable [(time*.2)]+1)*0.5
  266.         rgb        death_fade[(time+Parm4)*.5]
  267.  
  268.             }
  269.     {
  270.         if ( parm7 == 0 )
  271.         blend         specularmap
  272.         map        models/characters/female_npc/poppy/poppyfx1_s.tga
  273.         //rgb        1-(sinTable [(time*.2)]+1)*0.5
  274.         rgb        death_fade[(time+Parm4)*.5]
  275.  
  276.     }
  277.  
  278.  
  279.  
  280. }
  281.  
  282.  
  283. models/characters/female_npc/poppy/poppyfx1test
  284.  
  285. {
  286.         
  287.         clamp
  288.     {
  289.         blend         bumpmap
  290.         map  addnormals(models/characters/female_npc/poppy/poppy_local.tga, heightmap(models/characters/female_npc/poppy/poppy_h.tga, 2 ) )
  291.     }
  292.     {
  293.         blend         diffusemap
  294.         map        models/characters/female_npc/poppy/poppy.tga
  295.         rgb        (sinTable [(time*.2)]+1)*0.5
  296.     }
  297.     {
  298.         blend        specularmap
  299.         map        models/characters/female_npc/poppy/poppy_s.tga
  300.         rgb        (sinTable [(time*.2)]+1)*0.5
  301.     }
  302.     {
  303.         blend        bumpmap
  304.         map  addnormals(models/characters/female_npc/poppy/poppy_local.tga, heightmap(models/characters/female_npc/poppy/poppyfx1_h.tga, 6 ) )
  305.     }
  306.     {
  307.         blend        diffusemap
  308.         map        models/characters/female_npc/poppy/poppyfx1.tga
  309.         rgb        1-(sinTable [(time*.2)]+1)*0.5
  310.     }
  311.     {
  312.         blend         specularmap
  313.         map        models/characters/female_npc/poppy/poppyfx1_s.tga
  314.         rgb        1-(sinTable [(time*.2)]+1)*0.5
  315.     }
  316. }
  317.  
  318.  
  319. models/characters/female_npc/poppy/poppy
  320. {
  321.         
  322.           //noShadows
  323.         clamp
  324.         forceOverlays
  325.         flesh
  326.     {    // burning corpse effect
  327.         if    parm7            // only when dead
  328.         // make a burned away alpha test for the normal skin
  329.         blend    gl_zero, gl_one            // don't draw anything
  330.         
  331.         map models/monsters/spectre/global_dis.tga    // replace this with a monster-specific texture
  332.         alphaTest 0.05 + 1.5 * (time - parm7)
  333.     }
  334.  
  335.     renderbump  -size 1024 512 -trace 0.07 -colorMap -aa 2   models/characters/female_npc/poppy/poppy_local.tga models/characters/female_npc/poppy/poppy_hi.lwo
  336.  
  337.  
  338.     
  339.         {
  340.            blend diffusemap    
  341.           map  models/characters/female_npc/poppy/poppy.tga
  342.            
  343.          }
  344.         {
  345.            blend bumpmap
  346.           map  addnormals(models/characters/female_npc/poppy/poppy_local.tga, heightmap(models/characters/female_npc/poppy/poppy_h.tga, 2 ) )
  347.            
  348.          }
  349.         
  350.                   specularmap    models/characters/female_npc/poppy/poppy_s.tga
  351. }
  352.  
  353.  
  354.  
  355.  
  356.  
  357. models/characters/female_npc/dress/dress
  358. {
  359.         
  360.           clamp
  361.         unsmoothedTangents
  362.         forceOverlays
  363.         flesh
  364.     renderbump  -size 1024 1024 -trace 0.04 -colorMap -aa 2   models/characters/female_npc/dress/dress_local.tga models/characters/female_npc/dress/dress_hi.lwo
  365.  
  366.     {    // burning corpse effect
  367.         if    parm7            // only when dead
  368.         // make a burned away alpha test for the normal skin
  369.         blend    gl_zero, gl_one            // don't draw anything
  370.         
  371.         map models/monsters/spectre/global_dis.tga    // replace this with a monster-specific texture
  372.         alphaTest 0.05 + 1.5 * (time - parm7)
  373.     }
  374.     
  375.  
  376.                  diffusemap      models/characters/female_npc/dress/dress.tga
  377.  
  378.         {
  379.            blend bumpmap
  380.           map  addnormals(models/characters/female_npc/dress/dress_local.tga, heightmap(models/characters/female_npc/dress/dress_h.tga, 2 ) )
  381.            
  382.          }
  383.         
  384.                   specularmap    models/characters/female_npc/dress/dress_s.tga
  385. }
  386.  
  387.  
  388.  
  389.  
  390. models/characters/male_npc/hazmat/visor
  391. {
  392.         
  393.          noShadows
  394.     unsmoothedTangents
  395.     translucent
  396.  
  397.     renderbump  -size 128 128 -trace 0.07 -colorMap -aa 4   models/characters/male_npc/hazmat/visor_local.tga models/characters/male_npc/hazmat/visor_hi.lwo
  398.  
  399.  
  400. //        {
  401. //          if ( parm7 == 0 )
  402. //           blend diffusemap
  403. //          map  models/characters/male_npc/hazmat/visor.tga
  404. //          rgb        breathtable[ time * .3 ]
  405. //         }
  406.  
  407.         {
  408.          if ( parm7 == 0 )
  409.          blend bumpmap
  410.         map  models/characters/male_npc/hazmat/visor_local.tga
  411.         }
  412.  
  413.         {
  414.         if ( parm7 == 0 )
  415.         blend  specularmap    
  416.         map models/characters/male_npc/hazmat/visor_s.tga
  417.         }
  418.  
  419.         {
  420.         if ( parm7 == 0 )
  421.         blend add  //gl_dst_alpha , gl_one_minus_dst_alpha
  422.         cubeMap        env/bland
  423.         texgen        reflect
  424.        }
  425.  
  426. }
  427.  
  428. models/characters/male_npc/hazmat/dvisor
  429. {  
  430.         
  431.          noShadows
  432.     unsmoothedTangents
  433.     translucent
  434.     
  435.     {
  436.         if ( parm7 == 0 )
  437.         maskcolor
  438.         map makealpha(models/characters/male_npc/hazmat/dvisor_a.tga)
  439.     
  440.     }
  441.  
  442.  
  443.     {
  444.         if ( parm7 == 0 )
  445.         blend diffusemap
  446.         map models/characters/male_npc/hazmat/dvisor.tga
  447.     }
  448.  
  449.     
  450.  
  451.     {
  452.     if ( parm7 == 0 )
  453.     blend bumpmap        
  454.     map  addnormals(models/characters/male_npc/hazmat/dvisor_local.tga, heightmap(models/characters/male_npc/hazmat/dvisor_h.tga, 5 ) ) 
  455.     }
  456.  
  457.     
  458.     
  459.     {
  460.     if ( parm7 == 0 )
  461.      blend specularmap    
  462.     map models/characters/male_npc/hazmat/dvisor_s.tga
  463.     }
  464.     
  465.     {
  466.     if ( parm7 == 0 )
  467.             blend gl_dst_alpha, gl_one  
  468.         cubeMap        env/bland
  469.         texgen        reflect
  470.         maskalpha 
  471.     }
  472.     
  473.     
  474.  
  475. }
  476.  
  477. models/characters/male_npc/hazmat/dhazmat
  478. {
  479.         
  480.           clamp
  481.         unsmoothedTangents
  482.         flesh
  483.         forceOverlays
  484.  
  485.         {    // burning corpse effect
  486.         if    parm7            // only when dead
  487.         // make a burned away alpha test for the normal skin
  488.         blend    gl_zero, gl_one            // don't draw anything
  489.         
  490.         map models/monsters/spectre/global_dis.tga    // replace this with a monster-specific texture
  491.         alphaTest 0.05 + 1.5 * (time - parm7)
  492.     }
  493.     
  494.  
  495.                  diffusemap      models/characters/male_npc/hazmat/dhazmat.tga
  496.  
  497.         {
  498.            blend bumpmap
  499.           map  addnormals(models/characters/male_npc/hazmat/hazmat_local.tga, heightmap(models/characters/male_npc/hazmat/dhazmat_h.tga, 2 ) )
  500.            
  501.          }
  502.         
  503.                   specularmap    models/characters/male_npc/hazmat/dhazmat_s.tga
  504. }
  505.  
  506.  
  507.  
  508.  
  509.  
  510.  
  511. models/characters/male_npc/hazmat/hazmat
  512. {
  513.         
  514.           clamp
  515.         unsmoothedTangents
  516.         flesh
  517.  
  518.     {    // burning corpse effect
  519.         if    parm7            // only when dead
  520.         // make a burned away alpha test for the normal skin
  521.         blend    gl_zero, gl_one            // don't draw anything
  522.         
  523.         map models/monsters/spectre/global_dis.tga    // replace this with a monster-specific texture
  524.         alphaTest 0.05 + 1.5 * (time - parm7)
  525.     }
  526.         forceOverlays
  527.     renderbump  -size 1024 1024 -trace 0.07 -colorMap -aa 2   models/characters/male_npc/hazmat/hazmat_local.tga models/characters/male_npc/hazmat/hazmat_hi.lwo
  528.  
  529.  
  530.     
  531.  
  532.                  diffusemap      models/characters/male_npc/hazmat/hazmat.tga
  533.  
  534.         {
  535.            blend bumpmap
  536.           map  addnormals(models/characters/male_npc/hazmat/hazmat_local.tga, heightmap(models/characters/male_npc/hazmat/hazmat_h.tga, 2 ) )
  537.            
  538.          }
  539.         
  540.                   specularmap    models/characters/male_npc/hazmat/hazmat_s.tga
  541. }
  542.  
  543.  
  544.  
  545.  
  546. models/characters/male_npc/marine/stump
  547. {
  548.         
  549.           clamp
  550.         //unsmoothedTangents
  551.     forceOverlays
  552.     flesh
  553.  
  554.  
  555.     renderbump  -size 512 512  -trace 0.07 -colorMap -aa 2   models/characters/male_npc/marine/stump_local.tga models/characters/male_npc/marine/stump_hi.lwo
  556.  
  557.     {
  558.         if ( parm6 == 1 ) 
  559.         blend        diffusemap    
  560.         map            models/characters/male_npc/marine/stump.tga
  561.         alphaTest    0.5 + 0.5 * sintable [ time * .2  ]
  562.     }
  563.     {
  564.         if ( parm6 == 0 ) 
  565.         blend        diffusemap    
  566.         map            models/characters/male_npc/marine/stump.tga
  567.         alphaTest    0
  568.     }
  569.                  
  570.  
  571.         {
  572.            blend bumpmap
  573.           map  addnormals(models/characters/male_npc/marine/stump_local.tga, heightmap(models/characters/male_npc/marine/stump_h.tga, 5 ) )
  574.            
  575.          }
  576.         
  577.                   specularmap    models/characters/male_npc/marine/stump_s.tga
  578. }
  579.  
  580.  
  581. models/characters/scientist/head05/head05a
  582. {
  583.         
  584.           clamp
  585.         //unsmoothedTangents
  586.         flesh
  587.         forceOverlays
  588.     renderbump  -size 512 512  -trace 0.07 -colorMap -aa 2   models/characters/scientist/head05/head05a_local.tga models/characters/scientist/head05/head05a_hi.lwo
  589.  
  590.  
  591.                  diffusemap      models/characters/scientist/head05/head05a.tga
  592.  
  593.         {
  594.            blend bumpmap
  595.           map  addnormals(models/characters/scientist/head05/head05a_local.tga, heightmap(models/characters/scientist/head05/head05a_h.tga, 5 ) )
  596.            
  597.          }
  598.         
  599.                   specularmap    models/characters/scientist/head05/head05a_s.tga
  600. }
  601.  
  602.  
  603. models/characters/male_npc/security/dsecurity
  604. {
  605.         
  606.           clamp
  607.         unsmoothedTangents
  608.         flesh
  609.         forceOverlays
  610.  
  611.     {    // burning corpse effect
  612.         if    parm7            // only when dead
  613.         // make a burned away alpha test for the normal skin
  614.         blend    gl_zero, gl_one            // don't draw anything
  615.         
  616.         map models/monsters/spectre/global_dis.tga    // replace this with a monster-specific texture
  617.         alphaTest 0.05 + 1.5 * (time - parm7)
  618.     }
  619.  
  620.  
  621.          diffusemap      models/characters/male_npc/security/dsecurity.tga
  622.  
  623.         {
  624.            blend bumpmap
  625.           map  addnormals(models/characters/male_npc/security/security_local.tga, heightmap(models/characters/male_npc/security/security_h.tga, 5 ) )
  626.            
  627.          }
  628.         specularmap    models/characters/male_npc/security/dsecurity_s.tga
  629. }
  630.  
  631.  
  632.  
  633. models/characters/male_npc/soldier/dsoldier
  634. {
  635.         
  636.          clamp
  637.         unsmoothedTangents
  638.         flesh
  639.         forceOverlays
  640.         
  641.  
  642.     {    // burning corpse effect
  643.         if    parm7            // only when dead
  644.         // make a burned away alpha test for the normal skin
  645.         blend    gl_zero, gl_one            // don't draw anything
  646.         
  647.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  648.         alphaTest 0.05 + 1.7 * (time - parm7)
  649.     }
  650.  
  651.  
  652.     renderbump  -size 1024 1024 -trace 0.03 -colorMap -aa 2  models/characters/male_npc/soldier/soldier_local.tga models/characters/male_npc/soldier/soldier_hi.lwo
  653.  
  654.  
  655.                  diffusemap      models/characters/male_npc/soldier/dsoldier.tga
  656.  
  657.         {
  658.            blend bumpmap
  659.           map  addnormals(models/characters/male_npc/soldier/soldier_local.tga, heightmap(models/characters/male_npc/soldier/dsoldier_h.tga, 5 ) )
  660.            
  661.          }
  662.         
  663.                   specularmap    models/characters/male_npc/soldier/dsoldier_s.tga
  664. }
  665.  
  666. models/characters/male_npc/marine/h_mp1
  667. {
  668.        
  669.         unsmoothedTangents
  670.         metal
  671.         collision
  672.         clamp
  673.         forceoverlays
  674.  
  675.     {    // burning corpse effect
  676.         if    parm7            // only when dead
  677.         // make a burned away alpha test for the normal skin
  678.         blend    gl_zero, gl_one            // don't draw anything
  679.         
  680.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  681.         alphaTest 0.05 + 1.7 * (time - parm7)
  682.     }
  683.  
  684.         diffusemap      models/characters/male_npc/marine/h_mp1.tga
  685.         bumpmap            models/characters/sarge2/helmet_local.tga
  686.         specularmap        models/characters/male_npc/marine/h_mp1_s.tga
  687. }
  688.  
  689. models/characters/male_npc/marine/h_mp2
  690. {
  691.        
  692.         unsmoothedTangents
  693.         metal
  694.         collision
  695.         clamp
  696.         forceoverlays
  697.  
  698.     {    // burning corpse effect
  699.         if    parm7            // only when dead
  700.         // make a burned away alpha test for the normal skin
  701.         blend    gl_zero, gl_one            // don't draw anything
  702.         
  703.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  704.         alphaTest 0.05 + 1.7 * (time - parm7)
  705.     }
  706.  
  707.         diffusemap      models/characters/male_npc/marine/h_mp2.tga
  708.         bumpmap            models/characters/sarge2/helmet_local.tga
  709.         specularmap        models/characters/male_npc/marine/h_mp1_s.tga
  710. }
  711.  
  712. models/characters/male_npc/marine/h_mp3
  713. {
  714.        
  715.         unsmoothedTangents
  716.         metal
  717.         forceOverlays
  718.         collision
  719.         clamp
  720.  
  721.     {    // burning corpse effect
  722.         if    parm7            // only when dead
  723.         // make a burned away alpha test for the normal skin
  724.         blend    gl_zero, gl_one            // don't draw anything
  725.         
  726.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  727.         alphaTest 0.05 + 1.7 * (time - parm7)
  728.     }
  729.         diffusemap      models/characters/male_npc/marine/h_mp3.tga
  730.         bumpmap            models/characters/sarge2/helmet_local.tga
  731.         specularmap        models/characters/male_npc/marine/h_mp1_s.tga
  732. }
  733.  
  734. models/characters/male_npc/marine/h_mp4
  735. {
  736.        
  737.         unsmoothedTangents
  738.         metal
  739.         forceOverlays
  740.         collision
  741.         clamp
  742.  
  743.     {    // burning corpse effect
  744.         if    parm7            // only when dead
  745.         // make a burned away alpha test for the normal skin
  746.         blend    gl_zero, gl_one            // don't draw anything
  747.         
  748.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  749.         alphaTest 0.05 + 1.7 * (time - parm7)
  750.     }
  751.         diffusemap      models/characters/male_npc/marine/h_mp4.tga
  752.         bumpmap            models/characters/sarge2/helmet_local.tga
  753.         specularmap        models/characters/male_npc/marine/h_mp1_s.tga
  754. }
  755.  
  756. models/characters/male_npc/marine/mp1
  757. {
  758.        
  759.         unsmoothedTangents
  760.         metal
  761.         forceOverlays
  762.         collision
  763.         clamp
  764.  
  765.  
  766.     {    // burning corpse effect
  767.         if    parm7            // only when dead
  768.         // make a burned away alpha test for the normal skin
  769.         blend    gl_zero, gl_one            // don't draw anything
  770.         
  771.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  772.         alphaTest 0.05 + 1.7 * (time - parm7)
  773.     }
  774.         diffusemap      models/characters/male_npc/marine/mp1.tga
  775.         bumpmap          addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/marine_h.tga, 5 ) )
  776.         specularmap    models/characters/male_npc/marine/mp1_s.tga
  777. }
  778.  
  779. models/characters/male_npc/marine/mp2
  780. {
  781.        
  782.         unsmoothedTangents
  783.         metal
  784.         forceOverlays
  785.         collision
  786.         clamp
  787.  
  788.     {    // burning corpse effect
  789.         if    parm7            // only when dead
  790.         // make a burned away alpha test for the normal skin
  791.         blend    gl_zero, gl_one            // don't draw anything
  792.         
  793.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  794.         alphaTest 0.05 + 1.7 * (time - parm7)
  795.     }
  796.         diffusemap      models/characters/male_npc/marine/mp2.tga
  797.         bumpmap          addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/marine_h.tga, 5 ) )
  798.         specularmap    models/characters/male_npc/marine/mp1_s.tga
  799. }
  800.  
  801. models/characters/male_npc/marine/mp3
  802. {
  803.        
  804.         unsmoothedTangents
  805.         metal
  806.         forceOverlays
  807.         collision
  808.         clamp
  809.  
  810.     {    // burning corpse effect
  811.         if    parm7            // only when dead
  812.         // make a burned away alpha test for the normal skin
  813.         blend    gl_zero, gl_one            // don't draw anything
  814.         
  815.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  816.         alphaTest 0.05 + 1.7 * (time - parm7)
  817.     }
  818.         diffusemap      models/characters/male_npc/marine/mp3.tga
  819.         bumpmap          addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/marine_h.tga, 5 ) )
  820.         specularmap    models/characters/male_npc/marine/mp1_s.tga
  821. }
  822.  
  823. models/characters/male_npc/marine/mp4
  824. {
  825.        
  826.         unsmoothedTangents
  827.         metal
  828.         forceOverlays
  829.         collision
  830.         clamp
  831.  
  832.     {    // burning corpse effect
  833.         if    parm7            // only when dead
  834.         // make a burned away alpha test for the normal skin
  835.         blend    gl_zero, gl_one            // don't draw anything
  836.         
  837.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  838.         alphaTest 0.05 + 1.7 * (time - parm7)
  839.     }
  840.         diffusemap      models/characters/male_npc/marine/mp4.tga
  841.         bumpmap          addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/marine_h.tga, 5 ) )
  842.         specularmap    models/characters/male_npc/marine/mp1_s.tga
  843. }
  844.  
  845. models/characters/male_npc/marine/dmarine
  846. {
  847.         
  848.         unsmoothedTangents
  849.         clamp
  850.         forceOverlays
  851.         flesh
  852.         collision
  853.  
  854.  
  855.      diffusemap      models/characters/male_npc/marine/dmarine.tga
  856.  
  857.     {    // burning corpse effect
  858.         if    parm7            // only when dead
  859.         // make a burned away alpha test for the normal skin
  860.         blend    gl_zero, gl_one            // don't draw anything
  861.         
  862.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  863.         alphaTest 0.05 + 1.7 * (time - parm7)
  864.     }
  865.  
  866.  
  867.         {
  868.            blend bumpmap
  869.           map  addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/dmarine_h.tga, 5 ) )
  870.            
  871.          }
  872.         
  873.                   specularmap    models/characters/male_npc/marine/dmarine_s.tga
  874. }
  875.  
  876.  
  877. models/characters/male_npc/marine/marine
  878. {
  879.        
  880.         unsmoothedTangents
  881.         flesh
  882.         forceOverlays
  883.         clamp
  884.         collision
  885.  
  886.     {    // burning corpse effect
  887.         if    parm7            // only when dead
  888.         // make a burned away alpha test for the normal skin
  889.         blend    gl_zero, gl_one            // don't draw anything
  890.         
  891.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  892.         alphaTest 0.05 + 1.7 * (time - parm7)
  893.     }
  894.  
  895.     renderbump  -size 1024 1024 -trace 0.07 -colorMap -aa 2  models/characters/male_npc/marine/marine_local.tga models/characters/male_npc/marine/marine_hi.lwo
  896.         forceoverlays
  897.         diffusemap      models/characters/male_npc/marine/marine.tga
  898.         bumpmap          addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/marine_h.tga, 5 ) )
  899.         specularmap      models/characters/male_npc/marine/marine_s.tga
  900. }
  901.  
  902. models/characters/male_npc/marine/marine2
  903. {
  904.        
  905.         unsmoothedTangents
  906.         flesh
  907.         forceOverlays
  908.         clamp
  909.         collision    
  910.  
  911.     {    // burning corpse effect
  912.         if    parm7            // only when dead
  913.         // make a burned away alpha test for the normal skin
  914.         blend    gl_zero, gl_one            // don't draw anything
  915.         
  916.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  917.         alphaTest 0.05 + 1.7 * (time - parm7)
  918.     }
  919.  
  920.     renderbump  -size 1024 1024 -trace 0.07 -colorMap -aa 2  models/characters/male_npc/marine/marine_local.tga models/characters/male_npc/marine/marine_hi.lwo
  921.         diffusemap      models/characters/male_npc/marine/marine.tga
  922.         bumpmap          addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/marine_h.tga, 5 ) )
  923.         specularmap      models/characters/male_npc/marine/marine_s.tga
  924. }
  925.  
  926.  
  927. models/characters/male_npc/security/gog
  928. {
  929.     translucent
  930.     //twosided
  931.     metal
  932.     noshadows
  933.     
  934. renderbump  -size 256 128 -trace 1.1 -colorMap -aa 2  models/characters/male_npc/security/gog_local.tga models/characters/male_npc/security/gog_hi.lwo
  935.  
  936.     {
  937.         blend    add
  938.         map models/characters/male_npc/security/gog.tga
  939.         alphaTest 0.5
  940.     }
  941.     specularmap    models/characters/male_npc/security/gog_s.tga
  942.     bumpmap    models/characters/male_npc/security/gog_local.tga
  943.     {
  944.       blend add   // gl_dst_alpha , gl_one_minus_dst_alpha
  945.         cubeMap        env/bland
  946.         texgen        reflect
  947.     }    
  948.  
  949. }
  950.  
  951.  
  952.  
  953. models/characters/male_npc/security/dgog
  954. {
  955.     translucent
  956.     //twosided
  957.     noshadows
  958.     
  959.     metal
  960.     renderbump  -size 256 128 -trace 1.1 -colorMap -aa 2  models/characters/male_npc/security/gog_local.tga models/characters/male_npc/security/gog_hi.lwo
  961.  
  962.     {
  963.         blend    add
  964.         map models/characters/male_npc/security/dgog.tga
  965.         alphaTest 0.5
  966.     }
  967.     specularmap    models/characters/male_npc/security/dgog_s.tga
  968.     bumpmap    models/characters/male_npc/security/gog_local.tga
  969.     {
  970.       blend add   // gl_dst_alpha , gl_one_minus_dst_alpha
  971.         cubeMap        env/bland
  972.         texgen        reflect
  973.     }    
  974.  
  975. }
  976.  
  977. models/characters/male_npc/security/security
  978. {
  979.         
  980.           //noShadows
  981.         unsmoothedTangents
  982.         clamp
  983.         flesh
  984.         forceOverlays
  985.         collision
  986.  
  987.     {    // burning corpse effect
  988.         if    parm7            // only when dead
  989.         // make a burned away alpha test for the normal skin
  990.         blend    gl_zero, gl_one            // don't draw anything
  991.         
  992.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  993.         alphaTest 0.05 + 2 * (time - parm7)
  994.     }
  995.  
  996.  
  997.  
  998.     renderbump  -size 1024 1024 -trace 0.03 -colorMap -aa 2  models/characters/male_npc/security/security_local.tga models/characters/male_npc/security/security_hi.lwo
  999.  
  1000.  
  1001.                  diffusemap      models/characters/male_npc/security/security.tga
  1002.  
  1003.         {
  1004.            blend bumpmap
  1005.           map  addnormals(models/characters/male_npc/security/security_local.tga, heightmap(models/characters/male_npc/security/security_h.tga, 5 ) )
  1006.            
  1007.          }
  1008.         
  1009.                   specularmap    models/characters/male_npc/security/security_s.tga
  1010. }
  1011.  
  1012. models/characters/sarge2/w_helmet
  1013.  
  1014. {
  1015.     
  1016.     unsmoothedTangents
  1017.     forceOverlays
  1018.     clamp
  1019.     metal
  1020.     renderbump  -size 512 512 -aa 2  models/characters/sarge2/w_helmet_local.tga models/characters/sarge2/w_helmet_hi.lwo
  1021.  
  1022.     {    // burning corpse effect
  1023.         if    parm7            // only when dead
  1024.         // make a burned away alpha test for the normal skin
  1025.         blend    gl_zero, gl_one            // don't draw anything
  1026.         
  1027.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  1028.         alphaTest 0.05 + 1.7 * (time - parm7)
  1029.     }
  1030.  
  1031.  
  1032.        {     
  1033.         blend diffusemap    
  1034.         map  models/characters/sarge2/helmet.tga
  1035.     } 
  1036.             bumpmap            models/characters/sarge2/w_helmet_local.tga
  1037.            specularmap        models/characters/sarge2/helmet_s.tga
  1038. }
  1039.  
  1040.  
  1041.  
  1042. models/characters/sarge2/helmet
  1043. {
  1044.     
  1045.     unsmoothedTangents
  1046.     collision
  1047.     forceOverlays
  1048.     clamp
  1049.     metal
  1050.  
  1051.     renderbump  -size 512 512 -aa 2  models/characters/sarge2/helmet_local.tga models/characters/sarge2/helmet_hi.lwo
  1052.  
  1053.     {    // burning corpse effect
  1054.         if    parm7            // only when dead
  1055.         // make a burned away alpha test for the normal skin
  1056.         blend    gl_zero, gl_one            // don't draw anything
  1057.         
  1058.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  1059.         alphaTest 0.05 + 1.7 * (time - parm7)
  1060.     }
  1061.  
  1062.  
  1063.  
  1064.     {     
  1065.         blend diffusemap    
  1066.         map  models/characters/sarge2/helmet.tga
  1067.         //alphaTest parm6
  1068.     } 
  1069.     
  1070.             bumpmap            models/characters/sarge2/helmet_local.tga
  1071.            specularmap        models/characters/sarge2/helmet_s.tga
  1072. }
  1073.  
  1074.  
  1075.  
  1076. models/characters/sarge2/sarge
  1077. {
  1078.        
  1079.        unsmoothedTangents
  1080.         clamp
  1081.     renderbump  -size 1024 1024 -aa 2  models/characters/sarge2/sarge_local.tga models/characters/sarge2/sarge_hi.lwo
  1082.  
  1083.  
  1084.  
  1085.             diffusemap    models/characters/sarge2/sarge.tga
  1086.     bumpmap        addnormals(models/characters/sarge2/sarge_local.tga, heightmap(models/characters/sarge2/sarge_h.tga, 5 ) )
  1087.                   specularmap    models/characters/sarge2/sarge_s.tga
  1088. }
  1089.  
  1090.  
  1091. models/characters/swann/lense
  1092. {
  1093.     translucent
  1094.     noshadows
  1095.     
  1096.  
  1097.     //{
  1098.     //    blend specularmap
  1099.     //    map models/characters/swann/lense_s.tga
  1100. //
  1101. //    }
  1102.  
  1103.     {
  1104.         Blend gl_zero, gl_one_minus_src_color
  1105.         map models/characters/swann/lense.tga
  1106.     
  1107.     }    
  1108. //    {
  1109. //        blend bumpmap
  1110. //        map models/characters/swann/lense_local.tga
  1111. //    
  1112. //    }
  1113.  
  1114.  
  1115.  
  1116. }
  1117.  
  1118.  
  1119. models/characters/campbell/dcampbell
  1120. {
  1121.         
  1122.           clamp
  1123.         //unsmoothedTangents
  1124.         flesh
  1125.         forceOverlays
  1126.  
  1127.     renderbump  -size 512 512  -trace 0.05 -colorMap -aa 2   models/characters/campbell/campbell_local.tga models/characters/campbell/campbell_hi.lwo
  1128.  
  1129.         {
  1130.             blend diffusemap
  1131.              map      models/characters/campbell/dcampbell.tga
  1132.             clamp
  1133.         }
  1134.  
  1135.         {
  1136.            blend bumpmap
  1137.           map  addnormals(models/characters/campbell/campbell_local.tga, heightmap(models/characters/campbell/dcampbell_h.tga, 3 ) )
  1138.            
  1139.          }
  1140.         
  1141.                   specularmap    models/characters/campbell/dcampbell_s.tga
  1142. }
  1143.  
  1144.  
  1145.  
  1146.  
  1147.  
  1148.  
  1149. models/characters/campbell/campbell
  1150. {
  1151.         
  1152.           clamp
  1153.         //unsmoothedTangents
  1154.         flesh
  1155.         forceOverlays
  1156.     renderbump  -size 512 512  -trace 0.05 -colorMap -aa 2   models/characters/campbell/campbell_local.tga models/characters/campbell/zcampbell_hi.lwo
  1157.  
  1158.         {
  1159.             blend diffusemap
  1160.              map      models/characters/campbell/campbell.tga
  1161.             clamp
  1162.         }
  1163.  
  1164.         {
  1165.            blend bumpmap
  1166.           map  addnormals(models/characters/campbell/campbell_local.tga, heightmap(models/characters/campbell/campbell_h.tga, 3 ) )
  1167.            
  1168.          }
  1169.         
  1170.                   specularmap    models/characters/campbell/campbell_s.tga
  1171. }
  1172.  
  1173.  
  1174.  
  1175. models/characters/betruger/betruger
  1176. {
  1177.         
  1178.           clamp
  1179.         //unsmoothedTangents
  1180.     renderbump  -size 512 512  -trace 0.05 -colorMap -aa 2   models/characters/betruger/betruger_local.tga models/characters/betruger/zbetruger_hi.lwo
  1181.  
  1182.         {
  1183.             blend diffusemap
  1184.              map      models/characters/betruger/betruger.tga
  1185.             clamp
  1186.         }
  1187.  
  1188.         {
  1189.            blend bumpmap
  1190.           map  addnormals(models/characters/betruger/betruger_local.tga, heightmap(models/characters/betruger/betruger_h.tga, 3 ) )
  1191.            
  1192.          }
  1193.         
  1194.                   specularmap    models/characters/betruger/betruger_s.tga
  1195. }
  1196.  
  1197. models/characters/swann/dswann
  1198. {
  1199.         
  1200.           clamp
  1201.         //unsmoothedTangents
  1202.         flesh
  1203.         forceOverlays
  1204.     renderbump  -size 512 512  -trace 0.07 -colorMap -aa 2   models/characters/swann/swann_local.tga models/characters/swann/swann_hi.lwo
  1205.  
  1206.         {
  1207.             blend diffusemap
  1208.              map      models/characters/swann/dswann.tga
  1209.             clamp
  1210.         }
  1211.  
  1212.         {
  1213.            blend bumpmap
  1214.           map  addnormals(models/characters/swann/swann_local.tga, heightmap(models/characters/swann/dswann_h.tga, 4 ) )
  1215.            
  1216.          }
  1217.         
  1218.                   specularmap    models/characters/swann/dswann_s.tga
  1219. }
  1220.  
  1221.  
  1222. models/characters/swann/swann
  1223. {
  1224.         
  1225.           clamp
  1226.         //unsmoothedTangents
  1227.         flesh
  1228.         forceOverlays
  1229.     renderbump  -size 512 512  -trace 0.07 -colorMap -aa 2   models/characters/swann/swann_local.tga models/characters/swann/zswann_hi.lwo
  1230.  
  1231.         {
  1232.             blend diffusemap
  1233.              map      models/characters/swann/swann.tga
  1234.             clamp
  1235.         }
  1236.  
  1237.         {
  1238.            blend bumpmap
  1239.           map  addnormals(models/characters/swann/swann_local.tga, heightmap(models/characters/swann/swann_h.tga, 4 ) )
  1240.            
  1241.          }
  1242.         
  1243.                   specularmap    models/characters/swann/swann_s.tga
  1244. }
  1245.  
  1246.  
  1247.  
  1248. models/characters/sarge2/cigar
  1249. {
  1250.         
  1251.     renderbump  -size 128 128 -aa 4  models/characters/sarge2/cigar_local.tga models/characters/sarge2/cigar_hi.lwo
  1252.  
  1253.  
  1254.  
  1255.             diffusemap    models/characters/sarge2/cigar.tga
  1256.     bumpmap        addnormals(models/characters/sarge2/cigar_local.tga, heightmap(models/characters/sarge2/cigar_h.tga, 5 ) )
  1257.         {
  1258.            blend add
  1259.           map  models/characters/sarge2/cigar_fx.tga
  1260.           rgb        eyestable[ time * .1 ]
  1261.          }
  1262.                   
  1263. }
  1264.  
  1265. models/characters/sarge2/cigar2
  1266. {
  1267.         
  1268.     renderbump  -size 128 128 -aa 4  models/characters/sarge2/cigar_local.tga models/characters/sarge2/cigar_hi.lwo
  1269.  
  1270.  
  1271.  
  1272.             diffusemap    models/characters/sarge2/cigar.tga
  1273.     bumpmap        addnormals(models/characters/sarge2/cigar_local.tga, heightmap(models/characters/sarge2/cigar_h.tga, 5 ) )
  1274.         {
  1275.            blend add
  1276.           map  models/characters/sarge2/cigar_fx.tga
  1277.           rgb        eyestable[ time * .1 ]
  1278.          }
  1279.                   
  1280. }
  1281.  
  1282.  
  1283. models/characters/scientist/head06/head06
  1284. {
  1285.         
  1286.           clamp
  1287.         //unsmoothedTangents
  1288.         flesh
  1289.         forceOverlays
  1290.     renderbump  -size 512 512  -trace 0.07 -colorMap -aa 2   models/characters/scientist/head06/head06_local.tga models/characters/scientist/head06/head06_hi.lwo
  1291.  
  1292.         {
  1293.             blend diffusemap
  1294.              map      models/characters/scientist/head06/head06.tga
  1295.             clamp
  1296.         }
  1297.  
  1298.         {
  1299.            blend bumpmap
  1300.           map  addnormals(models/characters/scientist/head06/head06_local.tga, heightmap(models/characters/scientist/head06/head06_h.tga, 4 ) )
  1301.            
  1302.          }
  1303.         
  1304.                   specularmap    models/characters/scientist/head06/head06_s.tga
  1305. }
  1306.  
  1307.  
  1308. models/characters/scientist/head05/head05
  1309. {
  1310.         
  1311.           clamp
  1312.         //unsmoothedTangents
  1313.         flesh
  1314.         forceOverlays
  1315.     renderbump  -size 512 512  -trace 0.07 -colorMap -aa 2   models/characters/scientist/head05/head05_local.tga models/characters/scientist/head05/head05_hi.lwo
  1316.  
  1317.  
  1318.                  diffusemap      models/characters/scientist/head05/head05.tga
  1319.  
  1320.         {
  1321.            blend bumpmap
  1322.           map  addnormals(models/characters/scientist/head05/head05_local.tga, heightmap(models/characters/scientist/head05/head05_h.tga, 3 ) )
  1323.            
  1324.          }
  1325.         
  1326.                   specularmap    models/characters/scientist/head05/head05_s.tga
  1327. }
  1328.  
  1329. models/characters/scientist/head05/head05b
  1330. {
  1331.         
  1332.           clamp
  1333.         unsmoothedTangents
  1334.         flesh
  1335.         forceOverlays
  1336.     renderbump  -size 256 256  models/characters/scientist/head05/head05b_local.tga models/characters/scientist/head05/head05_hi.lwo
  1337.  
  1338.  
  1339.                  diffusemap      models/characters/scientist/head05/head05b.tga
  1340.  
  1341.         {
  1342.            blend bumpmap
  1343.           map  addnormals(models/characters/scientist/head05/head05b_local.tga, heightmap(models/characters/scientist/head05/head05_h.tga, 5 ) )
  1344.            
  1345.          }
  1346.         
  1347.                   specularmap    models/characters/scientist/head05/head05_s.tga
  1348. }
  1349.  
  1350. models/characters/male_npc/suit/dsuit
  1351. {
  1352.  
  1353.         
  1354.         clamp
  1355.         unsmoothedTangents
  1356.         flesh
  1357.         forceOverlays
  1358.  
  1359.                  diffusemap      models/characters/male_npc/suit/dsuit.tga
  1360. {    // burning corpse effect
  1361.         if    parm7            // only when dead
  1362.         // make a burned away alpha test for the normal skin
  1363.         blend    gl_zero, gl_one            // don't draw anything
  1364.         
  1365.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  1366.         alphaTest 0.05 + 1.7 * (time - parm7)
  1367.     }
  1368.  
  1369.  
  1370.         {
  1371.            blend bumpmap
  1372.           map  addnormals(models/characters/male_npc/suit/suit_local.tga, heightmap(models/characters/male_npc/suit/dsuit_h.tga, 5 ) )
  1373.            
  1374.          }
  1375.         
  1376.                   specularmap    models/characters/male_npc/suit/dsuit_s.tga
  1377. }
  1378.  
  1379.  
  1380.  
  1381.  
  1382. models/characters/male_npc/suit/suit
  1383. {
  1384.         
  1385.         clamp
  1386.         unsmoothedTangents
  1387.         flesh
  1388.         forceOverlays
  1389.  
  1390.  
  1391.     {    // burning corpse effect
  1392.         if    parm7            // only when dead
  1393.         // make a burned away alpha test for the normal skin
  1394.         blend    gl_zero, gl_one            // don't draw anything
  1395.         
  1396.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  1397.         alphaTest 0.05 + 2 * (time - parm7)
  1398.     }
  1399.  
  1400.  
  1401.     renderbump  -size 1024 1024 -trace 0.03 -colorMap -aa 2  models/characters/male_npc/suit/suit_local.tga models/characters/male_npc/suit/suit_hi.lwo
  1402.  
  1403.  
  1404.                  diffusemap      models/characters/male_npc/suit/suit.tga
  1405.  
  1406.         {
  1407.            blend bumpmap
  1408.           map  addnormals(models/characters/male_npc/suit/suit_local.tga, heightmap(models/characters/male_npc/suit/suit_h.tga, 5 ) )
  1409.            
  1410.          }
  1411.         
  1412.                   specularmap    models/characters/male_npc/suit/suit_s.tga
  1413. }
  1414.  
  1415.  
  1416.  
  1417. models/characters/male_npc/suit/suit2
  1418. {
  1419.         
  1420.         clamp
  1421.         unsmoothedTangents
  1422.         flesh
  1423.         forceOverlays
  1424.  
  1425.  
  1426.     {    // burning corpse effect
  1427.         if    parm7            // only when dead
  1428.         // make a burned away alpha test for the normal skin
  1429.         blend    gl_zero, gl_one            // don't draw anything
  1430.         
  1431.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  1432.         alphaTest 0.05 + 2 * (time - parm7)
  1433.     }
  1434.  
  1435.  
  1436.     renderbump  -size 1024 1024 -trace 0.03 -colorMap -aa 2  models/characters/male_npc/suit/suit_local.tga models/characters/male_npc/suit/suit_hi.lwo
  1437.  
  1438.  
  1439.                  diffusemap      models/characters/male_npc/suit/suit2.tga
  1440.  
  1441.         {
  1442.            blend bumpmap
  1443.           map  addnormals(models/characters/male_npc/suit/suit_local.tga, heightmap(models/characters/male_npc/suit/suit2_h.tga, 5 ) )
  1444.            
  1445.          }
  1446.         
  1447.                   specularmap    models/characters/male_npc/suit/suit2_s.tga
  1448. }
  1449.  
  1450.  
  1451. models/characters/male_npc/soldier/soldier
  1452. {
  1453.         
  1454.         clamp
  1455.         unsmoothedTangents
  1456.         flesh
  1457.         forceOverlays
  1458.  
  1459.  
  1460.     {    // burning corpse effect
  1461.         if    parm7            // only when dead
  1462.         // make a burned away alpha test for the normal skin
  1463.         blend    gl_zero, gl_one            // don't draw anything
  1464.         
  1465.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  1466.         alphaTest 0.05 + 2 * (time - parm7)
  1467.     }
  1468.  
  1469.     renderbump  -size 1024 1024 -trace 0.03 -colorMap -aa 2  models/characters/male_npc/soldier/soldier_local.tga models/characters/male_npc/soldier/soldier_hi.lwo
  1470.  
  1471.  
  1472.                  diffusemap      models/characters/male_npc/soldier/soldier.tga
  1473.  
  1474.         {
  1475.            blend bumpmap
  1476.           map  addnormals(models/characters/male_npc/soldier/soldier_local.tga, heightmap(models/characters/male_npc/soldier/soldier_h.tga, 5 ) )
  1477.            
  1478.          }
  1479.         
  1480.                   specularmap    models/characters/male_npc/soldier/soldier_s.tga
  1481. }
  1482.  
  1483.  
  1484.  
  1485. models/characters/male_npc/soldier/soldier_b
  1486. {
  1487.         
  1488.         clamp
  1489.         unsmoothedTangents
  1490.         flesh
  1491.         forceOverlays
  1492.  
  1493.  
  1494.     {    // burning corpse effect
  1495.         if    parm7            // only when dead
  1496.         // make a burned away alpha test for the normal skin
  1497.         blend    gl_zero, gl_one            // don't draw anything
  1498.         
  1499.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  1500.         alphaTest 0.05 + 2 * (time - parm7)
  1501.     }
  1502.  
  1503.     
  1504.  
  1505.                  diffusemap      models/characters/male_npc/soldier/soldier_b.tga
  1506.  
  1507.         {
  1508.            blend bumpmap
  1509.           map  addnormals(models/characters/male_npc/soldier/soldier_local.tga, heightmap(models/characters/male_npc/soldier/soldier_b_h.tga, 5 ) )
  1510.            
  1511.          }
  1512.         
  1513.                   specularmap    models/characters/male_npc/soldier/soldier_b_s.tga
  1514. }
  1515.  
  1516.  
  1517. models/characters/male_npc/soldier/soldier_a
  1518. {
  1519.         
  1520.         clamp
  1521.         unsmoothedTangents
  1522.         flesh
  1523.         forceOverlays
  1524.  
  1525.  
  1526.         {    // burning corpse effect
  1527.         if    parm7            // only when dead
  1528.         // make a burned away alpha test for the normal skin
  1529.         blend    gl_zero, gl_one            // don't draw anything
  1530.         
  1531.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  1532.         alphaTest 0.05 + 2 * (time - parm7)
  1533.     }
  1534.  
  1535.                  diffusemap      models/characters/male_npc/soldier/soldier_a.tga
  1536.  
  1537.         {
  1538.            blend bumpmap
  1539.           map  addnormals(models/characters/male_npc/soldier/soldier_local.tga, heightmap(models/characters/male_npc/soldier/soldier_h.tga, 5 ) )
  1540.            
  1541.          }
  1542.         
  1543.                   specularmap    models/characters/male_npc/soldier/soldier_s.tga
  1544. }
  1545.  
  1546.  
  1547.  
  1548. models/characters/male_npc/labcoat/labcoat
  1549. {
  1550.         
  1551.         clamp
  1552.         unsmoothedTangents
  1553.         flesh
  1554.         forceOverlays
  1555.  
  1556.  
  1557.     renderbump  -size 1024 1024 -trace 0.03 -colorMap -aa 2  models/characters/male_npc/labcoat/labcoat_local.tga models/characters/male_npc/labcoat/labcoat_hi.lwo
  1558.  
  1559.     {    // burning corpse effect
  1560.         if    parm7            // only when dead
  1561.         // make a burned away alpha test for the normal skin
  1562.         blend    gl_zero, gl_one            // don't draw anything
  1563.         
  1564.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  1565.         alphaTest 0.05 + 2 * (time - parm7)
  1566.     }
  1567.  
  1568.                  diffusemap      models/characters/male_npc/labcoat/labcoat.tga
  1569.  
  1570.         {
  1571.            blend bumpmap
  1572.           map  addnormals(models/characters/male_npc/labcoat/labcoat_local.tga, heightmap(models/characters/male_npc/labcoat/labcoat_h.tga, 5 ) )
  1573.            
  1574.          }
  1575.         
  1576.                   specularmap    models/characters/male_npc/labcoat/labcoat_s.tga
  1577. }
  1578.  
  1579. models/characters/male_npc/labcoat/dlabcoat
  1580. {
  1581.         
  1582.         clamp
  1583.         unsmoothedTangents
  1584.         flesh
  1585.         forceOverlays
  1586.  
  1587.  
  1588.     {    // burning corpse effect
  1589.         if    parm7            // only when dead
  1590.         // make a burned away alpha test for the normal skin
  1591.         blend    gl_zero, gl_one            // don't draw anything
  1592.         
  1593.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  1594.         alphaTest 0.05 + 2 * (time - parm7)
  1595.     }
  1596.  
  1597.  
  1598.                  diffusemap      models/characters/male_npc/labcoat/dlabcoat.tga
  1599.  
  1600.         {
  1601.            blend bumpmap
  1602.           map  addnormals(models/characters/male_npc/labcoat/labcoat_local.tga, heightmap(models/characters/male_npc/labcoat/dlabcoat_h.tga, 5 ) )
  1603.            
  1604.          }
  1605.         
  1606.                   specularmap    models/characters/male_npc/labcoat/dlabcoat_s.tga
  1607. }
  1608.  
  1609.  
  1610. models/characters/male_npc/jumpsuit/djumpsuit
  1611. {
  1612.         
  1613.          clamp
  1614.         //unsmoothedTangents
  1615.         flesh
  1616.         forceOverlays
  1617.  
  1618.         
  1619.     diffusemap      models/characters/male_npc/jumpsuit/djumpsuit.tga
  1620.     {    // burning corpse effect
  1621.         if    parm7            // only when dead
  1622.         // make a burned away alpha test for the normal skin
  1623.         blend    gl_zero, gl_one            // don't draw anything
  1624.         
  1625.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  1626.         alphaTest 0.05 + 1.7 * (time - parm7)
  1627.     }
  1628.  
  1629.         {
  1630.            blend bumpmap
  1631.           map  addnormals(models/characters/male_npc/jumpsuit/jumpsuit_local.tga, heightmap(models/characters/male_npc/jumpsuit/djumpsuit_h.tga, 5 ) )
  1632.            
  1633.          }
  1634.         
  1635.                   specularmap    models/characters/male_npc/jumpsuit/djumpsuit_s.tga
  1636. }
  1637.  
  1638.  
  1639. models/characters/male_npc/jumpsuit/jumpsuit
  1640. {
  1641.         
  1642.           clamp
  1643.         //unsmoothedTangents
  1644.         flesh
  1645.         forceOverlays
  1646.  
  1647.  
  1648.     {    // burning corpse effect
  1649.         if    parm7            // only when dead
  1650.         // make a burned away alpha test for the normal skin
  1651.         blend    gl_zero, gl_one            // don't draw anything
  1652.         
  1653.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  1654.         alphaTest 0.05 + 2 * (time - parm7)
  1655.     }
  1656.  
  1657.  
  1658.  
  1659.     renderbump  -size 1024 1024 -trace 0.03 -colorMap -aa 2  models/characters/male_npc/jumpsuit/jumpsuit_local.tga models/characters/male_npc/jumpsuit/jumpsuit_hi.lwo
  1660.  
  1661.  
  1662.                  diffusemap      models/characters/male_npc/jumpsuit/jumpsuit.tga
  1663.  
  1664.         {
  1665.            blend bumpmap
  1666.           map  addnormals(models/characters/male_npc/jumpsuit/jumpsuit_local.tga, heightmap(models/characters/male_npc/jumpsuit/jumpsuit_h.tga, 5 ) )
  1667.            
  1668.          }
  1669.         
  1670.                   specularmap    models/characters/male_npc/jumpsuit/jumpsuit_s.tga
  1671. }
  1672.  
  1673. models/characters/scientist/clipboard
  1674. {
  1675.     
  1676.     renderbump  -size 256 256 -trace 0.07 -colorMap models/characters/scientist/clipboard_local.tga models/characters/scientist/clipboard_hi.lwo
  1677.  
  1678.  
  1679.  
  1680.             diffusemap        models/characters/scientist/clipboard.tga
  1681.             bumpmap            models/characters/scientist/clipboard_local.tga
  1682.            specularmap        models/characters/scientist/clipboard_s.tga
  1683. }
  1684.  
  1685. models/characters/player/helmet
  1686. {
  1687.  
  1688.    clamp
  1689.             diffusemap        models/characters/player/helmet.tga
  1690.             bumpmap            models/characters/sarge2/helmet_local.tga
  1691.            specularmap        models/characters/player/helmet_s.tga
  1692. }
  1693.  
  1694. models/characters/player/body
  1695. {
  1696.         
  1697.         clamp
  1698.         collision    
  1699.     renderbump  -size 1024 2048 -trace 0.03 -colorMap -aa 2  models/characters/player/body_local.tga models/characters/player/body_hi.lwo
  1700.  
  1701.  
  1702.                  diffusemap      models/characters/player/body.tga
  1703.  
  1704.         {
  1705.            blend bumpmap
  1706.           map  addnormals(models/characters/player/body_local.tga, heightmap(models/characters/player/body_h.tga, 5 ) )
  1707.            
  1708.          }
  1709.         
  1710.                   specularmap    models/characters/player/body_s.tga
  1711. }
  1712.  
  1713. models/characters/player/body2
  1714. {
  1715.         
  1716.         noShadows
  1717.         clamp
  1718.         collision    
  1719.     renderbump  -size 1024 2048 -trace 0.03 -colorMap -aa 2  models/characters/player/body_local.tga models/characters/player/body_hi.lwo
  1720.  
  1721.  
  1722.                  diffusemap      models/characters/player/body.tga
  1723.  
  1724.         {
  1725.            blend bumpmap
  1726.           map  addnormals(models/characters/player/body_local.tga, heightmap(models/characters/player/body_h.tga, 5 ) )
  1727.            
  1728.          }
  1729.         
  1730.                   specularmap    models/characters/player/body_s.tga
  1731. }
  1732.  
  1733. models/characters/player/bodyred
  1734. {
  1735.         
  1736.         noShadows
  1737.         clamp
  1738.     renderbump  -size 1024 2048 -trace 0.03 -colorMap -aa 2  models/characters/player/body_local.tga models/characters/player/body_hi.lwo
  1739.  
  1740.  
  1741.                  diffusemap      models/characters/player/bodyred.tga
  1742.  
  1743.         {
  1744.            blend bumpmap
  1745.           map  addnormals(models/characters/player/body_local.tga, heightmap(models/characters/player/body_h.tga, 5 ) )
  1746.            
  1747.          }
  1748.         
  1749.                   specularmap    models/characters/player/body_s.tga
  1750. }
  1751.  
  1752. models/characters/player/bodyblue
  1753. {
  1754.         
  1755.         noShadows
  1756.         clamp
  1757.     renderbump  -size 1024 2048 -trace 0.03 -colorMap -aa 2  models/characters/player/body_local.tga models/characters/player/body_hi.lwo
  1758.  
  1759.  
  1760.                  diffusemap      models/characters/player/bodyblue.tga
  1761.  
  1762.         {
  1763.            blend bumpmap
  1764.           map  addnormals(models/characters/player/body_local.tga, heightmap(models/characters/player/body_h.tga, 5 ) )
  1765.            
  1766.          }
  1767.         
  1768.                   specularmap    models/characters/player/body_s.tga
  1769. }
  1770.  
  1771.  
  1772. models/characters/player/arm1
  1773. {
  1774.         
  1775.         noShadows
  1776.         clamp
  1777.         //unsmoothedTangents
  1778.     renderbump  -size 1024 2048 -trace 0.03 -colorMap -aa 2  models/characters/player/arm1_local.tga models/characters/player/arm1_hi.lwo
  1779.  
  1780.  
  1781.  
  1782.           diffusemap    models/characters/player/arm1.tga
  1783.         {
  1784.            blend bumpmap
  1785.           map  addnormals(models/characters/player/arm1_local.tga, heightmap(models/characters/player/arm1_h.tga, 5 ) )
  1786.            
  1787.          }
  1788.           specularmap    models/characters/player/arm1_s.tga
  1789. }
  1790.  
  1791. models/characters/player/arm2
  1792. {
  1793.         
  1794.         noShadows
  1795.         clamp
  1796.     renderbump  -size 1024 2048 -trace 0.1 -colorMap   models/characters/player/arm2_local.tga models/characters/player/arm1_hi.lwo
  1797.  
  1798.  
  1799.  
  1800.             diffusemap    models/characters/player/arm2.tga
  1801.         {
  1802.            blend bumpmap
  1803.           map  addnormals(models/characters/player/arm2_local.tga, heightmap(models/characters/player/arm2_h.tga, 3 ) )
  1804.            
  1805.          }
  1806.                   specularmap    models/characters/player/arm2_s.tga
  1807. }
  1808.  
  1809. models/characters/player/arm2_invis
  1810. {
  1811.         
  1812.         noShadows
  1813.     renderbump  -size 1024 2048 -trace 0.1 -colorMap   models/characters/player/arm2_local.tga models/characters/player/arm1_hi.lwo
  1814.  
  1815.  
  1816.     translucent
  1817.             //diffusemap    models/characters/player/arm2.tga
  1818.         {
  1819.            blend bumpmap
  1820.           map  addnormals(models/characters/player/arm2_local.tga, heightmap(models/characters/player/arm2_h.tga, 3 ) )
  1821.            
  1822.          }
  1823.     {
  1824.         blend specularmap
  1825.         map    models/invis_s.tga
  1826.         translate    time * 0 , time * 0.6
  1827.     }
  1828. }
  1829.  
  1830.  
  1831. models/characters/player/playerhead
  1832. {
  1833.         
  1834.         noOverlays
  1835.         clamp
  1836.     renderbump  -size 512 512 -trace 0.07 -colorMap -aa 2  models/characters/player/playerhead_local.tga models/characters/player/playerhead_hi.lwo
  1837.  
  1838.  
  1839.  
  1840.             //diffusemap     models/characters/player/playerhead.tga
  1841.         {
  1842.            blend diffusemap
  1843.           map  models/characters/player/playerhead.tga
  1844.            
  1845.          
  1846.          }
  1847.         {
  1848.            blend bumpmap
  1849.           map  addnormals(models/characters/player/playerhead_local.tga, heightmap(models/characters/player/playerhead_h.tga, 3 ) )
  1850.            
  1851.          }    
  1852.           specularmap     models/characters/player/playerhead_s.tga
  1853. }
  1854.  
  1855. models/characters/player/coophead
  1856. {
  1857.         
  1858.         noOverlays
  1859.         clamp
  1860.     renderbump  -size 512 512 -trace 0.07 -colorMap -aa 2  models/characters/player/coophead_local.tga models/characters/player/coophead_hi.lwo
  1861.  
  1862.  
  1863.         {
  1864.            blend diffusemap
  1865.           map  models/characters/player/coophead.tga
  1866.            
  1867.          
  1868.          }
  1869.         {
  1870.            blend bumpmap
  1871.           map  addnormals(models/characters/player/coophead_local.tga, heightmap(models/characters/player/coophead_h.tga, 3 ) )
  1872.            
  1873.          }    
  1874.           specularmap     models/characters/player/coophead_s.tga
  1875. }
  1876.  
  1877.  
  1878.  
  1879. models/characters/player/bodycin
  1880. {
  1881.         //
  1882.         //noShadows
  1883.         clamp
  1884.     renderbump  -size 1024 2048 -trace 0.03 -colorMap -aa 2  models/characters/player/body_local.tga models/characters/player/body_hi.lwo
  1885.  
  1886.  
  1887.                  diffusemap      models/characters/player/body.tga
  1888.  
  1889.         {
  1890.            blend bumpmap
  1891.           map  addnormals(models/characters/player/body_local.tga, heightmap(models/characters/player/body_h.tga, 5 ) )
  1892.            
  1893.          }
  1894.         
  1895.                   specularmap    models/characters/player/body_s.tga
  1896. }
  1897.  
  1898. models/characters/player/body2cin
  1899. {
  1900.         //
  1901.         //noShadows
  1902.         clamp
  1903.     renderbump  -size 1024 2048 -trace 0.03 -colorMap -aa 2  models/characters/player/body_local.tga models/characters/player/body_hi.lwo
  1904.  
  1905.  
  1906.                  diffusemap      models/characters/player/body.tga
  1907.  
  1908.         {
  1909.            blend bumpmap
  1910.           map  addnormals(models/characters/player/body_local.tga, heightmap(models/characters/player/body_h.tga, 5 ) )
  1911.            
  1912.          }
  1913.         
  1914.                   specularmap    models/characters/player/body_s.tga
  1915. }
  1916.  
  1917. models/characters/player/bodyredcin
  1918. {
  1919.         //
  1920.         //noShadows
  1921.         clamp
  1922.     renderbump  -size 1024 2048 -trace 0.03 -colorMap -aa 2  models/characters/player/body_local.tga models/characters/player/body_hi.lwo
  1923.  
  1924.  
  1925.                  diffusemap      models/characters/player/bodyred.tga
  1926.  
  1927.         {
  1928.            blend bumpmap
  1929.           map  addnormals(models/characters/player/body_local.tga, heightmap(models/characters/player/body_h.tga, 5 ) )
  1930.            
  1931.          }
  1932.         
  1933.                   specularmap    models/characters/player/body_s.tga
  1934. }
  1935.  
  1936. models/characters/player/bodybluecin
  1937. {
  1938.         //
  1939.         //noShadows
  1940.         clamp
  1941.     renderbump  -size 1024 2048 -trace 0.03 -colorMap -aa 2  models/characters/player/body_local.tga models/characters/player/body_hi.lwo
  1942.  
  1943.  
  1944.                  diffusemap      models/characters/player/bodyblue.tga
  1945.  
  1946.         {
  1947.            blend bumpmap
  1948.           map  addnormals(models/characters/player/body_local.tga, heightmap(models/characters/player/body_h.tga, 5 ) )
  1949.            
  1950.          }
  1951.         
  1952.                   specularmap    models/characters/player/body_s.tga
  1953. }
  1954.  
  1955.  
  1956. models/characters/player/arm1cin
  1957. {
  1958.         //
  1959.         //noShadows
  1960.         clamp
  1961.     renderbump  -size 1024 2048 -trace 0.03 -colorMap -aa 2  models/characters/player/arm1_local.tga models/characters/player/arm1_hi.lwo
  1962.  
  1963.  
  1964.  
  1965.             diffusemap    models/characters/player/arm1.tga
  1966.         {
  1967.            blend bumpmap
  1968.           map  addnormals(models/characters/player/arm1_local.tga, heightmap(models/characters/player/arm1_h.tga, 5 ) )
  1969.            
  1970.          }
  1971.                   specularmap    models/characters/player/arm1_s.tga
  1972. }
  1973.  
  1974. models/characters/player/arm2cin
  1975. {
  1976.         //
  1977.         //noShadows
  1978.         clamp
  1979.     renderbump  -size 1024 2048 -trace 0.02 -colorMap   models/characters/player/arm2_local.tga models/characters/player/arm1_hi.lwo
  1980.  
  1981.  
  1982.  
  1983.             diffusemap    models/characters/player/arm2.tga
  1984.         {
  1985.            blend bumpmap
  1986.           map  addnormals(models/characters/player/arm2_local.tga, heightmap(models/characters/player/arm2_h.tga, 3 ) )
  1987.            
  1988.          }
  1989.                   specularmap    models/characters/player/arm2_s.tga
  1990. }
  1991.  
  1992. models/characters/player/playerheadcin
  1993. {
  1994.         //
  1995.         noOverlays
  1996.         clamp
  1997.     renderbump  -size 512 512 -trace 0.07 -colorMap -aa 2  models/characters/player/playerhead_local.tga models/characters/player/playerhead_hi.lwo
  1998.  
  1999.  
  2000.  
  2001.             diffusemap     models/characters/player/playerhead.tga
  2002.         {
  2003.            blend bumpmap
  2004.           map  addnormals(models/characters/player/playerhead_local.tga, heightmap(models/characters/player/playerhead_h.tga, 5 ) )
  2005.            
  2006.          }    
  2007.           specularmap     models/characters/player/playerhead_s.tga
  2008. }
  2009.  
  2010. models/characters/sarge2/arm2new
  2011. {
  2012.         
  2013.     clamp
  2014.     renderbump  -size 512 512 -aa 2 -trace 0.02 models/characters/sarge2/arm2new_local.tga models/characters/sarge2/arm2new_hi.lwo
  2015.  
  2016.  
  2017.  
  2018.             diffusemap    models/characters/sarge2/arm1new.tga
  2019.     bumpmap        addnormals(models/characters/sarge2/arm2new2_local.tga, heightmap(models/characters/sarge2/arm1new_h.tga, 5 ) )
  2020.                   specularmap    models/characters/sarge2/arm1new_s.tga
  2021. }
  2022.  
  2023.  
  2024.  
  2025. models/characters/sarge2/arm1new
  2026. {
  2027.         
  2028.     clamp
  2029.     renderbump  -size 512 512 -aa 2  models/characters/sarge2/arm1new_local.tga models/characters/sarge2/arm1new_hi.lwo
  2030.  
  2031.  
  2032.  
  2033.             diffusemap    models/characters/sarge2/arm1new.tga
  2034.     bumpmap        addnormals(models/characters/sarge2/arm2new2_local.tga, heightmap(models/characters/sarge2/arm1new_h.tga, 5 ) )
  2035.                   specularmap    models/characters/sarge2/arm1new_s.tga
  2036. }
  2037.  
  2038.  
  2039.  
  2040. models/johnc/stest
  2041. {
  2042.     
  2043.     clamp
  2044.     renderbump  -size 256 256 -trace 0.07 -colorMap models/johnc/stest_local.tga models/johnc/stest_hi.lwo
  2045.  
  2046.  
  2047.  
  2048.             diffusemap        models/johnc/stest.tga
  2049.             bumpmap            models/johnc/stest_local.tga
  2050.            specularmap        models/johnc/stest_s.tga
  2051. }
  2052.  
  2053.  
  2054. models/characters/sarge2/pwac
  2055. {
  2056.     
  2057.     renderbump  -size 512 512 -aa 2  models/characters/sarge2/pwac_local.tga models/characters/sarge2/pwac_hi.lwo
  2058.  
  2059.  
  2060.  
  2061.             diffusemap        models/characters/sarge2/pwac.tga
  2062.             bumpmap            models/characters/sarge2/pwac_local.tga
  2063.            specularmap        models/characters/sarge2/pwac_s.tga
  2064. }
  2065.  
  2066.  
  2067.  
  2068. models/characters/sarge2/arm2
  2069. {
  2070.         
  2071.     clamp
  2072.     renderbump  -size 512 512 -aa 2  models/characters/sarge2/arm2_local.tga models/characters/sarge2/arm2_hi.lwo
  2073.  
  2074.  
  2075.  
  2076.             diffusemap    models/characters/sarge2/arm1.tga
  2077.     bumpmap        addnormals(models/characters/sarge2/arm1_local.tga, heightmap(models/characters/sarge2/arm1_h.tga, 5 ) )
  2078.                   specularmap    models/characters/sarge2/arm1_s.tga
  2079. }
  2080. models/characters/sarge2/arm1
  2081. {
  2082.         
  2083.     clamp
  2084.     renderbump  -size 512 512 -aa 2  models/characters/sarge2/arm1_local.tga models/characters/sarge2/arm1_hi.lwo
  2085.  
  2086.  
  2087.  
  2088.             diffusemap    models/characters/sarge2/arm1.tga
  2089.     bumpmap        addnormals(models/characters/sarge2/arm1_local.tga, heightmap(models/characters/sarge2/arm1_h.tga, 5 ) )
  2090.                   specularmap    models/characters/sarge2/arm1_s.tga
  2091. }
  2092.  
  2093.  
  2094.  
  2095. models/characters/sarge2/hsarge
  2096. {
  2097.         
  2098.     clamp
  2099.         flesh
  2100.         forceOverlays
  2101.     renderbump  -size 512 512 -aa 2  models/characters/sarge2/hsarge_local.tga models/characters/sarge2/hsarge_hi.lwo
  2102.  
  2103.  
  2104.  
  2105.             diffusemap    models/characters/sarge2/hsarge.tga
  2106.     bumpmap        addnormals(models/characters/sarge2/hsarge_local.tga, heightmap(models/characters/sarge2/hsarge_h.tga, 3 ) )
  2107.                   specularmap    models/characters/sarge2/hsarge_s.tga
  2108. }
  2109.  
  2110. models/characters/scientist/head04/head04
  2111. {
  2112.         
  2113.     clamp
  2114.         flesh
  2115.         forceOverlays
  2116.     renderbump  -size 512 512 -aa 2  models/characters/scientist/head04/head04_local.tga models/characters/scientist/head04/head04_hi.ase
  2117.  
  2118.  
  2119.  
  2120.             diffusemap    models/characters/scientist/head04/head04.tga
  2121.     bumpmap        addnormals(models/characters/scientist/head04/head04_local.tga, heightmap(models/characters/scientist/head04/head04_h.tga, 5 ) )
  2122.                   specularmap    models/characters/scientist/head04/head04_s.tga
  2123. }
  2124.  
  2125.  
  2126.  
  2127. models/characters/scientist/fhead02/fhead02
  2128. {
  2129.         
  2130.     clamp
  2131.         flesh
  2132.         forceOverlays
  2133.     renderbump  -size 512 512 -aa 2  models/characters/scientist/fhead02/fhead02_local.tga models/characters/scientist/fhead02/fhead02_hi.ase
  2134.  
  2135.  
  2136.  
  2137.             diffusemap    models/characters/scientist/fhead02/fhead02.tga
  2138.     bumpmap        addnormals(models/characters/scientist/fhead02/fhead02_local.tga, heightmap(models/characters/scientist/fhead02/fhead02_h.tga, 5 ) )
  2139.                   specularmap    models/characters/scientist/fhead02/fhead02_s.tga
  2140. }
  2141.  
  2142.  
  2143.  
  2144. models/characters/scientist/fhead01/fhair
  2145. {
  2146.         
  2147.  
  2148.             
  2149.         {       
  2150.                    blend    diffusemap
  2151.              map    models/characters/scientist/fhead01/fhair.tga
  2152.              alphaTest 0.3
  2153.         }    
  2154.     specularmap    models/characters/scientist/fhead01/fhair_s.tga
  2155.  
  2156. }
  2157.  
  2158.  
  2159.  
  2160. models/characters/scientist/fhead01/lashes
  2161. {
  2162.     translucent
  2163.     twosided
  2164.     nonsolid
  2165.     noimpact
  2166.     noshadows
  2167.     
  2168.  
  2169.     {
  2170.         blend filter
  2171.         map models/characters/scientist/fhead01/lashes.tga
  2172.     }    
  2173. }
  2174.  
  2175.  
  2176.  
  2177. models/characters/scientist/fhead01/fhead01
  2178. {
  2179.         
  2180.     clamp
  2181.         flesh
  2182.         forceOverlays
  2183.     renderbump  -size 512 512 -aa 2  models/characters/scientist/fhead01/fhead01_local.tga models/characters/scientist/fhead01/fhead01_hi.ase
  2184.  
  2185.  
  2186.  
  2187.             diffusemap    models/characters/scientist/fhead01/fhead01.tga
  2188.     bumpmap        addnormals(models/characters/scientist/fhead01/fhead01_local.tga, heightmap(models/characters/scientist/fhead01/fhead01_h.tga, 5 ) )
  2189.                   specularmap    models/characters/scientist/fhead01/fhead01_s.tga
  2190. }
  2191.  
  2192.  
  2193.  
  2194. models/characters/scientist/head03/r_hair2
  2195. {
  2196.         
  2197.             
  2198.         {       
  2199.                    blend    diffusemap
  2200.              map    models/characters/scientist/head03/r_hair2.tga
  2201.              alphaTest 0.9
  2202.         }    
  2203.  
  2204. }
  2205.  
  2206.  
  2207.  
  2208. models/characters/scientist/head03/r_hair
  2209. {
  2210.         
  2211.             
  2212.         {       
  2213.                    blend    diffusemap
  2214.              map    models/characters/scientist/head03/r_hair.tga
  2215.              alphaTest 0.9
  2216.         }    
  2217.      specularmap    models/characters/scientist/head03/r_hair_s.tga
  2218.  
  2219. }
  2220.  
  2221. models/characters/scientist/head03/dhead03
  2222. {
  2223.         
  2224.     clamp
  2225.         flesh
  2226.         forceOverlays
  2227.             diffusemap    models/characters/scientist/head03/dhead03.tga
  2228.     bumpmap        addnormals(models/characters/scientist/head03/head03_local.tga, heightmap(models/characters/scientist/head03/dhead03_h.tga, 3 ) )
  2229.                   specularmap    models/characters/scientist/head03/dhead03_s.tga
  2230. }
  2231.  
  2232.  
  2233.  
  2234. models/characters/scientist/head03/head03
  2235. {
  2236.         
  2237.     clamp
  2238.         flesh
  2239.         forceOverlays
  2240.     renderbump  -size 512 512 -trace 0.04 -colorMap -aa 2  models/characters/scientist/head03/head03_local.tga models/characters/scientist/head03/head03_hi.lwo
  2241.  
  2242.             {
  2243.             blend diffusemap
  2244.             map models/characters/scientist/head03/head03.tga
  2245.             }
  2246.     bumpmap        addnormals(models/characters/scientist/head03/head03_local.tga, heightmap(models/characters/scientist/head03/head03_h.tga, 4 ) )
  2247.                   specularmap    models/characters/scientist/head03/head03_s.tga
  2248. }
  2249.  
  2250.  
  2251.  
  2252. models/characters/scientist/head01/thair
  2253. {
  2254.     translucent
  2255.     twosided
  2256.     nonsolid
  2257.     noimpact
  2258.     noshadows
  2259.  
  2260.     {
  2261.         blend diffuseMap
  2262.         map models/characters/scientist/head01/thair.tga
  2263.     }    
  2264. }
  2265.  
  2266.  
  2267. models/characters/scientist/head02/glasses2_fx
  2268. {
  2269.     translucent
  2270.     twosided
  2271.     nonsolid
  2272.     noimpact
  2273.     noshadows
  2274.  
  2275.     {
  2276.         blend filter
  2277.         map models/characters/scientist/head02/glasses2_fx.tga
  2278.     }
  2279. //specularmap    models/characters/scientist/head02/glasses2_fx_s.tga
  2280. }
  2281.  
  2282.  
  2283.  
  2284. models/characters/scientist/head02/glasses2
  2285. {
  2286.         
  2287.     //twosided
  2288.     forceoverlays
  2289.     renderbump  -size 256 128 -aa 2  models/characters/scientist/head02/glasses2_local.tga models/characters/scientist/head02/glasses2_hi.ase
  2290.  
  2291.     
  2292.             
  2293.         {       
  2294.                    blend    diffusemap
  2295.              map    models/characters/scientist/head02/glasses2.tga
  2296.              alphaTest 0.4
  2297.         }
  2298.         bumpmap        models/characters/scientist/head02/glasses2_local.tga
  2299.                                        specularmap    models/characters/scientist/head02/glasses2_s.tga
  2300.     
  2301.  
  2302. }
  2303.  
  2304. models/characters/scientist/head02/glasses_fx
  2305. {
  2306.     translucent
  2307.     twosided
  2308.     nonsolid
  2309.     noimpact
  2310.     noshadows
  2311.  
  2312.     {
  2313.         blend filter
  2314.         map models/characters/scientist/head02/glasses_fx.tga
  2315.     }
  2316.  //specularmap    models/characters/scientist/head02/glasses_fx_s.tga
  2317. }
  2318.  
  2319.  
  2320.  
  2321. models/characters/scientist/head02/glasses
  2322. {
  2323.         
  2324.     noshadows    
  2325.     //twosided
  2326.     renderbump  -size 256 128 -aa 2  models/characters/scientist/head02/glasses_local.tga models/characters/scientist/head02/glasses_hi.lwo
  2327.  
  2328.     
  2329.             
  2330.         {       
  2331.                    blend    diffusemap
  2332.              map    models/characters/scientist/head02/glasses.tga
  2333.              alphaTest 0.5
  2334.         }
  2335.         bumpmap        models/characters/scientist/head02/glasses_local.tga
  2336.                                        specularmap    models/characters/scientist/head02/glasses_s.tga
  2337.     
  2338.  
  2339. }
  2340.  
  2341. models/characters/scientist/head02/hair
  2342. {
  2343.     translucent
  2344.     twosided
  2345.     nonsolid
  2346.     noimpact
  2347.     noshadows
  2348.  
  2349.     {
  2350.         blend FILTER
  2351.         map models/characters/scientist/head02/hair.tga
  2352.     }    
  2353. }
  2354.  
  2355. models/characters/scientist/head02/oldscihead02
  2356. {
  2357.         
  2358.         clamp
  2359.         flesh
  2360.         forceOverlays
  2361.  
  2362.             diffusemap    models/characters/scientist/head02/oldscihead02.tga
  2363.     bumpmap        addnormals(models/characters/scientist/head02/scihead02_local.tga, heightmap( models/characters/scientist/head02/oldscihead02_h.tga, 2 ) )
  2364.                   specularmap    models/characters/scientist/head02/oldscihead02_s.tga
  2365. }
  2366.  
  2367. models/characters/scientist/head02/scihead02
  2368. {
  2369.         
  2370.         clamp
  2371.         flesh
  2372.         forceOverlays
  2373.     renderbump  -size 512 512 -aa 2  models/characters/scientist/head02/scihead02_local.tga models/characters/scientist/head02/sci02_hi.ase
  2374.  
  2375.  
  2376.             {
  2377.                 blend diffusemap    
  2378.                 map models/characters/scientist/head02/scihead02.tga
  2379.                 
  2380.             }
  2381.             {
  2382.                 blend bumpmap        
  2383.                 map addnormals(models/characters/scientist/head02/scihead02_local.tga, heightmap( models/characters/scientist/head02/scihead02_h.tga, 2 ) )
  2384.                 
  2385.             }
  2386.                 specularmap    models/characters/scientist/head02/scihead02_s.tga
  2387.                 
  2388. }
  2389.  
  2390.  
  2391. models/characters/scientist/sci01
  2392. {
  2393.         
  2394.         clamp
  2395.         flesh
  2396.         forceOverlays
  2397.     renderbump  -size 1024 1024 -trace 0.07 -colorMap -aa 2  models/characters/scientist/sci01_local.tga models/characters/scientist/sci01_hi.lwo
  2398.  
  2399.  
  2400.             {
  2401.                 blend diffusemap    
  2402.                 map models/characters/scientist/sci01.tga
  2403.  
  2404.             }
  2405.  
  2406.             {
  2407.                 blend bumpmap        
  2408.                 map addnormals( models/characters/scientist/sci01_local.tga, heightmap( models/characters/scientist/sci01_h.tga, 4 ) )
  2409.             }
  2410.             //diffusemap    models/characters/scientist/sci01.tga
  2411.     //bumpmap        addnormals( models/characters/scientist/sci01_local.tga, heightmap( models/characters/scientist/sci01_h.tga, 4 ) )
  2412.                   specularmap    models/characters/scientist/sci01_s.tga
  2413. }
  2414.  
  2415.  
  2416.  
  2417. models/characters/scientist/head01/scihead01
  2418. {
  2419.         
  2420.         clamp
  2421.         flesh
  2422.         forceOverlays
  2423.     renderbump  -size 512 512 -aa 2 models/characters/scientist/head01/scihead01_local.tga models/characters/scientist/head01/head1_hi.lwo
  2424.  
  2425.  
  2426.  
  2427.             diffusemap    models/characters/scientist/head01/scihead01.tga
  2428.             {
  2429.            blend bumpmap
  2430.           map  addnormals( models/characters/scientist/head01/scihead01_local.tga, heightmap( models/characters/scientist/head01/scihead01_h.tga, 7 ) )
  2431.            
  2432.          }    
  2433.                   specularmap    models/characters/scientist/head01/scihead01_s.tga
  2434. }
  2435.  
  2436.  
  2437.  
  2438.  
  2439. ase/bfgguy
  2440. {
  2441. //    translucent
  2442. //    noshadows
  2443.     {
  2444.         blend    diffusemap 
  2445.         map    ase/bfgguydif.tga
  2446.     
  2447. //        alphaTest .5 + 0.5 * sintable [ time * .1  ]
  2448.  
  2449.     }
  2450.     {
  2451.         blend bumpmap
  2452.         map    ase/hpbfgguy_local.tga
  2453.     }
  2454. //    {
  2455. //        blend    diffusemap    
  2456. //        map    ase/bfgguydif.tga
  2457. //        rgb 1
  2458. //    }
  2459.     {
  2460.         blend    specularmap
  2461.         map    ase/bfgguyspec.tga
  2462.     }
  2463.     {
  2464.         blend gl_one, gl_zero
  2465.         maskcolor
  2466.         map ase/bfgguydif.tga
  2467.     }
  2468. //    {
  2469. //        blend gl_dst_alpha, gl_one
  2470. //        cubeMap env/test
  2471. //        rgb sinTable[ time ]
  2472. //        texgen reflect
  2473. //    }
  2474. }
  2475.  
  2476. ase/bfgguy_V
  2477. {
  2478.     diffusemap         ase/bfgguy_Vdif.tga
  2479.     specularmap        ase/girder1spec.tga
  2480.     {
  2481.         blend gl_one,gl_one
  2482.         map ase/bfgguy_vadd.tga
  2483.     }
  2484. }
  2485.  
  2486. models/characters/sarge2/sarm
  2487. {
  2488.         
  2489.         clamp
  2490.         bumpmap        addnormals ( models/characters/sarge2/sarm_local.tga, heightmap ( models/characters/sarge2/sarm_h.tga, 3 ) )
  2491.         diffusemap    models/characters/sarge2/sarm.tga
  2492.        specularmap    models/characters/sarge2/sarm_s.tga
  2493. }
  2494.  
  2495. models/characters/sarge2/armor/armor
  2496. {
  2497.         
  2498.         clamp
  2499.         bumpmap        addnormals ( models/characters/sarge2/armor/armorhi_local.tga, heightmap ( models/characters/sarge2/armor/armor_h.tga, 3 ) )
  2500.         diffusemap    models/characters/sarge2/armor/armor_d.tga
  2501.        specularmap    models/characters/sarge2/armor/armor_s.tga
  2502. }
  2503.  
  2504.  
  2505. models/characters/sarge2/helmet/helmet
  2506. {
  2507.         
  2508.         clamp
  2509.         metal
  2510.         bumpmap        models/characters/sarge2/helmet/helmet_hi_local.tga
  2511.         diffusemap    models/characters/sarge2/helmet/helmet.tga
  2512.        specularmap    models/characters/sarge2/helmet/helmet_s.tga
  2513. }
  2514.  
  2515.  
  2516. models/characters/uac_marine/uac_marine
  2517. {
  2518.         clamp
  2519.         bumpmap        addnormals( ase/marine_hi_smoothed.tga, heightmap( ase/marine_hi_add.tga, 11 ) )
  2520.         diffusemap    ase/marine_df.tga
  2521.         specularmap    ase/marine_sp.tga
  2522. }
  2523.  
  2524.  
  2525.  
  2526.  
  2527.  
  2528. models/characters/male_npc/marine/h_mp2_invis
  2529. {
  2530.     
  2531.     unsmoothedTangents
  2532.     collision
  2533.     forceOverlays
  2534.     translucent
  2535.     clamp
  2536.  
  2537. /*
  2538.     {
  2539.         blend diffusemap    
  2540.         map models/characters/male_npc/marine/h_mp2.tga
  2541.         alphaTest parm6
  2542.     }
  2543. */    
  2544.             bumpmap            models/characters/sarge2/helmet_local.tga
  2545.             specularmap        models/characters/male_npc/marine/h_mp1_s.tga
  2546. }
  2547.  
  2548. models/characters/male_npc/marine/h_mp3_invis
  2549. {
  2550.     
  2551.     unsmoothedTangents
  2552.     collision
  2553.     forceOverlays
  2554.     translucent
  2555.         clamp
  2556. /*
  2557.     {
  2558.         blend diffusemap    
  2559.         map models/characters/male_npc/marine/h_mp3.tga
  2560.         alphaTest parm6
  2561.     }
  2562. */    
  2563.     bumpmap            models/characters/sarge2/helmet_local.tga
  2564.     specularmap        models/characters/male_npc/marine/h_mp1_s.tga
  2565. }
  2566.  
  2567. models/characters/male_npc/marine/h_mp4_invis
  2568. {
  2569.     
  2570.     unsmoothedTangents
  2571.     collision
  2572.     forceOverlays
  2573.     translucent
  2574.         clamp
  2575. /*    
  2576.     {
  2577.         blend diffusemap    
  2578.         map models/characters/male_npc/marine/h_mp4.tga
  2579.         alphaTest parm6
  2580.     }
  2581. */
  2582.         bumpmap            models/characters/sarge2/helmet_local.tga
  2583.         specularmap        models/characters/male_npc/marine/h_mp1_s.tga
  2584. }
  2585.  
  2586.  
  2587.  
  2588. models/characters/male_npc/marine/mp4_invis
  2589. {
  2590.         
  2591.           //noShadows
  2592.         unsmoothedTangents
  2593.         collision
  2594.         forceOverlays
  2595.         translucent
  2596.         clamp
  2597. /*        
  2598.          {
  2599.  
  2600.             blend diffusemap    
  2601.             map models/characters/male_npc/marine/mp4.tga
  2602.             alphaTest parm6
  2603.         }
  2604. */
  2605.         {
  2606.            blend bumpmap
  2607.           map  addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/marine_h.tga, 5 ) )
  2608.            
  2609.          }
  2610.         
  2611.                   specularmap    models/characters/male_npc/marine/mp1_s.tga
  2612. }
  2613.  
  2614.  
  2615. models/characters/male_npc/marine/mp3_invis
  2616. {
  2617.         
  2618.           //noShadows
  2619.         unsmoothedTangents
  2620.         collision
  2621.         forceOverlays
  2622.         translucent
  2623.         clamp
  2624. /*        
  2625.         {
  2626.                blend diffusemap    
  2627.             map models/characters/male_npc/marine/mp3.tga
  2628.             alphaTest parm6
  2629.         }
  2630. */
  2631.         {
  2632.            blend bumpmap
  2633.           map  addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/marine_h.tga, 5 ) )
  2634.            
  2635.          }
  2636.         
  2637.                  specularmap    models/characters/male_npc/marine/mp1_s.tga
  2638. }
  2639.  
  2640.  
  2641. models/characters/male_npc/marine/mp2_invis
  2642. {
  2643.         
  2644.           //noShadows
  2645.         unsmoothedTangents
  2646.         collision
  2647.         forceOverlays
  2648.         translucent
  2649.         clamp
  2650. /*        
  2651.          {
  2652.  
  2653.             blend diffusemap    
  2654.             map models/characters/male_npc/marine/mp2.tga
  2655.             alphaTest parm6
  2656.         }
  2657. */
  2658.         {
  2659.            blend bumpmap
  2660.           map  addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/marine_h.tga, 5 ) )
  2661.            
  2662.          }
  2663.         
  2664.                   specularmap    models/characters/male_npc/marine/mp1_s.tga
  2665. }
  2666.  
  2667. models/characters/male_npc/marine/h_mp1_invis
  2668. {
  2669.     
  2670.     unsmoothedTangents
  2671.     collision
  2672.     forceOverlays
  2673.     translucent
  2674.         clamp
  2675.     bumpmap        models/characters/sarge2/helmet_local.tga
  2676.     {
  2677.                 program         heatHazeWithMaskAndVertex.vfp
  2678.                 vertexParm              0               0                               // texture scrolling
  2679.                 vertexParm              1               10                             // magnitude of the distortion
  2680.                 fragmentMap             0               _currentRender
  2681.                 fragmentMap             1          models/characters/sarge2/helmet_local.tga  // the normal map for distortion
  2682.                // fragmentMap             2       textures/particles/vpring1_alpha.tga   // the distortion blend map
  2683.     }
  2684.     {
  2685.         blend specularmap
  2686.         map    models/invis_s.tga
  2687.         translate    time * 0 , time * 0.6
  2688.     }
  2689. }
  2690.  
  2691. models/characters/male_npc/marine/mp1_invis
  2692. {
  2693.     
  2694.     //noShadows
  2695.     unsmoothedTangents
  2696.     collision
  2697.     forceOverlays
  2698.     translucent
  2699.         clamp
  2700.      {
  2701.                 program         heatHazeWithMaskAndVertex.vfp
  2702.                 vertexParm              0               0                               // texture scrolling
  2703.                 vertexParm              1               10                             // magnitude of the distortion
  2704.                 fragmentMap             0               _currentRender
  2705.                 fragmentMap             1          models/characters/male_npc/marine/marine_local.tga  // the normal map for distortion
  2706.                // fragmentMap             2       textures/particles/vpring1_alpha.tga   // the distortion blend map
  2707.     }
  2708.  
  2709.     {
  2710.         blend bumpmap
  2711.         map    models/characters/male_npc/marine/marine_local.tga        
  2712.     }
  2713.     {
  2714.         blend specularmap
  2715.         map    models/invis_s.tga
  2716.         translate    time * 0 , time * 0.6
  2717.     }
  2718. }
  2719.