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GameStar Special 2004 September
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Ultra_Extreme_Quality
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Ultra_Extreme_Quality.exe
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characters.mtr
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Text File
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2004-08-02
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69KB
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2,719 lines
table breathtable { { 0,0,0,0,.6,1,1,1,.9,.8,.7,.6,.5,.4,.3,.2,.1 } }
models/characters/scientist/head05/head05dead
{
//noShadows
//unsmoothedTangents
clamp
renderbump -size 512 512 -trace 0.07 -colorMap -aa 2 models/characters/scientist/head05/head05dead_local.tga models/characters/scientist/head05/head05dead_hi.lwo
diffusemap models/characters/scientist/head05/head05dead
{
blend bumpmap
map addnormals(models/characters/scientist/head05/head05dead_local.tga, heightmap(models/characters/scientist/head05/head05_h.tga, 5 ) )
}
specularmap models/characters/scientist/head05/head05dead_s.tga
}
models/characters/player/player_phantasm
{
clamp
// blended part
{
blend bumpmap
map addnormals(models/characters/player/playerhead_local.tga, heightmap(models/characters/player/playerhead_h.tga, 3 ) )
// note that you do NOT put vertexColor on the bumpmap
}
{
blend diffusemap
map models/characters/player/playerhead.tga
rgb 1-death_fade[(time+Parm4)*.4]
}
{
blend specularmap
map models/characters/player/playerhead_s.tga
rgb 1-death_fade[(time+Parm4)*.4]
}
// inverse blended part
{
blend bumpmap
map addnormals(models/characters/player/playerheaddead_local.tga, heightmap(models/characters/player/playerhead_h.tga, 8 ) )
}
{
blend diffusemap
map models/characters/player/playerheaddead.tga
rgb death_fade[(time+Parm4)*.4]
}
{
blend specularmap
map models/characters/player/playerheaddead_s.tga
rgb death_fade[(time+Parm4)*.4]
}
}
models/characters/scientist/head05/head05bad
{
// blended part
clamp
{
blend bumpmap
map addnormals(models/characters/scientist/head05/head05_local.tga, heightmap(models/characters/scientist/head05/head05_h.tga, 5 ) )
// note that you do NOT put vertexColor on the bumpmap
}
{
blend diffusemap
map models/characters/scientist/head05/head05
//rgb (sinTable [(time*.2)]+1)*0.5
//alphaTest .5 + 0.5 * sintable [ time * .1 ]
rgb 1-death_fade[(time+Parm4)*.5]
}
{
blend specularmap
map models/characters/scientist/head05/head05_s
//rgb (sinTable [(time*.2)]+1)*0.5
rgb 1-death_fade[(time+Parm4)*.5]
}
// inverse blended part
{
blend bumpmap
map addnormals(models/characters/scientist/head05/head05dead_local.tga, heightmap(models/characters/scientist/head05/head05_h.tga, 10 ) )
}
{
blend diffusemap
map models/characters/scientist/head05/head05dead
//rgb 1-(sinTable [(time*.2)]+1)*0.5
//alphaTest .5 + 0.5 * sintable [ time * .1 ]
rgb death_fade[(time+Parm4)*.5]
}
{
blend specularmap
map models/characters/scientist/head05/head05dead_s
//rgb 1-(sinTable [(time*.2)]+1)*0.5
rgb death_fade[(time+Parm4)*.5]
}
}
models/characters/player/playergoestohell
{
clamp
// blended part
{
blend bumpmap
map addnormals(models/characters/player/playerhead_local.tga, heightmap(models/characters/player/playerhead_h.tga, 3 ) )
// note that you do NOT put vertexColor on the bumpmap
}
{
blend diffusemap
map models/characters/player/playerhead.tga
rgb (sinTable [(time*.2)]+1)*0.5
//alphaTest .5 + 0.5 * sintable [ time * .1 ]
}
{
blend specularmap
map models/characters/player/playerhead_s.tga
rgb (sinTable [(time*.2)]+1)*0.5
}
// inverse blended part
{
blend bumpmap
map addnormals(models/characters/player/playerheaddead_local.tga, heightmap(models/characters/player/playerhead_h.tga, 8 ) )
}
{
blend diffusemap
map models/characters/player/playerheaddead.tga
rgb 1-(sinTable [(time*.2)]+1)*0.5
//alphaTest .5 + 0.5 * sintable [ time * .1 ]
}
{
blend specularmap
map models/characters/player/playerheaddead_s.tga
rgb 1-(sinTable [(time*.2)]+1)*0.5
}
}
models/characters/player/playerheaddead
{
noShadows
clamp
renderbump -size 512 512 -trace 0.07 -colorMap -aa 2 models/characters/player/playerheaddead_local.tga models/characters/player/playerheaddead_hi.lwo
diffusemap models/characters/player/playerheaddead.tga
{
blend bumpmap
map addnormals(models/characters/player/playerheaddead_local.tga, heightmap(models/characters/player/playerheaddead_h.tga, 3 ) )
}
specularmap models/characters/player/playerheaddead_s.tga
}
models/characters/swann/frame
{
noshadows
renderbump -size 256 128 -trace 0.07 -colorMap -aa 2 models/characters/swann/frame_local.tga models/characters/swann/frame_hi.lwo
{
blend diffusemap
map models/characters/swann/frame.tga
alphaTest 0.5
}
bumpmap models/characters/swann/frame_local.tga
specularmap models/characters/swann/frame_s.tga
}
models/characters/female_npc/poppy/poppyfx3
{
clamp
flesh
{
blend diffusemap
map models/characters/female_npc/poppy/poppyfx1.tga
alphaTest .2 //+ 0.5 * sintable [ time * .2 ]
}
bumpmap addnormals(models/characters/female_npc/poppy/poppy_local.tga, heightmap(models/characters/female_npc/poppy/poppyfx1_h.tga, 6 ) )
specularmap models/characters/female_npc/poppy/poppyfx1_s.tga
}
models/characters/female_npc/poppy/poppyfx2
{
clamp
flesh
{
blend diffusemap
map models/characters/female_npc/poppy/poppyfx2.tga
alphaTest .2 //+ 0.5 * sintable [ time * .2 ]
}
bumpmap addnormals(models/characters/female_npc/poppy/poppy_local.tga, heightmap(models/characters/female_npc/poppy/poppyfx1_h.tga, 6 ) )
specularmap models/characters/female_npc/poppy/poppyfx2_s.tga
}
models/characters/female_npc/poppy/poppyfx1
{
clamp
// blended part
{
if ( parm7 == 0 )
blend bumpmap
map addnormals(models/characters/female_npc/poppy/poppy_local.tga, heightmap(models/characters/female_npc/poppy/poppy_h.tga, 2 ) )
// note that you do NOT put vertexColor on the bumpmap
}
{
if ( parm7 == 0 )
blend diffusemap
map models/characters/female_npc/poppy/poppy.tga
//rgb (sinTable [(time*.2)]+1)*0.5
rgb 1-death_fade[(time+Parm4)*.5]
//alphaTest .5 + 0.5 * sintable [ time * .1 ]
}
{
if ( parm7 == 0 )
blend specularmap
map models/characters/female_npc/poppy/poppy_s.tga
//rgb (sinTable [(time*.2)]+1)*0.5
rgb 1-death_fade[(time+Parm4)*.5]
}
// inverse blended part
{
if ( parm7 == 0 )
blend bumpmap
map addnormals(models/characters/female_npc/poppy/poppy_local.tga, heightmap(models/characters/female_npc/poppy/poppyfx1_h.tga, 6 ) )
}
{
if ( parm7 == 0 )
blend diffusemap
map models/characters/female_npc/poppy/poppyfx1.tga
//rgb 1-(sinTable [(time*.2)]+1)*0.5
rgb death_fade[(time+Parm4)*.5]
}
{
if ( parm7 == 0 )
blend specularmap
map models/characters/female_npc/poppy/poppyfx1_s.tga
//rgb 1-(sinTable [(time*.2)]+1)*0.5
rgb death_fade[(time+Parm4)*.5]
}
}
models/characters/female_npc/poppy/poppyfx1test
{
clamp
{
blend bumpmap
map addnormals(models/characters/female_npc/poppy/poppy_local.tga, heightmap(models/characters/female_npc/poppy/poppy_h.tga, 2 ) )
}
{
blend diffusemap
map models/characters/female_npc/poppy/poppy.tga
rgb (sinTable [(time*.2)]+1)*0.5
}
{
blend specularmap
map models/characters/female_npc/poppy/poppy_s.tga
rgb (sinTable [(time*.2)]+1)*0.5
}
{
blend bumpmap
map addnormals(models/characters/female_npc/poppy/poppy_local.tga, heightmap(models/characters/female_npc/poppy/poppyfx1_h.tga, 6 ) )
}
{
blend diffusemap
map models/characters/female_npc/poppy/poppyfx1.tga
rgb 1-(sinTable [(time*.2)]+1)*0.5
}
{
blend specularmap
map models/characters/female_npc/poppy/poppyfx1_s.tga
rgb 1-(sinTable [(time*.2)]+1)*0.5
}
}
models/characters/female_npc/poppy/poppy
{
//noShadows
clamp
forceOverlays
flesh
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.5 * (time - parm7)
}
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
{
blend diffusemap
map models/characters/female_npc/poppy/poppy.tga
}
{
blend bumpmap
map addnormals(models/characters/female_npc/poppy/poppy_local.tga, heightmap(models/characters/female_npc/poppy/poppy_h.tga, 2 ) )
}
specularmap models/characters/female_npc/poppy/poppy_s.tga
}
models/characters/female_npc/dress/dress
{
clamp
unsmoothedTangents
forceOverlays
flesh
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
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.5 * (time - parm7)
}
diffusemap models/characters/female_npc/dress/dress.tga
{
blend bumpmap
map addnormals(models/characters/female_npc/dress/dress_local.tga, heightmap(models/characters/female_npc/dress/dress_h.tga, 2 ) )
}
specularmap models/characters/female_npc/dress/dress_s.tga
}
models/characters/male_npc/hazmat/visor
{
noShadows
unsmoothedTangents
translucent
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
// {
// if ( parm7 == 0 )
// blend diffusemap
// map models/characters/male_npc/hazmat/visor.tga
// rgb breathtable[ time * .3 ]
// }
{
if ( parm7 == 0 )
blend bumpmap
map models/characters/male_npc/hazmat/visor_local.tga
}
{
if ( parm7 == 0 )
blend specularmap
map models/characters/male_npc/hazmat/visor_s.tga
}
{
if ( parm7 == 0 )
blend add //gl_dst_alpha , gl_one_minus_dst_alpha
cubeMap env/bland
texgen reflect
}
}
models/characters/male_npc/hazmat/dvisor
{
noShadows
unsmoothedTangents
translucent
{
if ( parm7 == 0 )
maskcolor
map makealpha(models/characters/male_npc/hazmat/dvisor_a.tga)
}
{
if ( parm7 == 0 )
blend diffusemap
map models/characters/male_npc/hazmat/dvisor.tga
}
{
if ( parm7 == 0 )
blend bumpmap
map addnormals(models/characters/male_npc/hazmat/dvisor_local.tga, heightmap(models/characters/male_npc/hazmat/dvisor_h.tga, 5 ) )
}
{
if ( parm7 == 0 )
blend specularmap
map models/characters/male_npc/hazmat/dvisor_s.tga
}
{
if ( parm7 == 0 )
blend gl_dst_alpha, gl_one
cubeMap env/bland
texgen reflect
maskalpha
}
}
models/characters/male_npc/hazmat/dhazmat
{
clamp
unsmoothedTangents
flesh
forceOverlays
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.5 * (time - parm7)
}
diffusemap models/characters/male_npc/hazmat/dhazmat.tga
{
blend bumpmap
map addnormals(models/characters/male_npc/hazmat/hazmat_local.tga, heightmap(models/characters/male_npc/hazmat/dhazmat_h.tga, 2 ) )
}
specularmap models/characters/male_npc/hazmat/dhazmat_s.tga
}
models/characters/male_npc/hazmat/hazmat
{
clamp
unsmoothedTangents
flesh
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.5 * (time - parm7)
}
forceOverlays
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
diffusemap models/characters/male_npc/hazmat/hazmat.tga
{
blend bumpmap
map addnormals(models/characters/male_npc/hazmat/hazmat_local.tga, heightmap(models/characters/male_npc/hazmat/hazmat_h.tga, 2 ) )
}
specularmap models/characters/male_npc/hazmat/hazmat_s.tga
}
models/characters/male_npc/marine/stump
{
clamp
//unsmoothedTangents
forceOverlays
flesh
renderbump -size 512 512 -trace 0.07 -colorMap -aa 2 models/characters/male_npc/marine/stump_local.tga models/characters/male_npc/marine/stump_hi.lwo
{
if ( parm6 == 1 )
blend diffusemap
map models/characters/male_npc/marine/stump.tga
alphaTest 0.5 + 0.5 * sintable [ time * .2 ]
}
{
if ( parm6 == 0 )
blend diffusemap
map models/characters/male_npc/marine/stump.tga
alphaTest 0
}
{
blend bumpmap
map addnormals(models/characters/male_npc/marine/stump_local.tga, heightmap(models/characters/male_npc/marine/stump_h.tga, 5 ) )
}
specularmap models/characters/male_npc/marine/stump_s.tga
}
models/characters/scientist/head05/head05a
{
clamp
//unsmoothedTangents
flesh
forceOverlays
renderbump -size 512 512 -trace 0.07 -colorMap -aa 2 models/characters/scientist/head05/head05a_local.tga models/characters/scientist/head05/head05a_hi.lwo
diffusemap models/characters/scientist/head05/head05a.tga
{
blend bumpmap
map addnormals(models/characters/scientist/head05/head05a_local.tga, heightmap(models/characters/scientist/head05/head05a_h.tga, 5 ) )
}
specularmap models/characters/scientist/head05/head05a_s.tga
}
models/characters/male_npc/security/dsecurity
{
clamp
unsmoothedTangents
flesh
forceOverlays
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.5 * (time - parm7)
}
diffusemap models/characters/male_npc/security/dsecurity.tga
{
blend bumpmap
map addnormals(models/characters/male_npc/security/security_local.tga, heightmap(models/characters/male_npc/security/security_h.tga, 5 ) )
}
specularmap models/characters/male_npc/security/dsecurity_s.tga
}
models/characters/male_npc/soldier/dsoldier
{
clamp
unsmoothedTangents
flesh
forceOverlays
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
renderbump -size 1024 1024 -trace 0.03 -colorMap -aa 2 models/characters/male_npc/soldier/soldier_local.tga models/characters/male_npc/soldier/soldier_hi.lwo
diffusemap models/characters/male_npc/soldier/dsoldier.tga
{
blend bumpmap
map addnormals(models/characters/male_npc/soldier/soldier_local.tga, heightmap(models/characters/male_npc/soldier/dsoldier_h.tga, 5 ) )
}
specularmap models/characters/male_npc/soldier/dsoldier_s.tga
}
models/characters/male_npc/marine/h_mp1
{
unsmoothedTangents
metal
collision
clamp
forceoverlays
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
diffusemap models/characters/male_npc/marine/h_mp1.tga
bumpmap models/characters/sarge2/helmet_local.tga
specularmap models/characters/male_npc/marine/h_mp1_s.tga
}
models/characters/male_npc/marine/h_mp2
{
unsmoothedTangents
metal
collision
clamp
forceoverlays
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
diffusemap models/characters/male_npc/marine/h_mp2.tga
bumpmap models/characters/sarge2/helmet_local.tga
specularmap models/characters/male_npc/marine/h_mp1_s.tga
}
models/characters/male_npc/marine/h_mp3
{
unsmoothedTangents
metal
forceOverlays
collision
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
diffusemap models/characters/male_npc/marine/h_mp3.tga
bumpmap models/characters/sarge2/helmet_local.tga
specularmap models/characters/male_npc/marine/h_mp1_s.tga
}
models/characters/male_npc/marine/h_mp4
{
unsmoothedTangents
metal
forceOverlays
collision
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
diffusemap models/characters/male_npc/marine/h_mp4.tga
bumpmap models/characters/sarge2/helmet_local.tga
specularmap models/characters/male_npc/marine/h_mp1_s.tga
}
models/characters/male_npc/marine/mp1
{
unsmoothedTangents
metal
forceOverlays
collision
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
diffusemap models/characters/male_npc/marine/mp1.tga
bumpmap addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/marine_h.tga, 5 ) )
specularmap models/characters/male_npc/marine/mp1_s.tga
}
models/characters/male_npc/marine/mp2
{
unsmoothedTangents
metal
forceOverlays
collision
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
diffusemap models/characters/male_npc/marine/mp2.tga
bumpmap addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/marine_h.tga, 5 ) )
specularmap models/characters/male_npc/marine/mp1_s.tga
}
models/characters/male_npc/marine/mp3
{
unsmoothedTangents
metal
forceOverlays
collision
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
diffusemap models/characters/male_npc/marine/mp3.tga
bumpmap addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/marine_h.tga, 5 ) )
specularmap models/characters/male_npc/marine/mp1_s.tga
}
models/characters/male_npc/marine/mp4
{
unsmoothedTangents
metal
forceOverlays
collision
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
diffusemap models/characters/male_npc/marine/mp4.tga
bumpmap addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/marine_h.tga, 5 ) )
specularmap models/characters/male_npc/marine/mp1_s.tga
}
models/characters/male_npc/marine/dmarine
{
unsmoothedTangents
clamp
forceOverlays
flesh
collision
diffusemap models/characters/male_npc/marine/dmarine.tga
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
{
blend bumpmap
map addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/dmarine_h.tga, 5 ) )
}
specularmap models/characters/male_npc/marine/dmarine_s.tga
}
models/characters/male_npc/marine/marine
{
unsmoothedTangents
flesh
forceOverlays
clamp
collision
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
renderbump -size 1024 1024 -trace 0.07 -colorMap -aa 2 models/characters/male_npc/marine/marine_local.tga models/characters/male_npc/marine/marine_hi.lwo
forceoverlays
diffusemap models/characters/male_npc/marine/marine.tga
bumpmap addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/marine_h.tga, 5 ) )
specularmap models/characters/male_npc/marine/marine_s.tga
}
models/characters/male_npc/marine/marine2
{
unsmoothedTangents
flesh
forceOverlays
clamp
collision
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
renderbump -size 1024 1024 -trace 0.07 -colorMap -aa 2 models/characters/male_npc/marine/marine_local.tga models/characters/male_npc/marine/marine_hi.lwo
diffusemap models/characters/male_npc/marine/marine.tga
bumpmap addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/marine_h.tga, 5 ) )
specularmap models/characters/male_npc/marine/marine_s.tga
}
models/characters/male_npc/security/gog
{
translucent
//twosided
metal
noshadows
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
{
blend add
map models/characters/male_npc/security/gog.tga
alphaTest 0.5
}
specularmap models/characters/male_npc/security/gog_s.tga
bumpmap models/characters/male_npc/security/gog_local.tga
{
blend add // gl_dst_alpha , gl_one_minus_dst_alpha
cubeMap env/bland
texgen reflect
}
}
models/characters/male_npc/security/dgog
{
translucent
//twosided
noshadows
metal
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
{
blend add
map models/characters/male_npc/security/dgog.tga
alphaTest 0.5
}
specularmap models/characters/male_npc/security/dgog_s.tga
bumpmap models/characters/male_npc/security/gog_local.tga
{
blend add // gl_dst_alpha , gl_one_minus_dst_alpha
cubeMap env/bland
texgen reflect
}
}
models/characters/male_npc/security/security
{
//noShadows
unsmoothedTangents
clamp
flesh
forceOverlays
collision
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 2 * (time - parm7)
}
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
diffusemap models/characters/male_npc/security/security.tga
{
blend bumpmap
map addnormals(models/characters/male_npc/security/security_local.tga, heightmap(models/characters/male_npc/security/security_h.tga, 5 ) )
}
specularmap models/characters/male_npc/security/security_s.tga
}
models/characters/sarge2/w_helmet
{
unsmoothedTangents
forceOverlays
clamp
metal
renderbump -size 512 512 -aa 2 models/characters/sarge2/w_helmet_local.tga models/characters/sarge2/w_helmet_hi.lwo
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
{
blend diffusemap
map models/characters/sarge2/helmet.tga
}
bumpmap models/characters/sarge2/w_helmet_local.tga
specularmap models/characters/sarge2/helmet_s.tga
}
models/characters/sarge2/helmet
{
unsmoothedTangents
collision
forceOverlays
clamp
metal
renderbump -size 512 512 -aa 2 models/characters/sarge2/helmet_local.tga models/characters/sarge2/helmet_hi.lwo
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
{
blend diffusemap
map models/characters/sarge2/helmet.tga
//alphaTest parm6
}
bumpmap models/characters/sarge2/helmet_local.tga
specularmap models/characters/sarge2/helmet_s.tga
}
models/characters/sarge2/sarge
{
unsmoothedTangents
clamp
renderbump -size 1024 1024 -aa 2 models/characters/sarge2/sarge_local.tga models/characters/sarge2/sarge_hi.lwo
diffusemap models/characters/sarge2/sarge.tga
bumpmap addnormals(models/characters/sarge2/sarge_local.tga, heightmap(models/characters/sarge2/sarge_h.tga, 5 ) )
specularmap models/characters/sarge2/sarge_s.tga
}
models/characters/swann/lense
{
translucent
noshadows
//{
// blend specularmap
// map models/characters/swann/lense_s.tga
//
// }
{
Blend gl_zero, gl_one_minus_src_color
map models/characters/swann/lense.tga
}
// {
// blend bumpmap
// map models/characters/swann/lense_local.tga
//
// }
}
models/characters/campbell/dcampbell
{
clamp
//unsmoothedTangents
flesh
forceOverlays
renderbump -size 512 512 -trace 0.05 -colorMap -aa 2 models/characters/campbell/campbell_local.tga models/characters/campbell/campbell_hi.lwo
{
blend diffusemap
map models/characters/campbell/dcampbell.tga
clamp
}
{
blend bumpmap
map addnormals(models/characters/campbell/campbell_local.tga, heightmap(models/characters/campbell/dcampbell_h.tga, 3 ) )
}
specularmap models/characters/campbell/dcampbell_s.tga
}
models/characters/campbell/campbell
{
clamp
//unsmoothedTangents
flesh
forceOverlays
renderbump -size 512 512 -trace 0.05 -colorMap -aa 2 models/characters/campbell/campbell_local.tga models/characters/campbell/zcampbell_hi.lwo
{
blend diffusemap
map models/characters/campbell/campbell.tga
clamp
}
{
blend bumpmap
map addnormals(models/characters/campbell/campbell_local.tga, heightmap(models/characters/campbell/campbell_h.tga, 3 ) )
}
specularmap models/characters/campbell/campbell_s.tga
}
models/characters/betruger/betruger
{
clamp
//unsmoothedTangents
renderbump -size 512 512 -trace 0.05 -colorMap -aa 2 models/characters/betruger/betruger_local.tga models/characters/betruger/zbetruger_hi.lwo
{
blend diffusemap
map models/characters/betruger/betruger.tga
clamp
}
{
blend bumpmap
map addnormals(models/characters/betruger/betruger_local.tga, heightmap(models/characters/betruger/betruger_h.tga, 3 ) )
}
specularmap models/characters/betruger/betruger_s.tga
}
models/characters/swann/dswann
{
clamp
//unsmoothedTangents
flesh
forceOverlays
renderbump -size 512 512 -trace 0.07 -colorMap -aa 2 models/characters/swann/swann_local.tga models/characters/swann/swann_hi.lwo
{
blend diffusemap
map models/characters/swann/dswann.tga
clamp
}
{
blend bumpmap
map addnormals(models/characters/swann/swann_local.tga, heightmap(models/characters/swann/dswann_h.tga, 4 ) )
}
specularmap models/characters/swann/dswann_s.tga
}
models/characters/swann/swann
{
clamp
//unsmoothedTangents
flesh
forceOverlays
renderbump -size 512 512 -trace 0.07 -colorMap -aa 2 models/characters/swann/swann_local.tga models/characters/swann/zswann_hi.lwo
{
blend diffusemap
map models/characters/swann/swann.tga
clamp
}
{
blend bumpmap
map addnormals(models/characters/swann/swann_local.tga, heightmap(models/characters/swann/swann_h.tga, 4 ) )
}
specularmap models/characters/swann/swann_s.tga
}
models/characters/sarge2/cigar
{
renderbump -size 128 128 -aa 4 models/characters/sarge2/cigar_local.tga models/characters/sarge2/cigar_hi.lwo
diffusemap models/characters/sarge2/cigar.tga
bumpmap addnormals(models/characters/sarge2/cigar_local.tga, heightmap(models/characters/sarge2/cigar_h.tga, 5 ) )
{
blend add
map models/characters/sarge2/cigar_fx.tga
rgb eyestable[ time * .1 ]
}
}
models/characters/sarge2/cigar2
{
renderbump -size 128 128 -aa 4 models/characters/sarge2/cigar_local.tga models/characters/sarge2/cigar_hi.lwo
diffusemap models/characters/sarge2/cigar.tga
bumpmap addnormals(models/characters/sarge2/cigar_local.tga, heightmap(models/characters/sarge2/cigar_h.tga, 5 ) )
{
blend add
map models/characters/sarge2/cigar_fx.tga
rgb eyestable[ time * .1 ]
}
}
models/characters/scientist/head06/head06
{
clamp
//unsmoothedTangents
flesh
forceOverlays
renderbump -size 512 512 -trace 0.07 -colorMap -aa 2 models/characters/scientist/head06/head06_local.tga models/characters/scientist/head06/head06_hi.lwo
{
blend diffusemap
map models/characters/scientist/head06/head06.tga
clamp
}
{
blend bumpmap
map addnormals(models/characters/scientist/head06/head06_local.tga, heightmap(models/characters/scientist/head06/head06_h.tga, 4 ) )
}
specularmap models/characters/scientist/head06/head06_s.tga
}
models/characters/scientist/head05/head05
{
clamp
//unsmoothedTangents
flesh
forceOverlays
renderbump -size 512 512 -trace 0.07 -colorMap -aa 2 models/characters/scientist/head05/head05_local.tga models/characters/scientist/head05/head05_hi.lwo
diffusemap models/characters/scientist/head05/head05.tga
{
blend bumpmap
map addnormals(models/characters/scientist/head05/head05_local.tga, heightmap(models/characters/scientist/head05/head05_h.tga, 3 ) )
}
specularmap models/characters/scientist/head05/head05_s.tga
}
models/characters/scientist/head05/head05b
{
clamp
unsmoothedTangents
flesh
forceOverlays
renderbump -size 256 256 models/characters/scientist/head05/head05b_local.tga models/characters/scientist/head05/head05_hi.lwo
diffusemap models/characters/scientist/head05/head05b.tga
{
blend bumpmap
map addnormals(models/characters/scientist/head05/head05b_local.tga, heightmap(models/characters/scientist/head05/head05_h.tga, 5 ) )
}
specularmap models/characters/scientist/head05/head05_s.tga
}
models/characters/male_npc/suit/dsuit
{
clamp
unsmoothedTangents
flesh
forceOverlays
diffusemap models/characters/male_npc/suit/dsuit.tga
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
{
blend bumpmap
map addnormals(models/characters/male_npc/suit/suit_local.tga, heightmap(models/characters/male_npc/suit/dsuit_h.tga, 5 ) )
}
specularmap models/characters/male_npc/suit/dsuit_s.tga
}
models/characters/male_npc/suit/suit
{
clamp
unsmoothedTangents
flesh
forceOverlays
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 2 * (time - parm7)
}
renderbump -size 1024 1024 -trace 0.03 -colorMap -aa 2 models/characters/male_npc/suit/suit_local.tga models/characters/male_npc/suit/suit_hi.lwo
diffusemap models/characters/male_npc/suit/suit.tga
{
blend bumpmap
map addnormals(models/characters/male_npc/suit/suit_local.tga, heightmap(models/characters/male_npc/suit/suit_h.tga, 5 ) )
}
specularmap models/characters/male_npc/suit/suit_s.tga
}
models/characters/male_npc/suit/suit2
{
clamp
unsmoothedTangents
flesh
forceOverlays
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 2 * (time - parm7)
}
renderbump -size 1024 1024 -trace 0.03 -colorMap -aa 2 models/characters/male_npc/suit/suit_local.tga models/characters/male_npc/suit/suit_hi.lwo
diffusemap models/characters/male_npc/suit/suit2.tga
{
blend bumpmap
map addnormals(models/characters/male_npc/suit/suit_local.tga, heightmap(models/characters/male_npc/suit/suit2_h.tga, 5 ) )
}
specularmap models/characters/male_npc/suit/suit2_s.tga
}
models/characters/male_npc/soldier/soldier
{
clamp
unsmoothedTangents
flesh
forceOverlays
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 2 * (time - parm7)
}
renderbump -size 1024 1024 -trace 0.03 -colorMap -aa 2 models/characters/male_npc/soldier/soldier_local.tga models/characters/male_npc/soldier/soldier_hi.lwo
diffusemap models/characters/male_npc/soldier/soldier.tga
{
blend bumpmap
map addnormals(models/characters/male_npc/soldier/soldier_local.tga, heightmap(models/characters/male_npc/soldier/soldier_h.tga, 5 ) )
}
specularmap models/characters/male_npc/soldier/soldier_s.tga
}
models/characters/male_npc/soldier/soldier_b
{
clamp
unsmoothedTangents
flesh
forceOverlays
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 2 * (time - parm7)
}
diffusemap models/characters/male_npc/soldier/soldier_b.tga
{
blend bumpmap
map addnormals(models/characters/male_npc/soldier/soldier_local.tga, heightmap(models/characters/male_npc/soldier/soldier_b_h.tga, 5 ) )
}
specularmap models/characters/male_npc/soldier/soldier_b_s.tga
}
models/characters/male_npc/soldier/soldier_a
{
clamp
unsmoothedTangents
flesh
forceOverlays
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 2 * (time - parm7)
}
diffusemap models/characters/male_npc/soldier/soldier_a.tga
{
blend bumpmap
map addnormals(models/characters/male_npc/soldier/soldier_local.tga, heightmap(models/characters/male_npc/soldier/soldier_h.tga, 5 ) )
}
specularmap models/characters/male_npc/soldier/soldier_s.tga
}
models/characters/male_npc/labcoat/labcoat
{
clamp
unsmoothedTangents
flesh
forceOverlays
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
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 2 * (time - parm7)
}
diffusemap models/characters/male_npc/labcoat/labcoat.tga
{
blend bumpmap
map addnormals(models/characters/male_npc/labcoat/labcoat_local.tga, heightmap(models/characters/male_npc/labcoat/labcoat_h.tga, 5 ) )
}
specularmap models/characters/male_npc/labcoat/labcoat_s.tga
}
models/characters/male_npc/labcoat/dlabcoat
{
clamp
unsmoothedTangents
flesh
forceOverlays
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 2 * (time - parm7)
}
diffusemap models/characters/male_npc/labcoat/dlabcoat.tga
{
blend bumpmap
map addnormals(models/characters/male_npc/labcoat/labcoat_local.tga, heightmap(models/characters/male_npc/labcoat/dlabcoat_h.tga, 5 ) )
}
specularmap models/characters/male_npc/labcoat/dlabcoat_s.tga
}
models/characters/male_npc/jumpsuit/djumpsuit
{
clamp
//unsmoothedTangents
flesh
forceOverlays
diffusemap models/characters/male_npc/jumpsuit/djumpsuit.tga
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
{
blend bumpmap
map addnormals(models/characters/male_npc/jumpsuit/jumpsuit_local.tga, heightmap(models/characters/male_npc/jumpsuit/djumpsuit_h.tga, 5 ) )
}
specularmap models/characters/male_npc/jumpsuit/djumpsuit_s.tga
}
models/characters/male_npc/jumpsuit/jumpsuit
{
clamp
//unsmoothedTangents
flesh
forceOverlays
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 2 * (time - parm7)
}
renderbump -size 1024 1024 -trace 0.03 -colorMap -aa 2 models/characters/male_npc/jumpsuit/jumpsuit_local.tga models/characters/male_npc/jumpsuit/jumpsuit_hi.lwo
diffusemap models/characters/male_npc/jumpsuit/jumpsuit.tga
{
blend bumpmap
map addnormals(models/characters/male_npc/jumpsuit/jumpsuit_local.tga, heightmap(models/characters/male_npc/jumpsuit/jumpsuit_h.tga, 5 ) )
}
specularmap models/characters/male_npc/jumpsuit/jumpsuit_s.tga
}
models/characters/scientist/clipboard
{
renderbump -size 256 256 -trace 0.07 -colorMap models/characters/scientist/clipboard_local.tga models/characters/scientist/clipboard_hi.lwo
diffusemap models/characters/scientist/clipboard.tga
bumpmap models/characters/scientist/clipboard_local.tga
specularmap models/characters/scientist/clipboard_s.tga
}
models/characters/player/helmet
{
clamp
diffusemap models/characters/player/helmet.tga
bumpmap models/characters/sarge2/helmet_local.tga
specularmap models/characters/player/helmet_s.tga
}
models/characters/player/body
{
clamp
collision
renderbump -size 1024 2048 -trace 0.03 -colorMap -aa 2 models/characters/player/body_local.tga models/characters/player/body_hi.lwo
diffusemap models/characters/player/body.tga
{
blend bumpmap
map addnormals(models/characters/player/body_local.tga, heightmap(models/characters/player/body_h.tga, 5 ) )
}
specularmap models/characters/player/body_s.tga
}
models/characters/player/body2
{
noShadows
clamp
collision
renderbump -size 1024 2048 -trace 0.03 -colorMap -aa 2 models/characters/player/body_local.tga models/characters/player/body_hi.lwo
diffusemap models/characters/player/body.tga
{
blend bumpmap
map addnormals(models/characters/player/body_local.tga, heightmap(models/characters/player/body_h.tga, 5 ) )
}
specularmap models/characters/player/body_s.tga
}
models/characters/player/bodyred
{
noShadows
clamp
renderbump -size 1024 2048 -trace 0.03 -colorMap -aa 2 models/characters/player/body_local.tga models/characters/player/body_hi.lwo
diffusemap models/characters/player/bodyred.tga
{
blend bumpmap
map addnormals(models/characters/player/body_local.tga, heightmap(models/characters/player/body_h.tga, 5 ) )
}
specularmap models/characters/player/body_s.tga
}
models/characters/player/bodyblue
{
noShadows
clamp
renderbump -size 1024 2048 -trace 0.03 -colorMap -aa 2 models/characters/player/body_local.tga models/characters/player/body_hi.lwo
diffusemap models/characters/player/bodyblue.tga
{
blend bumpmap
map addnormals(models/characters/player/body_local.tga, heightmap(models/characters/player/body_h.tga, 5 ) )
}
specularmap models/characters/player/body_s.tga
}
models/characters/player/arm1
{
noShadows
clamp
//unsmoothedTangents
renderbump -size 1024 2048 -trace 0.03 -colorMap -aa 2 models/characters/player/arm1_local.tga models/characters/player/arm1_hi.lwo
diffusemap models/characters/player/arm1.tga
{
blend bumpmap
map addnormals(models/characters/player/arm1_local.tga, heightmap(models/characters/player/arm1_h.tga, 5 ) )
}
specularmap models/characters/player/arm1_s.tga
}
models/characters/player/arm2
{
noShadows
clamp
renderbump -size 1024 2048 -trace 0.1 -colorMap models/characters/player/arm2_local.tga models/characters/player/arm1_hi.lwo
diffusemap models/characters/player/arm2.tga
{
blend bumpmap
map addnormals(models/characters/player/arm2_local.tga, heightmap(models/characters/player/arm2_h.tga, 3 ) )
}
specularmap models/characters/player/arm2_s.tga
}
models/characters/player/arm2_invis
{
noShadows
renderbump -size 1024 2048 -trace 0.1 -colorMap models/characters/player/arm2_local.tga models/characters/player/arm1_hi.lwo
translucent
//diffusemap models/characters/player/arm2.tga
{
blend bumpmap
map addnormals(models/characters/player/arm2_local.tga, heightmap(models/characters/player/arm2_h.tga, 3 ) )
}
{
blend specularmap
map models/invis_s.tga
translate time * 0 , time * 0.6
}
}
models/characters/player/playerhead
{
noOverlays
clamp
renderbump -size 512 512 -trace 0.07 -colorMap -aa 2 models/characters/player/playerhead_local.tga models/characters/player/playerhead_hi.lwo
//diffusemap models/characters/player/playerhead.tga
{
blend diffusemap
map models/characters/player/playerhead.tga
}
{
blend bumpmap
map addnormals(models/characters/player/playerhead_local.tga, heightmap(models/characters/player/playerhead_h.tga, 3 ) )
}
specularmap models/characters/player/playerhead_s.tga
}
models/characters/player/coophead
{
noOverlays
clamp
renderbump -size 512 512 -trace 0.07 -colorMap -aa 2 models/characters/player/coophead_local.tga models/characters/player/coophead_hi.lwo
{
blend diffusemap
map models/characters/player/coophead.tga
}
{
blend bumpmap
map addnormals(models/characters/player/coophead_local.tga, heightmap(models/characters/player/coophead_h.tga, 3 ) )
}
specularmap models/characters/player/coophead_s.tga
}
models/characters/player/bodycin
{
//
//noShadows
clamp
renderbump -size 1024 2048 -trace 0.03 -colorMap -aa 2 models/characters/player/body_local.tga models/characters/player/body_hi.lwo
diffusemap models/characters/player/body.tga
{
blend bumpmap
map addnormals(models/characters/player/body_local.tga, heightmap(models/characters/player/body_h.tga, 5 ) )
}
specularmap models/characters/player/body_s.tga
}
models/characters/player/body2cin
{
//
//noShadows
clamp
renderbump -size 1024 2048 -trace 0.03 -colorMap -aa 2 models/characters/player/body_local.tga models/characters/player/body_hi.lwo
diffusemap models/characters/player/body.tga
{
blend bumpmap
map addnormals(models/characters/player/body_local.tga, heightmap(models/characters/player/body_h.tga, 5 ) )
}
specularmap models/characters/player/body_s.tga
}
models/characters/player/bodyredcin
{
//
//noShadows
clamp
renderbump -size 1024 2048 -trace 0.03 -colorMap -aa 2 models/characters/player/body_local.tga models/characters/player/body_hi.lwo
diffusemap models/characters/player/bodyred.tga
{
blend bumpmap
map addnormals(models/characters/player/body_local.tga, heightmap(models/characters/player/body_h.tga, 5 ) )
}
specularmap models/characters/player/body_s.tga
}
models/characters/player/bodybluecin
{
//
//noShadows
clamp
renderbump -size 1024 2048 -trace 0.03 -colorMap -aa 2 models/characters/player/body_local.tga models/characters/player/body_hi.lwo
diffusemap models/characters/player/bodyblue.tga
{
blend bumpmap
map addnormals(models/characters/player/body_local.tga, heightmap(models/characters/player/body_h.tga, 5 ) )
}
specularmap models/characters/player/body_s.tga
}
models/characters/player/arm1cin
{
//
//noShadows
clamp
renderbump -size 1024 2048 -trace 0.03 -colorMap -aa 2 models/characters/player/arm1_local.tga models/characters/player/arm1_hi.lwo
diffusemap models/characters/player/arm1.tga
{
blend bumpmap
map addnormals(models/characters/player/arm1_local.tga, heightmap(models/characters/player/arm1_h.tga, 5 ) )
}
specularmap models/characters/player/arm1_s.tga
}
models/characters/player/arm2cin
{
//
//noShadows
clamp
renderbump -size 1024 2048 -trace 0.02 -colorMap models/characters/player/arm2_local.tga models/characters/player/arm1_hi.lwo
diffusemap models/characters/player/arm2.tga
{
blend bumpmap
map addnormals(models/characters/player/arm2_local.tga, heightmap(models/characters/player/arm2_h.tga, 3 ) )
}
specularmap models/characters/player/arm2_s.tga
}
models/characters/player/playerheadcin
{
//
noOverlays
clamp
renderbump -size 512 512 -trace 0.07 -colorMap -aa 2 models/characters/player/playerhead_local.tga models/characters/player/playerhead_hi.lwo
diffusemap models/characters/player/playerhead.tga
{
blend bumpmap
map addnormals(models/characters/player/playerhead_local.tga, heightmap(models/characters/player/playerhead_h.tga, 5 ) )
}
specularmap models/characters/player/playerhead_s.tga
}
models/characters/sarge2/arm2new
{
clamp
renderbump -size 512 512 -aa 2 -trace 0.02 models/characters/sarge2/arm2new_local.tga models/characters/sarge2/arm2new_hi.lwo
diffusemap models/characters/sarge2/arm1new.tga
bumpmap addnormals(models/characters/sarge2/arm2new2_local.tga, heightmap(models/characters/sarge2/arm1new_h.tga, 5 ) )
specularmap models/characters/sarge2/arm1new_s.tga
}
models/characters/sarge2/arm1new
{
clamp
renderbump -size 512 512 -aa 2 models/characters/sarge2/arm1new_local.tga models/characters/sarge2/arm1new_hi.lwo
diffusemap models/characters/sarge2/arm1new.tga
bumpmap addnormals(models/characters/sarge2/arm2new2_local.tga, heightmap(models/characters/sarge2/arm1new_h.tga, 5 ) )
specularmap models/characters/sarge2/arm1new_s.tga
}
models/johnc/stest
{
clamp
renderbump -size 256 256 -trace 0.07 -colorMap models/johnc/stest_local.tga models/johnc/stest_hi.lwo
diffusemap models/johnc/stest.tga
bumpmap models/johnc/stest_local.tga
specularmap models/johnc/stest_s.tga
}
models/characters/sarge2/pwac
{
renderbump -size 512 512 -aa 2 models/characters/sarge2/pwac_local.tga models/characters/sarge2/pwac_hi.lwo
diffusemap models/characters/sarge2/pwac.tga
bumpmap models/characters/sarge2/pwac_local.tga
specularmap models/characters/sarge2/pwac_s.tga
}
models/characters/sarge2/arm2
{
clamp
renderbump -size 512 512 -aa 2 models/characters/sarge2/arm2_local.tga models/characters/sarge2/arm2_hi.lwo
diffusemap models/characters/sarge2/arm1.tga
bumpmap addnormals(models/characters/sarge2/arm1_local.tga, heightmap(models/characters/sarge2/arm1_h.tga, 5 ) )
specularmap models/characters/sarge2/arm1_s.tga
}
models/characters/sarge2/arm1
{
clamp
renderbump -size 512 512 -aa 2 models/characters/sarge2/arm1_local.tga models/characters/sarge2/arm1_hi.lwo
diffusemap models/characters/sarge2/arm1.tga
bumpmap addnormals(models/characters/sarge2/arm1_local.tga, heightmap(models/characters/sarge2/arm1_h.tga, 5 ) )
specularmap models/characters/sarge2/arm1_s.tga
}
models/characters/sarge2/hsarge
{
clamp
flesh
forceOverlays
renderbump -size 512 512 -aa 2 models/characters/sarge2/hsarge_local.tga models/characters/sarge2/hsarge_hi.lwo
diffusemap models/characters/sarge2/hsarge.tga
bumpmap addnormals(models/characters/sarge2/hsarge_local.tga, heightmap(models/characters/sarge2/hsarge_h.tga, 3 ) )
specularmap models/characters/sarge2/hsarge_s.tga
}
models/characters/scientist/head04/head04
{
clamp
flesh
forceOverlays
renderbump -size 512 512 -aa 2 models/characters/scientist/head04/head04_local.tga models/characters/scientist/head04/head04_hi.ase
diffusemap models/characters/scientist/head04/head04.tga
bumpmap addnormals(models/characters/scientist/head04/head04_local.tga, heightmap(models/characters/scientist/head04/head04_h.tga, 5 ) )
specularmap models/characters/scientist/head04/head04_s.tga
}
models/characters/scientist/fhead02/fhead02
{
clamp
flesh
forceOverlays
renderbump -size 512 512 -aa 2 models/characters/scientist/fhead02/fhead02_local.tga models/characters/scientist/fhead02/fhead02_hi.ase
diffusemap models/characters/scientist/fhead02/fhead02.tga
bumpmap addnormals(models/characters/scientist/fhead02/fhead02_local.tga, heightmap(models/characters/scientist/fhead02/fhead02_h.tga, 5 ) )
specularmap models/characters/scientist/fhead02/fhead02_s.tga
}
models/characters/scientist/fhead01/fhair
{
{
blend diffusemap
map models/characters/scientist/fhead01/fhair.tga
alphaTest 0.3
}
specularmap models/characters/scientist/fhead01/fhair_s.tga
}
models/characters/scientist/fhead01/lashes
{
translucent
twosided
nonsolid
noimpact
noshadows
{
blend filter
map models/characters/scientist/fhead01/lashes.tga
}
}
models/characters/scientist/fhead01/fhead01
{
clamp
flesh
forceOverlays
renderbump -size 512 512 -aa 2 models/characters/scientist/fhead01/fhead01_local.tga models/characters/scientist/fhead01/fhead01_hi.ase
diffusemap models/characters/scientist/fhead01/fhead01.tga
bumpmap addnormals(models/characters/scientist/fhead01/fhead01_local.tga, heightmap(models/characters/scientist/fhead01/fhead01_h.tga, 5 ) )
specularmap models/characters/scientist/fhead01/fhead01_s.tga
}
models/characters/scientist/head03/r_hair2
{
{
blend diffusemap
map models/characters/scientist/head03/r_hair2.tga
alphaTest 0.9
}
}
models/characters/scientist/head03/r_hair
{
{
blend diffusemap
map models/characters/scientist/head03/r_hair.tga
alphaTest 0.9
}
specularmap models/characters/scientist/head03/r_hair_s.tga
}
models/characters/scientist/head03/dhead03
{
clamp
flesh
forceOverlays
diffusemap models/characters/scientist/head03/dhead03.tga
bumpmap addnormals(models/characters/scientist/head03/head03_local.tga, heightmap(models/characters/scientist/head03/dhead03_h.tga, 3 ) )
specularmap models/characters/scientist/head03/dhead03_s.tga
}
models/characters/scientist/head03/head03
{
clamp
flesh
forceOverlays
renderbump -size 512 512 -trace 0.04 -colorMap -aa 2 models/characters/scientist/head03/head03_local.tga models/characters/scientist/head03/head03_hi.lwo
{
blend diffusemap
map models/characters/scientist/head03/head03.tga
}
bumpmap addnormals(models/characters/scientist/head03/head03_local.tga, heightmap(models/characters/scientist/head03/head03_h.tga, 4 ) )
specularmap models/characters/scientist/head03/head03_s.tga
}
models/characters/scientist/head01/thair
{
translucent
twosided
nonsolid
noimpact
noshadows
{
blend diffuseMap
map models/characters/scientist/head01/thair.tga
}
}
models/characters/scientist/head02/glasses2_fx
{
translucent
twosided
nonsolid
noimpact
noshadows
{
blend filter
map models/characters/scientist/head02/glasses2_fx.tga
}
//specularmap models/characters/scientist/head02/glasses2_fx_s.tga
}
models/characters/scientist/head02/glasses2
{
//twosided
forceoverlays
renderbump -size 256 128 -aa 2 models/characters/scientist/head02/glasses2_local.tga models/characters/scientist/head02/glasses2_hi.ase
{
blend diffusemap
map models/characters/scientist/head02/glasses2.tga
alphaTest 0.4
}
bumpmap models/characters/scientist/head02/glasses2_local.tga
specularmap models/characters/scientist/head02/glasses2_s.tga
}
models/characters/scientist/head02/glasses_fx
{
translucent
twosided
nonsolid
noimpact
noshadows
{
blend filter
map models/characters/scientist/head02/glasses_fx.tga
}
//specularmap models/characters/scientist/head02/glasses_fx_s.tga
}
models/characters/scientist/head02/glasses
{
noshadows
//twosided
renderbump -size 256 128 -aa 2 models/characters/scientist/head02/glasses_local.tga models/characters/scientist/head02/glasses_hi.lwo
{
blend diffusemap
map models/characters/scientist/head02/glasses.tga
alphaTest 0.5
}
bumpmap models/characters/scientist/head02/glasses_local.tga
specularmap models/characters/scientist/head02/glasses_s.tga
}
models/characters/scientist/head02/hair
{
translucent
twosided
nonsolid
noimpact
noshadows
{
blend FILTER
map models/characters/scientist/head02/hair.tga
}
}
models/characters/scientist/head02/oldscihead02
{
clamp
flesh
forceOverlays
diffusemap models/characters/scientist/head02/oldscihead02.tga
bumpmap addnormals(models/characters/scientist/head02/scihead02_local.tga, heightmap( models/characters/scientist/head02/oldscihead02_h.tga, 2 ) )
specularmap models/characters/scientist/head02/oldscihead02_s.tga
}
models/characters/scientist/head02/scihead02
{
clamp
flesh
forceOverlays
renderbump -size 512 512 -aa 2 models/characters/scientist/head02/scihead02_local.tga models/characters/scientist/head02/sci02_hi.ase
{
blend diffusemap
map models/characters/scientist/head02/scihead02.tga
}
{
blend bumpmap
map addnormals(models/characters/scientist/head02/scihead02_local.tga, heightmap( models/characters/scientist/head02/scihead02_h.tga, 2 ) )
}
specularmap models/characters/scientist/head02/scihead02_s.tga
}
models/characters/scientist/sci01
{
clamp
flesh
forceOverlays
renderbump -size 1024 1024 -trace 0.07 -colorMap -aa 2 models/characters/scientist/sci01_local.tga models/characters/scientist/sci01_hi.lwo
{
blend diffusemap
map models/characters/scientist/sci01.tga
}
{
blend bumpmap
map addnormals( models/characters/scientist/sci01_local.tga, heightmap( models/characters/scientist/sci01_h.tga, 4 ) )
}
//diffusemap models/characters/scientist/sci01.tga
//bumpmap addnormals( models/characters/scientist/sci01_local.tga, heightmap( models/characters/scientist/sci01_h.tga, 4 ) )
specularmap models/characters/scientist/sci01_s.tga
}
models/characters/scientist/head01/scihead01
{
clamp
flesh
forceOverlays
renderbump -size 512 512 -aa 2 models/characters/scientist/head01/scihead01_local.tga models/characters/scientist/head01/head1_hi.lwo
diffusemap models/characters/scientist/head01/scihead01.tga
{
blend bumpmap
map addnormals( models/characters/scientist/head01/scihead01_local.tga, heightmap( models/characters/scientist/head01/scihead01_h.tga, 7 ) )
}
specularmap models/characters/scientist/head01/scihead01_s.tga
}
ase/bfgguy
{
// translucent
// noshadows
{
blend diffusemap
map ase/bfgguydif.tga
// alphaTest .5 + 0.5 * sintable [ time * .1 ]
}
{
blend bumpmap
map ase/hpbfgguy_local.tga
}
// {
// blend diffusemap
// map ase/bfgguydif.tga
// rgb 1
// }
{
blend specularmap
map ase/bfgguyspec.tga
}
{
blend gl_one, gl_zero
maskcolor
map ase/bfgguydif.tga
}
// {
// blend gl_dst_alpha, gl_one
// cubeMap env/test
// rgb sinTable[ time ]
// texgen reflect
// }
}
ase/bfgguy_V
{
diffusemap ase/bfgguy_Vdif.tga
specularmap ase/girder1spec.tga
{
blend gl_one,gl_one
map ase/bfgguy_vadd.tga
}
}
models/characters/sarge2/sarm
{
clamp
bumpmap addnormals ( models/characters/sarge2/sarm_local.tga, heightmap ( models/characters/sarge2/sarm_h.tga, 3 ) )
diffusemap models/characters/sarge2/sarm.tga
specularmap models/characters/sarge2/sarm_s.tga
}
models/characters/sarge2/armor/armor
{
clamp
bumpmap addnormals ( models/characters/sarge2/armor/armorhi_local.tga, heightmap ( models/characters/sarge2/armor/armor_h.tga, 3 ) )
diffusemap models/characters/sarge2/armor/armor_d.tga
specularmap models/characters/sarge2/armor/armor_s.tga
}
models/characters/sarge2/helmet/helmet
{
clamp
metal
bumpmap models/characters/sarge2/helmet/helmet_hi_local.tga
diffusemap models/characters/sarge2/helmet/helmet.tga
specularmap models/characters/sarge2/helmet/helmet_s.tga
}
models/characters/uac_marine/uac_marine
{
clamp
bumpmap addnormals( ase/marine_hi_smoothed.tga, heightmap( ase/marine_hi_add.tga, 11 ) )
diffusemap ase/marine_df.tga
specularmap ase/marine_sp.tga
}
models/characters/male_npc/marine/h_mp2_invis
{
unsmoothedTangents
collision
forceOverlays
translucent
clamp
/*
{
blend diffusemap
map models/characters/male_npc/marine/h_mp2.tga
alphaTest parm6
}
*/
bumpmap models/characters/sarge2/helmet_local.tga
specularmap models/characters/male_npc/marine/h_mp1_s.tga
}
models/characters/male_npc/marine/h_mp3_invis
{
unsmoothedTangents
collision
forceOverlays
translucent
clamp
/*
{
blend diffusemap
map models/characters/male_npc/marine/h_mp3.tga
alphaTest parm6
}
*/
bumpmap models/characters/sarge2/helmet_local.tga
specularmap models/characters/male_npc/marine/h_mp1_s.tga
}
models/characters/male_npc/marine/h_mp4_invis
{
unsmoothedTangents
collision
forceOverlays
translucent
clamp
/*
{
blend diffusemap
map models/characters/male_npc/marine/h_mp4.tga
alphaTest parm6
}
*/
bumpmap models/characters/sarge2/helmet_local.tga
specularmap models/characters/male_npc/marine/h_mp1_s.tga
}
models/characters/male_npc/marine/mp4_invis
{
//noShadows
unsmoothedTangents
collision
forceOverlays
translucent
clamp
/*
{
blend diffusemap
map models/characters/male_npc/marine/mp4.tga
alphaTest parm6
}
*/
{
blend bumpmap
map addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/marine_h.tga, 5 ) )
}
specularmap models/characters/male_npc/marine/mp1_s.tga
}
models/characters/male_npc/marine/mp3_invis
{
//noShadows
unsmoothedTangents
collision
forceOverlays
translucent
clamp
/*
{
blend diffusemap
map models/characters/male_npc/marine/mp3.tga
alphaTest parm6
}
*/
{
blend bumpmap
map addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/marine_h.tga, 5 ) )
}
specularmap models/characters/male_npc/marine/mp1_s.tga
}
models/characters/male_npc/marine/mp2_invis
{
//noShadows
unsmoothedTangents
collision
forceOverlays
translucent
clamp
/*
{
blend diffusemap
map models/characters/male_npc/marine/mp2.tga
alphaTest parm6
}
*/
{
blend bumpmap
map addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/marine_h.tga, 5 ) )
}
specularmap models/characters/male_npc/marine/mp1_s.tga
}
models/characters/male_npc/marine/h_mp1_invis
{
unsmoothedTangents
collision
forceOverlays
translucent
clamp
bumpmap models/characters/sarge2/helmet_local.tga
{
program heatHazeWithMaskAndVertex.vfp
vertexParm 0 0 // texture scrolling
vertexParm 1 10 // magnitude of the distortion
fragmentMap 0 _currentRender
fragmentMap 1 models/characters/sarge2/helmet_local.tga // the normal map for distortion
// fragmentMap 2 textures/particles/vpring1_alpha.tga // the distortion blend map
}
{
blend specularmap
map models/invis_s.tga
translate time * 0 , time * 0.6
}
}
models/characters/male_npc/marine/mp1_invis
{
//noShadows
unsmoothedTangents
collision
forceOverlays
translucent
clamp
{
program heatHazeWithMaskAndVertex.vfp
vertexParm 0 0 // texture scrolling
vertexParm 1 10 // magnitude of the distortion
fragmentMap 0 _currentRender
fragmentMap 1 models/characters/male_npc/marine/marine_local.tga // the normal map for distortion
// fragmentMap 2 textures/particles/vpring1_alpha.tga // the distortion blend map
}
{
blend bumpmap
map models/characters/male_npc/marine/marine_local.tga
}
{
blend specularmap
map models/invis_s.tga
translate time * 0 , time * 0.6
}
}