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Text File  |  2004-08-02  |  125KB  |  5,012 lines

  1. table eyestable { { .3, 1, .9, .8, .5, .6, .5, .2, .7, .8, .3, .9, .3, .1, .5, .9, .2, .8 } }
  2. table maggottable { { 0,0,0,0,0,0,1,.6,.4,.1,0,1,.6,.4,.1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 } }
  3. table revtable { { .5,.5,.5,.5,.4,.5,.6,.7,0.6,.5,.4,.3  } }
  4. table rev2table { { .6,.5,.5,.4,.5,.3,.6,.6,.4,.2,.2,.4  } }
  5. table fireballtable { { .7,.8,1,1,1,1,1,1,.8,1,1,1,.8,.8,1,.7,1,.7,1,.7,.8,1,1,1,.7,.7  } }
  6. table death_fade { clamp { 0, 1 } }
  7. table throbtable2 { { 0,.25,.5,1,.5,.25 } }
  8. table vagtable { { 0,0,0,0,0,0,0,.25,.25,.25,.25,.5,.5,.5,.5,1,1,1,1,1,1,1,1,1,1,1,1,.5,.25,.25,.5,1,.5,.25 } }
  9. table archtable { clamp { 0,.25,.5,1,.5,.25, 0 } }
  10.  
  11.  
  12. // i can break stuff
  13.  
  14.  
  15. models/monsters/imp/imp
  16. {
  17.     unsmoothedTangents
  18.     //
  19.     flesh
  20.     renderbump  -size 512 512 -aa 3 models/monsters/imp/imp_local.tga models/monsters/imp/work/imp_hp.lwo
  21.  
  22.     {    // burning corpse effect
  23.         if    parm7            // only when dead
  24.         
  25.         // make a burned away alpha test for the normal skin
  26.         blend    gl_zero, gl_one            // don't draw anything
  27.         
  28.         map models/monsters/imp/imp_dis.tga    // replace this with a monster-specific texture
  29.         alphaTest 0.05 + 0.3 * (time - parm7)
  30.     }
  31.     {    // burning corpse effect
  32.         if parm7            // only when dead
  33.  
  34.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  35.         privatePolygonOffset    -1        // stage-only polygon offset
  36.         blend add    
  37.         blend gl_one, gl_zero
  38.         
  39.         map models/monsters/imp/imp_dis.tga    // replace this with a monster-specific texture
  40.         alphaTest 0.3 * (time - parm7)
  41.     }
  42.     forceOverlays    
  43.     bumpmap    addnormals (models/monsters/imp/imp_local, heightmap (models/monsters/imp/imp_bmp.tga, 6) )
  44.     diffusemap models/monsters/imp/imp_d
  45.     specularmap    models/monsters/imp/imp_s
  46. }    
  47.  
  48.  
  49. models/monsters/wraith/wraith
  50.  
  51. {
  52.     
  53.     unsmoothedtangents
  54.     flesh
  55.     clamp
  56.     renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 2  models/monsters/wraith/wraith_local.tga models/monsters/wraith/wraith_hi.lwo
  57.      
  58.     {    // burning corpse effect
  59.         if    parm7            // only when dead
  60.         
  61.         // make a burned away alpha test for the normal skin
  62.         blend    gl_zero, gl_one            // don't draw anything
  63.         
  64.         map models/monsters/wraith/wraith_dis.tga    // replace this with a monster-specific texture
  65.         alphaTest 0.05 + 0.3 * (time - parm7)
  66.     }
  67.     {    // burning corpse effect
  68.         if parm7            // only when dead
  69.  
  70.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  71.         privatePolygonOffset    -1        // stage-only polygon offset
  72.            blend add
  73.         blend gl_one, gl_zero
  74.         
  75.         map models/monsters/wraith/wraith_dis.tga    // replace this with a monster-specific texture
  76.         alphaTest 0.3 * (time - parm7)
  77.     }
  78.         forceoverlays    
  79.         diffusemap       models/monsters/wraith/wraith.tga
  80.         bumpmap        addnormals(models/monsters/wraith/wraith_local.tga, heightmap(models/monsters/wraith/wraith_h.tga, 3 ) )
  81.         specularmap        models/monsters/wraith/wraith_s.tga
  82.  
  83. }
  84.  
  85. models/monsters/ticks/tick
  86. {
  87.         
  88.     flesh
  89.     clamp
  90.     unsmoothedtangents
  91.  
  92.         renderbump  -size 128 128 -trace 0.1 -colorMap -aa 4  models/monsters/ticks/tick_local.tga models/monsters/ticks/tick_hi.lwo
  93.  
  94.     {    // burning corpse effect
  95.         if    parm7            // only when dead
  96.         
  97.         // make a burned away alpha test for the normal skin
  98.         blend    gl_zero, gl_one            // don't draw anything
  99.         
  100.         map models/monsters/spectre/global_dis.tga    // replace this with a monster-specific texture
  101.         alphaTest 0.05 + 0.3 * (time - parm7)
  102.     }
  103.     {    // burning corpse effect
  104.         if parm7            // only when dead
  105.  
  106.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  107.         privatePolygonOffset    -1        // stage-only polygon offset
  108.            blend add
  109.         blend gl_one, gl_zero
  110.         
  111.         map models/monsters/spectre/global_dis.tga    // replace this with a monster-specific texture
  112.         alphaTest 0.3 * (time - parm7)
  113.     }    
  114.     forceoverlays
  115.     
  116.         diffusemap    models/monsters/ticks/tick_d.tga
  117.     bumpmap            models/monsters/ticks/tick_local.tga 
  118.         specularmap    models/monsters/ticks/tick_s.tga
  119. }
  120.  
  121. models/monsters/ticks/tleg
  122. {
  123.         
  124.     noshadows
  125.     flesh
  126.     clamp
  127.     unsmoothedtangents
  128.     //forceoverlays
  129.        {       
  130.            if ( parm7 == 0 )
  131.                blend    diffusemap
  132.          map    models/monsters/ticks/tleg_d.tga
  133.          alphaTest 0.5
  134.     }   
  135.     {       
  136.            if ( parm7 == 0 )
  137.           blend    bumpmap    
  138.         map    models/monsters/ticks/tleg_local.tga 
  139.          
  140.     } 
  141.     {       
  142.            if ( parm7 == 0 )
  143.           blend    specularmap
  144.         map    models/monsters/ticks/tleg_s.tga
  145.          
  146.     }   
  147.             
  148.             
  149. }
  150.  
  151.  
  152. models/monsters/maledict/mtongue
  153. {
  154.         
  155.         //noshadows
  156.         clamp
  157.         unsmoothedtangents
  158.         flesh
  159.  
  160.         renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 1  models/monsters/maledict/mtongue_local.tga models/monsters/maledict/mtongue_hi.lwo
  161.  
  162.  
  163.     diffusemap     models/monsters/maledict/mtongue.tga
  164.     bumpmap        addnormals(models/monsters/maledict/mtongue_local.tga, heightmap( models/monsters/maledict/mtongue_h.tga, 3 ) )
  165.     specularmap    models/monsters/maledict/mtongue_s.tga
  166. }
  167.  
  168.  
  169.  
  170. models/monsters/maledict/maledict
  171. {
  172.         
  173.         clamp
  174.         unsmoothedtangents
  175.         flesh
  176.  
  177.         renderbump  -size 2048 2048 -trace 0.01 -colorMap -aa 1  models/monsters/maledict/maledict_local.tga models/monsters/maledict/maledict_hi.lwo
  178.  
  179.  
  180.         {    
  181.            
  182.                blend    diffusemap
  183.          map    models/monsters/maledict/maledict_d.tga
  184.          alphaTest 0.5
  185.     }
  186.         bumpmap        addnormals(models/monsters/maledict/maledict_local.tga, heightmap( models/monsters/maledict/maledict_h.tga, 3 ) )
  187.         specularmap    models/monsters/maledict/maledict_s.tga
  188. }
  189.  
  190.  
  191. models/monsters/maledict/bmaledict
  192. {
  193.         
  194.         clamp
  195.         unsmoothedtangents
  196.         flesh
  197.  
  198.         {    
  199.            
  200.                blend    diffusemap
  201.          map    models/monsters/maledict/bmaledict_d.tga
  202.          alphaTest 0.5
  203.     }
  204.         bumpmap        addnormals(models/monsters/maledict/maledict_local.tga, heightmap( models/monsters/maledict/bmaledict_h.tga, 3 ) )
  205.         specularmap    models/monsters/maledict/bmaledict_s.tga
  206. }
  207.  
  208.  
  209.  
  210.  
  211. models/monsters/zombie/sawyer/shair1
  212. {
  213.     translucent
  214.     clamp
  215.  
  216.     {       
  217.                   blend    filter
  218.         map    models/monsters/zombie/sawyer/shair1.tga
  219.  
  220.     }
  221.  
  222.  
  223. }
  224.  
  225. models/mapobjects/corpses/adrian
  226.  
  227. {
  228.     
  229.     flesh
  230.     clamp
  231.      
  232.          diffusemap       models/mapobjects/corpses/a_morgue_d09_fin.tga
  233.          bumpmap       addnormals(models/mapobjects/corpses/morgue_local.tga, heightmap(models/mapobjects/corpses/a_morgue_b01_fin.tga, 3 ) )
  234.          specularmap   models/mapobjects/corpses/a_morgue_s01_fin.tga
  235.  
  236. }
  237.  
  238.  
  239. models/monsters/zombie/morgue/morgue
  240.  
  241. {
  242.     
  243.      unsmoothedtangents
  244.     flesh
  245.     clamp
  246.  
  247. {    // burning corpse effect
  248.         if    parm7            // only when dead
  249.         // make a burned away alpha test for the normal skin
  250.         blend    gl_zero, gl_one            // don't draw anything
  251.         
  252.         map models/monsters/spectre/global_dis.tga    // replace this with a monster-specific texture
  253.         alphaTest 0.05 + 1.5 * (time - parm7)
  254. }
  255.     renderbump  -size 1024 1024 -trace 0.03 -colorMap -aa 2  models/monsters/zombie/morgue/morgue_local.tga models/monsters/zombie/morgue/morgue_hi.lwo
  256.          forceoverlays
  257.          diffusemap       models/monsters/zombie/morgue/morgue_d.tga
  258.          bumpmap       addnormals(models/monsters/zombie/morgue/morgue_local.tga, heightmap(models/monsters/zombie/morgue/morgue_h.tga, 3 ) )
  259.          specularmap   models/monsters/zombie/morgue/morgue_s.tga
  260.  
  261. }
  262.  
  263. models/monsters/zombie/sawyer/sawyer
  264. {
  265.        
  266.         unsmoothedTangents
  267.         flesh
  268.         clamp
  269.  
  270. {    // burning corpse effect
  271.         if    parm7            // only when dead
  272.         // make a burned away alpha test for the normal skin
  273.         blend    gl_zero, gl_one            // don't draw anything
  274.         
  275.         map models/monsters/spectre/global_dis.tga    // replace this with a monster-specific texture
  276.         alphaTest 0.05 + 1.5 * (time - parm7)
  277. }
  278.  
  279.     renderbump  -size 1024 1024 -trace 0.03 -colorMap -aa 2  models/monsters/zombie/sawyer/sawyer_local.tga models/monsters/zombie/sawyer/sawyer_hi.lwo
  280.         forceoverlays
  281.          diffusemap       models/monsters/zombie/sawyer/sawyer_d.tga
  282.  
  283.         {
  284.            blend bumpmap
  285.           map   addnormals(models/monsters/zombie/sawyer/sawyer_local.tga, heightmap(models/monsters/zombie/sawyer/sawyer_h.tga, 6 ) )
  286.          }
  287.          specularmap   models/monsters/zombie/sawyer/sawyer_s.tga
  288. }
  289.  
  290.  
  291. models/monsters/sabaoth/treads
  292.  
  293. {
  294.         
  295.         noshadows
  296.         ricochet
  297.         
  298.  
  299.      {       
  300.            blend    diffusemap
  301.          map    models/monsters/sabaoth/treads_d.tga
  302.          alphaTest 0.5
  303.     translate    time * 0 , time * 2
  304.      }
  305.  
  306.      {
  307.     blend    bumpmap    
  308.     map    models/monsters/sabaoth/treads_local.tga
  309.     translate    time * 0 , time * 2
  310.      }
  311.  
  312.      {
  313.     blend    specularmap
  314.     map    models/monsters/sabaoth/treads_s.tga
  315.     translate    time * 0 , time * 2
  316.      }
  317.       
  318. }
  319.  
  320. models/monsters/sabaoth/treads_slow
  321. {
  322.         
  323.         noshadows
  324.         ricochet
  325.  
  326.      {       
  327.            blend    diffusemap
  328.          map    models/monsters/sabaoth/treads_d.tga
  329.          alphaTest 0.5
  330.     translate    time * 0 , time * 2
  331.      }
  332.  
  333.      {
  334.     blend    bumpmap    
  335.     map    models/monsters/sabaoth/treads_local.tga
  336.     translate    time * 0 , time * 2
  337.      }
  338.  
  339.      {
  340.     blend    specularmap
  341.     map    models/monsters/sabaoth/treads_s.tga
  342.     translate    time * 0 , time * 2
  343.      }
  344.       
  345. }
  346.  
  347. models/monsters/sabaoth/treads_stopped
  348. {
  349.         
  350.         noshadows
  351.         ricochet
  352.  
  353.      {       
  354.            blend    diffusemap
  355.          map    models/monsters/sabaoth/treads_d.tga
  356.          alphaTest 0.5
  357.      }
  358.  
  359.      {
  360.     blend    bumpmap    
  361.     map    models/monsters/sabaoth/treads_local.tga
  362.      }
  363.  
  364.      {
  365.     blend    specularmap
  366.     map    models/monsters/sabaoth/treads_s.tga
  367.      }
  368.       
  369. }
  370.  
  371.  
  372. models/monsters/sabaoth/gear3
  373.  
  374. {
  375.         
  376.         noshadows
  377.         ricochet
  378.  
  379.      {       
  380.            blend    diffusemap
  381.          map    models/monsters/sabaoth/gear3_d.tga
  382.          alphaTest 0.5
  383.     //rotate    time * -.45
  384.     clamp
  385.      }
  386.  
  387.      {
  388.     blend    bumpmap    
  389.     map    models/monsters/sabaoth/gear3_local.tga
  390.     //rotate    time * -.45
  391.     clamp
  392.      }
  393.  
  394.      {
  395.     blend    specularmap
  396.     map    models/monsters/sabaoth/gear3_s.tga
  397.     //rotate    time * -.45
  398.     clamp
  399.      }
  400.       
  401. }
  402.  
  403.  
  404.  
  405. models/monsters/sabaoth/gear2
  406. {
  407.         
  408.         noshadows
  409.         ricochet
  410.  
  411.      {       
  412.            blend    diffusemap
  413.          map    models/monsters/sabaoth/gear2_d.tga
  414.          alphaTest 0.5
  415.     //rotate    time * -.45
  416.     clamp
  417.      }
  418.  
  419.      {
  420.     blend    bumpmap    
  421.     map    models/monsters/sabaoth/gear2_local.tga
  422.     //rotate    time * -.45
  423.     clamp
  424.      }
  425.  
  426.      {
  427.     blend    specularmap
  428.     map    models/monsters/sabaoth/gear2_s.tga
  429.     //rotate    time * -.45
  430.     clamp
  431.      }
  432.       
  433. }
  434.  
  435. models/monsters/sabaoth/gear1
  436.  
  437. {
  438.         
  439.         noshadows
  440.         ricochet
  441.  
  442.      {       
  443.            blend    diffusemap
  444.          map    models/monsters/sabaoth/gear1_d.tga
  445.          alphaTest 0.5
  446.     //rotate    time * .45
  447.     clamp
  448.      }
  449.  
  450.      {
  451.     blend    bumpmap    
  452.     map    models/monsters/sabaoth/gear1_local.tga
  453.     //rotate    time * .45
  454.     clamp
  455.      }
  456.  
  457.      {
  458.     blend    specularmap
  459.     map    models/monsters/sabaoth/gear1_s.tga
  460.     //rotate    time * .45
  461.     clamp
  462.      }
  463.       
  464. }
  465.  
  466.  
  467. models/monsters/sabaoth/sabaoth
  468. {
  469.         
  470.         flesh
  471.         clamp
  472.         unsmoothedtangents
  473.  
  474.         renderbump  -size 2048 2048 -trace 0.02 -colorMap -aa 1  models/monsters/sabaoth/sabaoth_local.tga models/monsters/sabaoth/sabaoth_hi.lwo
  475.  
  476.  
  477.         diffusemap    models/monsters/sabaoth/sabaoth_d.tga
  478.     bumpmap        addnormals(models/monsters/sabaoth/sabaoth_local.tga, heightmap( models/monsters/sabaoth/sabaoth_h.tga, 6 ) )
  479.         specularmap    models/monsters/sabaoth/sabaoth_s.tga
  480. }
  481.  
  482.  
  483.  
  484. models/monsters/vagary/eyes
  485. {
  486.     noShadows
  487.     //deform sprite
  488.     //discrete
  489.     nonsolid
  490.     noimpact
  491.  
  492.     { 
  493.      if ( parm7 == 0 )    
  494.            blend    add
  495.      map    models/monsters/vagary/eyes.tga
  496.     rgb        throbtable2[ time * .3 ] -.6
  497.     }
  498.  
  499.  
  500.  }
  501.  
  502. models/monsters/bruiser/gui
  503. {
  504.     noShadows
  505.     //deform sprite
  506.     //discrete
  507.     nonsolid
  508.     noimpact
  509.  
  510.     {       
  511.            blend    add
  512.      map    models/monsters/bruiser/gui.tga
  513.     //rgb        throbtable2[ time * .3 ] -.6
  514.     }
  515.  
  516.  
  517.  }
  518.  
  519. models/monsters/bruiser/bhead
  520. {
  521.         
  522.         flesh
  523.         unsmoothedtangents
  524.         clamp
  525.  
  526.         renderbump  -size 1024 1024 -trace 0.09 -colorMap -aa 2  models/monsters/bruiser/bhead_local.tga models/monsters/bruiser/bhead_hi.lwo
  527.  
  528.     {       
  529.            blend    diffusemap
  530.          map    models/monsters/bruiser/bhead_d.tga
  531.          alphaTest 0.5
  532.     }    
  533.         bumpmap        models/monsters/bruiser/bhead_local.tga
  534.         specularmap    models/monsters/bruiser/bhead_s.tga
  535. }
  536.  
  537. models/monsters/bruiser/pt_bruiser/pt_bhead
  538. {
  539.         
  540.         flesh
  541.         unsmoothedtangents
  542.         clamp
  543.  
  544.             {       
  545.            blend    diffusemap
  546.          map    models/monsters/bruiser/pt_bruiser/pt_bhead_d.tga
  547.          alphaTest 0.5
  548.     }    
  549.         bumpmap        models/monsters/bruiser/pt_bruiser/pt_bhead_local.tga
  550.         specularmap    models/monsters/bruiser/pt_bruiser/pt_bhead_s.tga
  551. }
  552.  
  553. models/monsters/bruiser/bruiser3
  554. {
  555.         
  556.         flesh
  557.         unsmoothedtangents
  558.         clamp
  559.  
  560.         renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 2  models/monsters/bruiser/bruiser3_local.tga models/monsters/bruiser/zbruiser3_hi.lwo
  561.  
  562.  
  563.         diffusemap    models/monsters/bruiser/bruiser3_d.tga
  564.         bumpmap        addnormals(models/monsters/bruiser/bruiser3_local.tga, heightmap( models/monsters/bruiser/bruiser3_h.tga, 6 ) )
  565.         specularmap    models/monsters/bruiser/bruiser3_s.tga
  566. }
  567.  
  568.  
  569. models/monsters/bruiser/pt_bruiser/pt_bruiser3
  570. {
  571.         
  572.         flesh
  573.         unsmoothedtangents
  574.         clamp
  575.  
  576.                 diffusemap    models/monsters/bruiser/pt_bruiser/pt_bruiser3_d.tga
  577.         bumpmap        addnormals(models/monsters/bruiser/pt_bruiser/pt_bruiser3_local.tga, heightmap( models/monsters/bruiser/pt_bruiser/pt_bruiser3_h.tga, 6 ) )
  578.             specularmap    models/monsters/bruiser/pt_bruiser/pt_bruiser3_s.tga
  579. }
  580.  
  581. models/monsters/vagary/vagary
  582. {
  583.         
  584.         flesh
  585.         unsmoothedtangents
  586.         clamp
  587.  
  588.  
  589.     {    // burning corpse effect
  590.         if    parm7            // only when dead
  591.         
  592.         // make a burned away alpha test for the normal skin
  593.         blend    gl_zero, gl_one            // don't draw anything
  594.         
  595.         map models/monsters/vagary/vagary_dis.tga    // replace this with a monster-specific texture
  596.         alphaTest 0.05 + 0.3 * (time - parm7)
  597.     }
  598.     {    // burning corpse effect
  599.         if parm7            // only when dead
  600.  
  601.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  602.         privatePolygonOffset    -1        // stage-only polygon offset
  603.         blend add    
  604.         blend gl_one, gl_zero
  605.         
  606.         map models/monsters/vagary/vagary_dis.tga    // replace this with a monster-specific texture
  607.         alphaTest 0.3 * (time - parm7)
  608.     }
  609.     forceOverlays    
  610.     renderbump  -size 1024 1024 -trace 0.1 -colorMap -aa 2  models/monsters/vagary/vagary_local.tga models/monsters/vagary/vagary_hi.lwo
  611.     diffusemap    models/monsters/vagary/vagary.tga
  612.     bumpmap        addnormals(models/monsters/vagary/vagary_local.tga, heightmap( models/monsters/vagary/vagary_h.tga, 9 ) )
  613.         specularmap    models/monsters/vagary/vagary_s.tga
  614. }
  615.  
  616. models/monsters/vagary/sac
  617. {
  618.         
  619.         noshadows
  620.         translucent
  621.         unsmoothedtangents
  622.         liquid
  623.         clamp
  624.  
  625.  
  626.  
  627.  
  628.  
  629.  
  630.         renderbump  -size 256 256 -trace 0.02 -colorMap -aa 2  models/monsters/vagary/sac_local.tga models/monsters/vagary/sac_hi.lwo
  631.        
  632.        {
  633.         if ( parm7 == 0 )
  634.         blend         diffusemap
  635.                map    models/monsters/vagary/sac.tga
  636.        }
  637.        {    
  638.         if ( parm7 == 0 )
  639.         blend        bumpmap
  640.         map        addnormals( models/monsters/vagary/sac_local.tga, heightmap( models/monsters/vagary/sac_h.tga, 8 ) )
  641.        }     
  642.               {
  643.         if ( parm7 == 0 )
  644.               blend    specularmap
  645.         map        models/monsters/vagary/sac_s.tga
  646.         //scroll    time * 0 , time * -0.1
  647.         }
  648.  
  649.  
  650. }
  651.  
  652.  
  653.  
  654. models/monsters/zombie/bernie/hip_flame
  655. {
  656.     qer_editorimage textures/particles/flame3_strip.tga
  657.     
  658.     translucent
  659.     noShadows
  660.     twosided
  661.     deform tube
  662.     {
  663.         if    ( parm7 == 0 )
  664.         blend add
  665.         map textures/particles/flame2_strip.tga
  666.         scale 1 / 32 , 1
  667.         scroll table32[ time * .65 ] , 0
  668.         clamp
  669.     }
  670. }
  671.  
  672.  
  673. models/monsters/zombie/bernie/butt_flame
  674. {
  675.     qer_editorimage textures/particles/flame3_strip.tga
  676.     
  677.     translucent
  678.     noShadows
  679.     twosided
  680.     deform sprite
  681.     {
  682.         if    ( parm7 == 0 )
  683.         blend add
  684.         map textures/particles/burst_strip.tga
  685.         scale 1 / 32 , 1
  686.         scroll table32[ time * .7 ] , 0
  687.         clamp
  688.     }
  689. }
  690.  
  691.  
  692. models/monsters/zombie/bernie/pelvis_flame
  693. {
  694.     qer_editorimage textures/particles/flame3_strip.tga
  695.     
  696.     translucent
  697.     noShadows
  698.     twosided
  699.     deform tube
  700.     {
  701.         if    ( parm7 == 0 )
  702.         blend add
  703.         map textures/particles/flame3_strip.tga
  704.         scale 1 / 32 , 1
  705.         scroll table32[ time * .8 ] , 0
  706.         clamp
  707.     }
  708. }
  709.  
  710.  
  711. models/monsters/zombie/bernie/trap_flame
  712. {
  713.     qer_editorimage textures/particles/flame3_strip.tga
  714.     
  715.     translucent
  716.     noShadows
  717.     twosided
  718.     deform tube
  719.     {
  720.         if    ( parm7 == 0 )
  721.         blend add
  722.         map textures/particles/flame2_strip.tga
  723.         scale 1 / 32 , 1
  724.         scroll table32[ time * .7 ] , 0
  725.         clamp
  726.     }
  727. }
  728.  
  729.  
  730. models/monsters/zombie/bernie/head_flame
  731. {
  732.     qer_editorimage textures/particles/flame3_strip.tga
  733.     
  734.     translucent
  735.     noShadows
  736.     twosided
  737.     deform tube
  738.     {
  739.         if    ( parm7 == 0 )
  740.         blend add
  741.         map textures/particles/flame3_strip.tga
  742.         scale 1 / 32 , 1
  743.         scroll table32[ time * .8 ] , 0
  744.         clamp
  745.     }
  746. }
  747.  
  748.  
  749. models/monsters/zombie/bernie/wrist_flame
  750. {
  751.     qer_editorimage textures/particles/flame3_strip.tga
  752.     
  753.     translucent
  754.     noShadows
  755.     twosided
  756.     deform tube
  757.     {
  758.         if    ( parm7 == 0 )
  759.         blend add
  760.         map textures/particles/flame3_strip.tga
  761.         scale 1 / 32 , 1
  762.         scroll table32[ time * .9 ] , 0
  763.         clamp
  764.     }
  765. }
  766.  
  767. models/monsters/zombie/bernie/berniefx
  768. {
  769.     noShadows
  770.     
  771.     //deform sprite
  772.     flesh
  773.     nonsolid
  774.     noimpact
  775.     translucent
  776.  
  777.     {
  778.         if    ( parm7 == 0 )
  779.         maskcolor
  780.         map makealpha(models/monsters/zombie/bernie/berniefx.tga)
  781.     
  782.     }
  783.     {
  784.         if    ( parm7 == 0 )
  785.             blend gl_dst_alpha, gl_one
  786.             maskalpha
  787.             map models/monsters/lost/lostfx.tga
  788.             red   1
  789.             blue  .5
  790.             green .5
  791.             translate    time * 0.2 , time * 1.1
  792.     }
  793.  
  794.  
  795.  
  796.  }
  797.  
  798. models/monsters/zombie/bernie/jerky1
  799.  
  800. {
  801.      noShadows
  802.     
  803.     translucent
  804.     qer_editorimage models/monsters/zombie/bernie/jerky1.tga
  805.  
  806.     {       
  807.            blend    diffusemap
  808.          map    models/monsters/zombie/bernie/jerky1.tga
  809.          alphaTest 0.7
  810.     }
  811.     { 
  812.          blend  bumpmap    
  813.          map    heightmap (models/monsters/zombie/bernie/jerky1_h.tga, 30)
  814.         scroll    time * 0 , time * -0.1
  815.     }  
  816.     specularmap     models/monsters/zombie/bernie/jerky1_s.tga 
  817.  
  818. }
  819.  
  820. models/monsters/zombie/bernie/bernie
  821. {
  822.        
  823.         flesh
  824.         clamp
  825.  
  826. {    // burning corpse effect
  827.         if    parm7            // only when dead
  828.         // make a burned away alpha test for the normal skin
  829.         blend    gl_zero, gl_one            // don't draw anything
  830.         
  831.         map models/monsters/spectre/global_dis.tga    // replace this with a monster-specific texture
  832.         alphaTest 0.05 + 1.5 * (time - parm7)
  833.     }
  834.  
  835.     renderbump  -size 1024 1024 -trace 0.1 -colorMap -aa 2  models/monsters/zombie/bernie/bernie_local.tga models/monsters/zombie/bernie/bernie_hi.lwo
  836.         forceoverlays
  837.         diffusemap       models/monsters/zombie/bernie/bernie_d.tga
  838.         bumpmap        addnormals(models/monsters/zombie/bernie/bernie_local.tga, heightmap(models/monsters/zombie/bernie/bernie_h.tga, 10 ) )
  839.         specularmap        models/monsters/zombie/bernie/bernie_s.tga
  840. }
  841.  
  842.  
  843.  
  844. models/monsters/wraith/wing
  845.  
  846. {
  847.      flesh
  848.     
  849.     translucent
  850.     
  851.  
  852.     {       
  853.         if ( parm7 == 0 )
  854.            blend    diffusemap
  855.          map    models/monsters/wraith/wing.tga
  856.          alphaTest 0.7
  857.     }
  858.     { 
  859.         if ( parm7 == 0 )
  860.          blend  bumpmap    
  861.          map    heightmap (models/monsters/wraith/wing_h.tga, 10)
  862.  
  863.     }  
  864.     {
  865.         if ( parm7 == 0 )
  866.         blend        specularmap
  867.         map     models/monsters/wraith/wing_s.tga 
  868.     }
  869.  
  870. }
  871.  
  872. models/monsters/wraith/weyes
  873. {
  874.     noShadows
  875.     //deform sprite
  876.     //discrete
  877.     nonsolid
  878.     noimpact
  879.  
  880.     {       
  881.         if ( parm7 == 0 )
  882.            blend    add
  883.      map    models/monsters/wraith/weyes.tga
  884.     //rgb        eyestable[ time * .5 ]
  885.     }
  886.  
  887.  
  888.  }
  889.  
  890.  
  891.  
  892.  
  893.  
  894.  
  895.  
  896. models/gibs/pork
  897.  
  898. {
  899.     
  900.     unsmoothedTangents
  901.     nonsolid
  902.     noimpact
  903.     flesh
  904.     clamp
  905.  
  906.     renderbump  -size 512 512 -trace 0.02 -colorMap -aa 2  models/gibs/pork_local.tga models/gibs/pork_hi.lwo
  907.  
  908.     {    // burning corpse effect
  909.         if    parm7            // only when dead
  910.         
  911.         // make a burned away alpha test for the normal skin
  912.         blend    gl_zero, gl_one            // don't draw anything
  913.         
  914.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  915.         alphaTest 0.05 + 0.2 * (time - parm7)
  916.     }
  917.          {     
  918.         blend diffusemap    
  919.         map models/gibs/pork.tga
  920.         //alphaTest parm6
  921.         }     
  922.  
  923.         bumpmap        addnormals(models/gibs/pork_local.tga, heightmap(models/gibs/pork_h.tga, 10 ) )
  924.         specularmap        models/gibs/pork_s.tga
  925.  
  926. }
  927.  
  928. models/monsters/skeleton/skeleton01head
  929.  
  930. {
  931.     renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 2  models/monsters/skeleton/skeleton01_local.tga models/monsters/skeleton/skeleton_hi.lwo
  932.  
  933.      
  934.     unsmoothedTangents
  935.     noshadows
  936.     nonsolid
  937.     //noimpact removed by tim
  938.     flesh
  939.     clamp
  940.  
  941.     {    // burning corpse effect
  942.         if    parm7            // only when dead
  943.         
  944.         // make a burned away alpha test for the normal skin
  945.         blend    gl_zero, gl_one            // don't draw anything
  946.         
  947.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  948.         alphaTest 0.05 + 0.3 * (time - parm7)
  949.     }
  950.  
  951.          {
  952.  
  953.             blend diffusemap    
  954.             map models/monsters/skeleton/skeleton01_d.tga
  955.             //alphaTest parm7 // .5 + 0.5 * sintable [ time * .2  ]
  956.         }
  957.             specularmap     models/monsters/skeleton/skeleton01_s.tga    
  958.             bumpmap        addnormals(models/monsters/skeleton/skeleton01_local.tga, heightmap(models/monsters/skeleton/skeleton01_h.tga, 6 ) )
  959.        
  960.  
  961. }
  962.  
  963.  
  964.  
  965.  
  966. models/monsters/skeleton/skeleton01
  967.  
  968. {
  969.     renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 2  models/monsters/skeleton/skeleton01_local.tga models/monsters/skeleton/skeleton_hi.lwo
  970.  
  971.      
  972.     unsmoothedTangents
  973.     noshadows
  974.     nonsolid
  975.     //noimpact removed by tim
  976.     flesh
  977.     clamp
  978.  
  979.     {    // burning corpse effect
  980.         if    parm7            // only when dead
  981.         
  982.         // make a burned away alpha test for the normal skin
  983.         blend    gl_zero, gl_one            // don't draw anything
  984.         
  985.         map models/monsters/skeleton/skeleton01_d.tga    // replace this with a monster-specific texture
  986.         alphaTest 0.05 + 0.3 * (time - parm7)
  987.     }
  988.  
  989.     {
  990.  
  991.             blend diffusemap    
  992.             map models/monsters/skeleton/skeleton01_d.tga
  993.             //alphaTest parm7 // .5 + 0.5 * sintable [ time * .2  ]
  994.     }
  995.             specularmap     models/monsters/skeleton/skeleton01_s.tga    
  996.             bumpmap        addnormals(models/monsters/skeleton/skeleton01_local.tga, heightmap(models/monsters/skeleton/skeleton01_h.tga, 6 ) )
  997.        
  998.  
  999. }
  1000.  
  1001. models/monsters/skeleton/skragdoll
  1002.  
  1003. {
  1004.     renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 2  models/monsters/skeleton/skeleton01_local.tga models/monsters/skeleton/skeleton_hi.lwo
  1005.  
  1006.      
  1007.     unsmoothedTangents
  1008.     noshadows
  1009.     nonsolid
  1010.     flesh
  1011.     clamp
  1012.  
  1013.     {
  1014.  
  1015.             blend diffusemap    
  1016.             map models/monsters/skeleton/skeleton01_d.tga
  1017.             alphaTest  .1 
  1018.     }
  1019.             specularmap     models/monsters/skeleton/skeleton01_s.tga    
  1020.             bumpmap        addnormals(models/monsters/skeleton/skeleton01_local.tga, heightmap(models/monsters/skeleton/skeleton01_h.tga, 6 ) )
  1021.        
  1022.  
  1023. }
  1024.  
  1025. models/monsters/skeleton/skeleton02_d
  1026.  
  1027. {
  1028.     renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 2  models/monsters/skeleton/skeleton01_local.tga models/monsters/skeleton/skeleton_hi.lwo
  1029.  
  1030.      
  1031.     unsmoothedTangents
  1032.     noshadows
  1033.     nonsolid
  1034.     flesh
  1035.     clamp
  1036.  
  1037.     {
  1038.  
  1039.             blend diffusemap    
  1040.             map models/monsters/skeleton/skeleton02_d.tga
  1041.             alphaTest  .1 
  1042.     }
  1043.             specularmap     models/monsters/skeleton/skeleton02_s.tga    
  1044.             bumpmap        addnormals(models/monsters/skeleton/skeleton01_local.tga, heightmap(models/monsters/skeleton/skeleton01_h.tga, 6 ) )
  1045.        
  1046.  
  1047. }
  1048.  
  1049.  
  1050.  
  1051. models/monsters/lost/lost_emit1
  1052. {
  1053.     
  1054.         noshadows    
  1055.     translucent
  1056.     
  1057.     deform particle2 lost_fire1
  1058.     {
  1059.                   blend    add  
  1060.         map        models/monsters/spawn/particle1.tga
  1061.         colored    
  1062.     }
  1063.  
  1064.  
  1065. }
  1066.  
  1067.  
  1068. models/monsters/lost/lostfx
  1069. {
  1070.     
  1071.     noshadows    
  1072.     translucent
  1073.     metal
  1074.     
  1075.     //deform particle lost_fire1
  1076.  
  1077.     {
  1078.         if ( parm7 == 0 )
  1079.         maskcolor
  1080.         map makealpha(models/monsters/lost/lostfxmask.tga)
  1081.     
  1082.     }
  1083.     {
  1084.         if ( parm7 == 0 )
  1085.             blend gl_dst_alpha, gl_one
  1086.             maskalpha
  1087.             map models/monsters/lost/lostfx.tga
  1088.             translate    time * -2.8 , time * -.1
  1089.     }
  1090.  
  1091. }
  1092.  
  1093.  
  1094.  
  1095. models/monsters/zsecurity/dzsechead2
  1096.  
  1097. {
  1098.     
  1099.     unsmoothedTangents     
  1100.     metal
  1101.     clamp
  1102.     nooverlays
  1103.         diffusemap        models/monsters/zsecurity/dzsechead2.tga
  1104.         bumpmap            models/monsters/zsecurity/zsechead2_local.tga
  1105.         specularmap        models/monsters/zsecurity/dzsechead2_s.tga
  1106.  
  1107. }
  1108.  
  1109.  
  1110. models/monsters/spawn/bolt1
  1111. {
  1112.     qer_editorimage models/monsters/spawn/bolt1.tga
  1113.     
  1114.     noshadows    
  1115.     translucent
  1116.     discrete
  1117.     nonsolid
  1118.     noimpact
  1119.     twosided
  1120.     deform tube
  1121.     
  1122.     {
  1123.         maskcolor
  1124.         map makealpha(models/monsters/spawn/boltmask)
  1125.     
  1126.     }
  1127.     {
  1128.           blend    gl_dst_alpha, gl_one
  1129.           maskalpha
  1130.         map        models/monsters/spawn/bolt1.tga
  1131.         translate    time * 0 , time * -2
  1132.         colored
  1133.     }
  1134.     {
  1135.           blend    gl_dst_alpha, gl_one
  1136.         map        models/monsters/spawn/bolt1.tga
  1137.         translate    time * 0 , time * -1.1
  1138.         scale 1, .77
  1139.         colored
  1140.     }
  1141. }
  1142.  
  1143. models/monsters/spawn/particle1
  1144. {
  1145.     qer_editorimage models/monsters/spawn/particle1.tga
  1146.     
  1147.     noshadows    
  1148.     translucent
  1149.     discrete
  1150.     nonsolid
  1151.     noimpact
  1152.     twosided
  1153.     deform sprite
  1154.     
  1155.  
  1156.  
  1157.     {
  1158.           blend    add  
  1159.         map        models/monsters/spawn/particle1.tga
  1160.         colored    
  1161.     }
  1162. }
  1163.  
  1164. models/monsters/spawn/spike
  1165. {
  1166.     qer_editorimage models/monsters/spawn/spike.tga
  1167.     
  1168.     noshadows    
  1169.     translucent
  1170.     discrete
  1171.     nonsolid
  1172.     noimpact
  1173.     twosided
  1174.     deform tube
  1175.     
  1176.  
  1177.     DECAL_MACRO
  1178.     decalInfo 10 5 ( 1 1 1 1 ) ( 0 0 0 0 )
  1179.  
  1180.     {
  1181.           blend    add  
  1182.         map        models/monsters/spawn/spike.tga
  1183.     }
  1184. }
  1185.  
  1186.  
  1187. models/monsters/spawn/ring1
  1188. {
  1189.     qer_editorimage models/monsters/spawn/ring1.tga
  1190.     
  1191.     noshadows    
  1192.     translucent
  1193.     discrete
  1194.     nonsolid
  1195.     noimpact
  1196.     twosided
  1197.  
  1198.  
  1199.     {
  1200.           blend    add  
  1201.         map        models/monsters/spawn/ring1.tga
  1202.     }
  1203. }
  1204.  
  1205.  
  1206.  
  1207. models/monsters/spawn/spawn_burn
  1208. {
  1209.     qer_editorimage models/monsters/spawn/spawn_burn.tga
  1210.     
  1211.     noshadows    
  1212.     translucent
  1213.     discrete
  1214.     nonsolid
  1215.     noimpact
  1216.     twosided
  1217.  
  1218.     DECAL_MACRO
  1219.     decalInfo 10 5 ( 1 1 1 1 ) ( 0 0 0 0 )
  1220.     
  1221.     {       
  1222.         //blend        gl_dst_color, gl_zero
  1223.           blend        gl_zero, gl_one_minus_src_color
  1224.         map            models/monsters/spawn/spawn_burn.tga
  1225.         clamp        // we don't want it to tile if the projection extends past the bounds
  1226.         //rgb            decalFade[(time - Parm3)/(parm4 - parm3)]
  1227.         vertexColor    // oblique projections will be slightly faded down
  1228.     }
  1229.  
  1230.     {
  1231.           blend    add  
  1232.         map        models/monsters/spawn/spawn_burn_glow.tga
  1233.         rgb        fireballtable[ time * .5 ]
  1234.         vertexColor    // oblique projections will be slightly faded down
  1235.     }
  1236. }
  1237.  
  1238. models/monsters/spawn/crack
  1239. {
  1240.     qer_editorimage models/m    onsters/spawn/crack.tga
  1241.  
  1242.     DECAL_MACRO
  1243.     decalInfo 0.75 10 ( 1 1 1 10 ) ( -5 -5 -5 0 )
  1244.     
  1245.  
  1246.     {       
  1247.           blend        gl_zero, gl_one_minus_src_alpha
  1248.         map            makealpha(models/monsters/spawn/crack_burn.tga)
  1249.         clamp        // we don't want it to tile if the projection extends past the bounds
  1250.         vertexColor    // oblique projections will be slightly faded down
  1251.     }
  1252.         
  1253.     {
  1254.           blend    add  
  1255.         map        models/monsters/spawn/crack.tga
  1256.         vertexColor    // oblique projections will be slightly faded down
  1257.     }
  1258.     
  1259.  
  1260. }
  1261.  
  1262.  
  1263. models/monsters/spawn/redspawn2
  1264.  
  1265. {
  1266.     
  1267.     noshadows    
  1268.     translucent
  1269.     discrete
  1270.     nonsolid
  1271.     noimpact
  1272.     twosided
  1273.  
  1274.     { 
  1275.       
  1276.               blend    add
  1277.              map    models/monsters/spawn/redspawn2.tga
  1278.             //rotate    time * 2
  1279.             translate    time * 0.2 , time * 0.1
  1280.             rotate    time * 1
  1281.             colored
  1282.             vertexColor
  1283.     }
  1284.     { 
  1285.       
  1286.               blend    add
  1287.              map    models/monsters/spawn/redspawn2.tga
  1288.             translate    time * 0.27 , time * 0.08
  1289.             rotate    time * -.5
  1290.             colored
  1291.             vertexColor
  1292.     }
  1293.  
  1294. }
  1295.  
  1296.  
  1297. models/monsters/spawn/redspawn1
  1298.  
  1299. {
  1300.     
  1301.     noshadows    
  1302.     deform sprite
  1303.     translucent
  1304.     discrete
  1305.     nonsolid
  1306.     noimpact
  1307.  
  1308.     { 
  1309.       
  1310.                blend    add
  1311.              map    models/monsters/spawn/redspawn1.tga
  1312.             rotate    time * 1
  1313.             zeroClamp
  1314.             colored
  1315.             vertexColor
  1316.     }
  1317.     { 
  1318.       
  1319.                blend    add
  1320.              map    models/monsters/spawn/redspawn1.tga
  1321.             rotate    time * -.6
  1322.             zeroClamp
  1323.             colored
  1324.             vertexColor
  1325.     }
  1326.  
  1327.  
  1328. }
  1329.  
  1330.  
  1331. models/monsters/gseeker/gseeker
  1332. {
  1333.     
  1334.     flesh
  1335.     unsmoothedtangents
  1336.     clamp
  1337.     renderbump        -size 512 1024 -trace 0.07 -colorMap -aa 2  models/monsters/gseeker/gseeker_local.tga models/monsters/gseeker/gseeker_hi.lwo
  1338.     
  1339.     {    // burning corpse effect
  1340.         if    parm7            // only when dead
  1341.         
  1342.         // make a burned away alpha test for the normal skin
  1343.         blend    gl_zero, gl_one            // don't draw anything
  1344.         
  1345.         map models/monsters/spectre/global_dis.tga    // replace this with a monster-specific texture
  1346.         alphaTest 0.05 + 0.3 * (time - parm7)
  1347.     }
  1348.     {    // burning corpse effect
  1349.         if parm7            // only when dead
  1350.  
  1351.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  1352.         privatePolygonOffset    -1        // stage-only polygon offset
  1353.            blend add
  1354.         blend gl_one, gl_zero
  1355.         
  1356.         map models/monsters/spectre/global_dis.tga    // replace this with a monster-specific texture
  1357.         alphaTest 0.3 * (time - parm7)
  1358.     }    
  1359.  
  1360.     diffusemap        models/monsters/gseeker/gseeker.tga
  1361.     bumpmap            addnormals( models/monsters/gseeker/gseeker_local.tga, heightmap( models/monsters/gseeker/gseeker_h.tga, 14 ) )
  1362.     specularmap        models/monsters/gseeker/gseeker_s.tga
  1363. }
  1364.  
  1365.  
  1366.  
  1367.  
  1368. models/monsters/guardian/tongue
  1369.  
  1370. {    
  1371.     
  1372.         flesh
  1373.     clamp
  1374.     unsmoothedTangents
  1375.      diffusemap        models/monsters/guardian/tongue.tga
  1376.     bumpmap        addnormals(models/monsters/hellknight/tongue_local.tga, heightmap(models/monsters/hellknight/tongue_h.tga, 4 ) )
  1377.     specularmap        models/monsters/hellknight/tongue_s.tga
  1378.  
  1379. }
  1380.  
  1381.  
  1382. models/monsters/guardian/guardianfx
  1383. {
  1384.       flesh
  1385.      clamp
  1386.        
  1387.         unsmoothedtangents
  1388.         {
  1389.             blend add
  1390.             map models/monsters/guardian/guardianfx
  1391.         }
  1392. }
  1393.  
  1394.  
  1395. models/monsters/guardian/guardian
  1396. {
  1397.       flesh
  1398.       clamp 
  1399.         unsmoothedtangents
  1400. renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 2  models/monsters/guardian/guardian_local.tga models/monsters/guardian/guardian_hi.lwo
  1401.  
  1402.  
  1403.             diffusemap    models/monsters/guardian/guardian.tga
  1404.         bumpmap        addnormals( models/monsters/guardian/guardian_local.tga, heightmap( models/monsters/guardian/guardian_h.tga, 14 ) )
  1405.         specularmap    models/monsters/guardian/guardian_s.tga
  1406. }
  1407.  
  1408.  
  1409.  
  1410. models/items/powerups/skull
  1411.  
  1412. {
  1413.     noshadows
  1414.     deform sprite
  1415.     
  1416.     translucent
  1417.     clamp
  1418.  
  1419.     //{
  1420.      //      blend bumpmap
  1421.    //        map models/items/powerups/skull_local.tga
  1422.    // }
  1423.     {
  1424.           blend add
  1425.           map models/items/powerups/skull.tga
  1426.             //rgb eyestable[ time * .03 ]
  1427.     }
  1428. }
  1429.  
  1430.  
  1431.  
  1432. models/monsters/zsecurity/id_badge
  1433.  
  1434. {
  1435.      noShadows
  1436.     
  1437.     //polygonOffset
  1438.     nonsolid
  1439.     noimpact
  1440.     qer_editorimage models/monsters/zsecurity/id_badge.tga
  1441.  
  1442.  
  1443.  
  1444.     {       
  1445.            blend    diffusemap
  1446.      map    models/monsters/zsecurity/id_badge.tga
  1447.        alphaTest 0.5
  1448.     }
  1449.     specularmap     models/monsters/zsecurity/id_badge_s.tga    
  1450.     bumpmap         models/monsters/zsecurity/id_badge_local.tga
  1451.  
  1452.         {       
  1453.            blend    add
  1454.      map    models/monsters/zsecurity/id_gui.tga
  1455.        rgb        fireballtable[ time * .6 ]
  1456.     }
  1457.  
  1458.        
  1459.  
  1460. }
  1461.  
  1462.  
  1463.  
  1464. models/monsters/zombie/fatty/fatty
  1465. {
  1466.        
  1467.         unsmoothedTangents
  1468.         flesh
  1469.         clamp
  1470.  
  1471. {    // burning corpse effect
  1472.         if    parm7            // only when dead
  1473.         // make a burned away alpha test for the normal skin
  1474.         blend    gl_zero, gl_one            // don't draw anything
  1475.         
  1476.         map models/monsters/spectre/global_dis.tga    // replace this with a monster-specific texture
  1477.         alphaTest 0.05 + 1.5 * (time - parm7)
  1478.     }
  1479.  
  1480.     renderbump  -size 1024 1024 -trace 0.02 -aa 2  models/monsters/zombie/fatty/fatty_local.tga models/monsters/zombie/fatty/fatty_hi.lwo
  1481.         forceoverlays
  1482.         diffusemap      models/monsters/zombie/fatty/fatty_d.tga
  1483.         bumpmap        addnormals( models/monsters/zombie/fatty/fatty_local.tga, heightmap( models/monsters/zombie/fatty/fatty_h.tga, 7 ) )
  1484.         specularmap    models/monsters/zombie/fatty/fatty_s.tga
  1485. }
  1486.  
  1487.  
  1488. models/monsters/zombie/fatty/fattydamage
  1489. {
  1490.        
  1491.         unsmoothedTangents
  1492.         flesh
  1493.         clamp
  1494.  
  1495. {    // burning corpse effect
  1496.         if    parm7            // only when dead
  1497.         // make a burned away alpha test for the normal skin
  1498.         blend    gl_zero, gl_one            // don't draw anything
  1499.         
  1500.         map models/monsters/spectre/global_dis.tga    // replace this with a monster-specific texture
  1501.         alphaTest 0.05 + 1.5 * (time - parm7)
  1502.     }
  1503.  
  1504.     renderbump  -size 1024 1024 -trace 0.02 -aa 2  models/monsters/zombie/fatty/fatty_local.tga models/monsters/zombie/fatty/fatty_hi.lwo
  1505.         forceoverlays
  1506.         diffusemap      models/monsters/zombie/fatty/fatty_d.tga
  1507.         bumpmap        addnormals( models/monsters/zombie/fatty/fatty_local.tga, heightmap( models/monsters/zombie/fatty/fatty_h.tga, 7 ) )
  1508.         specularmap    models/monsters/zombie/fatty/fatty_s.tga
  1509. }
  1510.  
  1511.  
  1512.  
  1513.  
  1514. models/monsters/bruiser/h_bruiser
  1515. {
  1516.         //
  1517.         unsmoothedTangents
  1518.         flesh
  1519.         clamp
  1520.         renderbump  -size 512 512 -colorMap -aa 2  models/monsters/bruiser/h_bruiser_local.tga models/monsters/bruiser/head_hi.lwo
  1521.  
  1522.         bumpmap        addnormals( models/monsters/bruiser/h_bruiser_local.tga, heightmap( models/monsters/bruiser/h_bruiser_b.tga, 4 ) )
  1523.         diffusemap    models/monsters/bruiser/h_bruiser.tga
  1524.         specularmap    models/monsters/bruiser/h_bruiser_s.tga
  1525. }
  1526.  
  1527. models/monsters/bruiser/bruiser
  1528. {
  1529.         flesh
  1530.         clamp
  1531.         unsmoothedTangents
  1532.         renderbump  -size 1024 1024 -colorMap -aa 2  models/monsters/bruiser/bruiser_local.tga models/monsters/bruiser/bruiser_hi.lwo
  1533.  
  1534.         bumpmap        addnormals( models/monsters/bruiser/bruiser_local.tga, heightmap( models/monsters/bruiser/bruiser_h.tga, 7 ) )
  1535.         diffusemap    models/monsters/bruiser/bruiser_d.tga
  1536.         specularmap    models/monsters/bruiser/bruiser_s.tga
  1537.         //{
  1538.         //blend    add
  1539.         //map    models/monsters/bruiser/bruiser_fx.tga
  1540.         //rgb        fireballtable[ time * .6 ]
  1541.     //}
  1542. }
  1543.  
  1544. models/monsters/revenant/revenant
  1545. {
  1546.     flesh
  1547.     clamp
  1548.     unsmoothedTangents
  1549.  
  1550.     renderbump  -size 1024 1024 -colorMap -aa 2  models/monsters/revenant/revenant_local.tga models/monsters/revenant/revenant_hi.lwo
  1551.      
  1552.     {    // burning corpse effect
  1553.         if    parm7            // only when dead
  1554.         
  1555.         // make a burned away alpha test for the normal skin
  1556.         blend    gl_zero, gl_one            // don't draw anything
  1557.         
  1558.         map models/monsters/revenant/revenant_dis.tga    // replace this with a monster-specific texture
  1559.         alphaTest 0.05 + 0.3 * (time - parm7)
  1560.     }
  1561.     {    // burning corpse effect
  1562.         if parm7            // only when dead
  1563.  
  1564.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  1565.         privatePolygonOffset    -1        // stage-only polygon offset
  1566.            blend add
  1567.         blend gl_one, gl_zero
  1568.         
  1569.         map models/monsters/revenant/revenant_dis.tga    // replace this with a monster-specific texture
  1570.         alphaTest 0.3 * (time - parm7)
  1571.     }    
  1572.         forceOverlays
  1573.         diffusemap    models/monsters/revenant/revenant.tga
  1574.         bumpmap        addnormals(models/monsters/revenant/revenant_local.tga, heightmap(models/monsters/revenant/revenant_h.tga, 2 ) )
  1575.         specularmap        models/monsters/revenant/revenant_s.tga
  1576.  
  1577. }
  1578.  
  1579. models/monsters/revenant/revenant2
  1580. {
  1581.        
  1582.     noShadows
  1583.     translucent
  1584.     unsmoothedTangents
  1585.     flesh
  1586.     clamp
  1587.  
  1588.     renderbump  -size 512 512 -aa 2  models/monsters/revenant/revenant2_local.tga models/monsters/revenant/revenant2_hi.lwo
  1589.  
  1590.         {
  1591.             if ( parm7 == 0 )
  1592.             blend     diffusemap    
  1593.             map    models/monsters/revenant/revenant2.tga
  1594.             rgb        revtable[ time * .1 ]
  1595.             //translate    time * -.02 , time * 0.2
  1596.  
  1597.        }    
  1598.         {
  1599.             if ( parm7 == 0 )
  1600.             blend    bumpmap
  1601.             map          models/monsters/revenant/revenant2_local.tga
  1602.         }
  1603.  
  1604.        {
  1605.             if ( parm7 == 0 )
  1606.             blend     specularmap
  1607.             map    models/monsters/revenant/revenant2_s.tga
  1608.             translate    time * -.02 , time * 0.2
  1609.             //rotate    time * 0.05
  1610.             //rgb        rev2table[ time * .1 ]
  1611.  
  1612.        }
  1613.  
  1614.                
  1615. }
  1616.  
  1617.  
  1618. models/monsters/lost/lost
  1619. {
  1620.         
  1621.         unsmoothedTangents
  1622.         flesh
  1623.         clamp
  1624.     renderbump  -size 512 512 -trace 0.07 -aa 2  models/monsters/lost/lost_local.tga models/monsters/lost/lost_hi.lwo
  1625.     {    // burning corpse effect
  1626.         if    parm7            // only when dead
  1627.         
  1628.         // make a burned away alpha test for the normal skin
  1629.         blend    gl_zero, gl_one            // don't draw anything
  1630.         
  1631.         map models/monsters/spectre/global_dis.tga    // replace this with a monster-specific texture
  1632.         alphaTest 0.05 + 0.3 * (time - parm7)
  1633.     }
  1634.     {    // burning corpse effect
  1635.         if parm7            // only when dead
  1636.  
  1637.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  1638.         privatePolygonOffset    -1        // stage-only polygon offset
  1639.            blend add
  1640.         blend gl_one, gl_zero
  1641.         
  1642.         map models/monsters/spectre/global_dis.tga    // replace this with a monster-specific texture
  1643.         alphaTest 0.3 * (time - parm7)
  1644.     }    
  1645.  
  1646.  
  1647.             diffusemap    models/monsters/lost/lost.tga
  1648.         bumpmap        addnormals( models/monsters/lost/lost_local.tga, heightmap( models/monsters/lost/lost_b.tga, 9 ) )
  1649.         specularmap    models/monsters/lost/lost_s.tga
  1650. }
  1651.  
  1652. models/monsters/mancubus/mancubus
  1653. {
  1654.     
  1655.     flesh
  1656.     clamp
  1657.     renderbump  -size 1024 1024 -colorMap -aa 2  models/monsters/mancubus/mancubus_local.tga models/monsters/mancubus/mancubus_hi.lwo
  1658.     {    // burning corpse effect
  1659.         if    parm7            // only when dead
  1660.         
  1661.         // make a burned away alpha test for the normal skin
  1662.         blend    gl_zero, gl_one            // don't draw anything
  1663.         
  1664.         map models/monsters/mancubus/mancubus_dis.tga    // replace this with a monster-specific texture
  1665.         alphaTest 0.05 + 0.3 * (time - parm7)
  1666.     }
  1667.     {    // burning corpse effect
  1668.         if parm7            // only when dead
  1669.  
  1670.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  1671.         privatePolygonOffset    -1        // stage-only polygon offset
  1672.         blend add    
  1673.         blend gl_one, gl_zero
  1674.         
  1675.         map models/monsters/mancubus/mancubus_dis.tga    // replace this with a monster-specific texture
  1676.         alphaTest 0.3 * (time - parm7)
  1677.     }
  1678.     forceOverlays
  1679.     diffusemap models/monsters/mancubus/mancubus.tga
  1680.     bumpmap addnormals(models/monsters/mancubus/mancubus_local.tga, heightmap(models/monsters/mancubus/mancubus_h.tga, 5 ) )
  1681.     specularmap    models/monsters/mancubus/mancubus_s.tga
  1682. }
  1683.  
  1684. models/monsters/mancubus/mancubus_metal
  1685. {
  1686.     nooverlays
  1687.     
  1688.     metal
  1689.     clamp
  1690.     renderbump  -size 1024 1024 -aa 2  models/monsters/mancubus/mancubus_local.tga models/monsters/mancubus/mancubus_hi.lwo
  1691.     {    // burning corpse effect
  1692.         if    parm7            // only when dead
  1693.         
  1694.         // make a burned away alpha test for the normal skin
  1695.         blend    gl_zero, gl_one            // don't draw anything
  1696.         
  1697.         map models/monsters/mancubus/mancubus_dis.tga    // replace this with a monster-specific texture
  1698.         alphaTest 0.05 + 0.3 * (time - parm7)
  1699.     }
  1700.     {    // burning corpse effect
  1701.         if parm7            // only when dead
  1702.  
  1703.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  1704.         privatePolygonOffset    -1        // stage-only polygon offset
  1705.         blend add    
  1706.         blend gl_one, gl_zero
  1707.         
  1708.         map models/monsters/mancubus/mancubus_dis.tga    // replace this with a monster-specific texture
  1709.         alphaTest 0.3 * (time - parm7)
  1710.     }
  1711.     forceOverlays
  1712.             diffusemap    models/monsters/mancubus/mancubus.tga
  1713.     bumpmap        addnormals(models/monsters/mancubus/mancubus_local.tga, heightmap(models/monsters/mancubus/mancubus_h.tga, 5 ) )
  1714.                   specularmap    models/monsters/mancubus/mancubus_s.tga
  1715. }
  1716.  
  1717.  
  1718. models/monsters/sentry/sentry
  1719. {
  1720.         
  1721.         unsmoothedTangents
  1722.         ricochet
  1723.         clamp
  1724.         renderbump  -size 1024 1024 -trace 0.07 -colorMap -aa 2  models/monsters/sentry/sentry_local.tga models/monsters/sentry/sentry_hi.lwo
  1725.  
  1726.  
  1727.             diffusemap    models/monsters/sentry/sentry_d.tga
  1728.         bumpmap        addnormals( models/monsters/sentry/sentry_local.tga, heightmap( models/monsters/sentry/sentry_h.tga, 3 ) )
  1729.         specularmap    models/monsters/sentry/sentry_s.tga
  1730. }
  1731.  
  1732. models/monsters/maggot/magspine
  1733.  
  1734. {
  1735.     
  1736.     noshadows
  1737.     metal
  1738.     clamp
  1739.      
  1740.     {    
  1741.             if ( parm7 == 0 )   
  1742.                blend    diffusemap
  1743.              map    models/monsters/maggot/magspine.tga
  1744.                alphaTest 0.5
  1745.     }
  1746.         bumpmap            models/monsters/maggot/magspine_local.tga
  1747.         specularmap        models/monsters/maggot/magspine_s.tga
  1748.  
  1749. }
  1750.  
  1751.  
  1752. models/monsters/maggot/magtongue
  1753.  
  1754. {
  1755.     
  1756.     //unsmoothedTangents
  1757.     flesh
  1758.     clamp
  1759.         diffusemap        models/monsters/maggot/magtongue.tga
  1760.         bumpmap        addnormals(models/monsters/maggot/magtongue_local.tga, heightmap(models/monsters/maggot/magtongue_h.tga, 9 ) )
  1761.         specularmap  models/monsters/maggot/magtongue_s.tga
  1762.     
  1763.  
  1764.  
  1765. }
  1766.  
  1767.  
  1768. models/monsters/maggot/mageyes
  1769. {
  1770.     noShadows
  1771.     //deform sprite
  1772.     //discrete
  1773.     nonsolid
  1774.     noimpact
  1775.  
  1776.     {       
  1777.            blend    add
  1778.      map    models/monsters/maggot/mageyes.tga
  1779.     //rgb        eyestable[ time * .1 ]
  1780.     }
  1781.  
  1782.  
  1783.  }
  1784.  
  1785. models/monsters/maggot/maggot3
  1786.  
  1787. {
  1788.         
  1789.     unsmoothedTangents
  1790.     flesh
  1791.     clamp
  1792.     renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 2  models/monsters/maggot/maggot3_local.tga models/monsters/maggot/maggot3_hi.lwo
  1793.      
  1794.     {    // burning corpse effect
  1795.         if    parm7            // only when dead
  1796.         
  1797.         // make a burned away alpha test for the normal skin
  1798.         blend    gl_zero, gl_one            // don't draw anything
  1799.         
  1800.         map models/monsters/maggot/maggot3_dis.tga    // replace this with a monster-specific texture
  1801.         alphaTest 0.05 + 0.3 * (time - parm7)
  1802.     }
  1803.     {    // burning corpse effect
  1804.         if parm7            // only when dead
  1805.  
  1806.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  1807.         privatePolygonOffset    -1        // stage-only polygon offset
  1808.         blend add    
  1809.         blend gl_one, gl_zero
  1810.         
  1811.         map models/monsters/maggot/maggot3_dis.tga    // replace this with a monster-specific texture
  1812.         alphaTest 0.3 * (time - parm7)
  1813.     }
  1814.     forceOverlays 
  1815.  
  1816.         diffusemap        models/monsters/maggot/maggot3_d.tga
  1817.         bumpmap        addnormals(models/monsters/maggot/maggot3_local.tga, heightmap(models/monsters/maggot/maggot3_h.tga, 9 ) )
  1818.         specularmap  models/monsters/maggot/maggot3_s.tga
  1819.     
  1820.  
  1821.  
  1822. }
  1823.  
  1824.  
  1825. models/monsters/vulgar/vulgar_eyes
  1826. {
  1827.     noShadows
  1828.     //deform sprite
  1829.     //discrete
  1830.     nonsolid
  1831.     noimpact
  1832.  
  1833.     {       
  1834.         if ( parm7 == 0 )
  1835.            blend    add
  1836.      map    models/monsters/vulgar/vulgar_eyes.tga
  1837.     rgb        eyestable[ time * .1 ]
  1838.     }
  1839.  
  1840.  
  1841.  }
  1842.  
  1843.  
  1844.  
  1845. models/monsters/vulgar/vulgar
  1846.  
  1847. {
  1848.     
  1849.     unsmoothedTangents
  1850.     flesh
  1851.     clamp
  1852.     renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 2  models/monsters/vulgar/vulgar_local.tga models/monsters/vulgar/vulgar_hi.lwo
  1853.  
  1854.     {    // burning corpse effect
  1855.         if    parm7            // only when dead
  1856.         
  1857.         // make a burned away alpha test for the normal skin
  1858.         blend    gl_zero, gl_one            // don't draw anything
  1859.         
  1860.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  1861.         alphaTest 0.05 + 0.3 * (time - parm7)
  1862.     }
  1863.     {    // burning corpse effect
  1864.         if parm7            // only when dead
  1865.  
  1866.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  1867.         privatePolygonOffset    -1        // stage-only polygon offset
  1868.         blend add    
  1869.         blend gl_one, gl_zero
  1870.         
  1871.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  1872.         alphaTest 0.3 * (time - parm7)
  1873.     }
  1874.     forceOverlays 
  1875.      
  1876.         diffusemap        models/monsters/vulgar/vulgar.tga
  1877.         bumpmap        addnormals(models/monsters/vulgar/vulgar_local.tga, heightmap(models/monsters/vulgar/vulgar_h.tga, 30 ) )
  1878.         specularmap  models/monsters/vulgar/vulgar_s.tga
  1879.     
  1880.  
  1881.  
  1882. }
  1883.  
  1884.  
  1885. models/monsters/vulgar/vtail
  1886.  
  1887. {
  1888.     
  1889.     unsmoothedTangents
  1890.     flesh
  1891.     clamp
  1892.     renderbump  -size 1024 128 -trace 0.02   models/monsters/vulgar/vtail_local.tga models/monsters/vulgar/vtail_hi.lwo
  1893.      
  1894.     {       
  1895.                blend    diffusemap
  1896.              map    models/monsters/vulgar/vtail.tga
  1897.                alphaTest 0.5
  1898.     }
  1899.         bumpmap            models/monsters/vulgar/vtail_local.tga
  1900.         specularmap        models/monsters/vulgar/vtail_s.tga
  1901.  
  1902. }
  1903.  
  1904.  
  1905. //// Zombie Security guards
  1906.  
  1907. // Someone spelled "shield" wrong -Xian
  1908.  
  1909. models/monsters/zsecurity/zsheild_glass
  1910.  
  1911. {
  1912.      translucent
  1913.     twosided
  1914.     //nonsolid
  1915.     //noimpact
  1916.     noshadows
  1917.     ricochet
  1918.  
  1919.         {
  1920.        
  1921.                        blend    filter
  1922.                      map    models/monsters/zsecurity/zsheild_glass.tga
  1923.         }
  1924.        specularmap       models/monsters/zsecurity/zsheild_glass.tga
  1925.         
  1926.     {
  1927.         blend add
  1928.         cubeMap        env/gen1
  1929.         texgen        reflect
  1930.     }
  1931.  
  1932. }
  1933.  
  1934.  
  1935. models/monsters/zsecurity/zsheild
  1936.  
  1937. {
  1938.     renderbump  -size 512 512 -trace 0.07 -colorMap -aa 2  models/monsters/zsecurity/zsheild_local.tga models/monsters/zsecurity/zsheild_hi.lwo
  1939.  
  1940.      
  1941.     //nonsolid
  1942.     clamp
  1943.     forceoverlays
  1944.     ricochet
  1945.     {       
  1946.            blend    diffusemap
  1947.      map    models/monsters/zsecurity/zsheild.tga
  1948.        alphaTest 0.5
  1949.     }
  1950.     specularmap     models/monsters/zsecurity/zsheild_s.tga    
  1951.     bumpmap        addnormals(models/monsters/zsecurity/zsheild_local.tga, heightmap(models/monsters/zsecurity/zsheild_h.tga, 10 ) )
  1952.  
  1953.        
  1954.  
  1955. }
  1956.  
  1957.  
  1958.  
  1959.  
  1960.  
  1961. models/monsters/zsecurity/zsecurity
  1962. {
  1963.     
  1964.     unsmoothedTangents
  1965.     metal
  1966.     clamp
  1967.  
  1968.     renderbump  -size 1024 1024 -trace 0.07 -colorMap  -aa 2  models/monsters/zsecurity/zsecurity_local.tga models/monsters/zsecurity/zsecurity_hi.lwo
  1969.      
  1970.                       diffusemap    models/monsters/zsecurity/zsecurity.tga
  1971.         bumpmap        addnormals(models/monsters/zsecurity/zsecurity_local.tga, heightmap(models/monsters/zsecurity/zsecurity_h.tga, 5 ) )
  1972.         specularmap        models/monsters/zsecurity/zsecurity_s.tga
  1973.  
  1974. }
  1975.  
  1976.  
  1977.  
  1978.  
  1979. models/monsters/zsecurity/zsechead3
  1980.  
  1981. {
  1982.     
  1983.     unsmoothedTangents
  1984.     metal
  1985.     clamp
  1986.     renderbump  -size 512 512 -trace 0.07 -colorMap -aa 2  models/monsters/zsecurity/zsechead3_local.tga models/monsters/zsecurity/zsechead3_hi.lwo
  1987.      
  1988.         diffusemap        models/monsters/zsecurity/zsechead3.tga
  1989.         {
  1990.             blend bumpmap
  1991.            map  addnormals(models/monsters/zsecurity/zsechead3_local.tga, heightmap(models/monsters/zsecurity/zsechead3_h.tga, 4 ) )
  1992.             
  1993.          }
  1994.     
  1995.         specularmap        models/monsters/zsecurity/zsechead3_s.tga
  1996.  
  1997. }
  1998. models/monsters/zsecurity/dzsechead3
  1999.  
  2000. {
  2001.         
  2002.         metal
  2003.         clamp
  2004.     renderbump  -size 512 512 -aa 2 -trace 0.05 -colorMap models/mapobjects/fpos/fpos_local.tga models/mapobjects/fpos/fpos_hi.lwo
  2005.  
  2006.     {
  2007.         blend         bumpmap
  2008.         map        addnormals(models/monsters/zsecurity/zsechead3_local.tga, heightmap(models/monsters/zsecurity/zsechead3_h.tga, 4 ) )
  2009.     
  2010.     }
  2011.     {
  2012.         blend         diffusemap
  2013.         map        models/monsters/zsecurity/zsechead3.tga
  2014.         rgb        1-death_fade[(time+Parm4)*.5]
  2015.     }
  2016.     {
  2017.         blend        specularmap
  2018.         map        models/monsters/zsecurity/zsechead3_s.tga
  2019.         rgb        1-death_fade[(time+Parm4)*.5]
  2020.     }
  2021.     {
  2022.         blend        bumpmap
  2023.         map        addnormals (models/monsters/zsecurity/zsechead3_local.tga, heightmap (models/monsters/zsecurity/dzsechead3_h.tga, 7) ) 
  2024.         
  2025.     }
  2026.     {
  2027.         blend        diffusemap
  2028.         map        models/monsters/zsecurity/dzsechead3.tga
  2029.         rgb        death_fade[(time+Parm4)*.5]
  2030.         //alphaTest .5 + 0.5 * sintable [ time * .1  ]
  2031.     }
  2032.     {
  2033.         blend         specularmap
  2034.         map        models/monsters/zsecurity/dzsechead3_s.tga
  2035.         rgb        death_fade[(time+Parm4)*.5]
  2036.     }
  2037.  
  2038. }
  2039.  
  2040.  
  2041. models/monsters/zsecurity/zsechelm
  2042.  
  2043. {
  2044.     
  2045.     unsmoothedTangents
  2046.     ricochet
  2047.     clamp
  2048.     renderbump  -size 512 512 -trace 0.07 -colorMap -aa 2  models/monsters/zsecurity/zsechelm_local.tga models/monsters/zsecurity/zsechelm_hi.lwo
  2049.      
  2050.         diffusemap        models/monsters/zsecurity/zsechelm.tga
  2051.         bumpmap            models/monsters/zsecurity/zsechelm_local.tga
  2052.         specularmap        models/monsters/zsecurity/zsechelm_s.tga
  2053.  
  2054. }
  2055.  
  2056. models/monsters/zsecurity/zsechead
  2057.  
  2058. {
  2059.     
  2060.     unsmoothedTangents
  2061.     metal
  2062.     clamp
  2063.     renderbump  -size 512 512 -trace 0.07 -colorMap -aa 2  models/monsters/zsecurity/zsechead_local.tga models/monsters/zsecurity/zsechead_hi.lwo
  2064.      
  2065.                       diffusemap    models/monsters/zsecurity/zsechead.tga
  2066.         bumpmap        addnormals(models/monsters/zsecurity/zsechead_local.tga, heightmap(models/monsters/zsecurity/zsechead_h.tga,7 ) )
  2067.         specularmap        models/monsters/zsecurity/zsechead_s.tga
  2068.  
  2069. }
  2070.  
  2071. models/monsters/zsecurity/zsechead2
  2072.  
  2073. {
  2074.     
  2075.     unsmoothedTangents
  2076.     metal
  2077.     clamp
  2078.     noOverlays
  2079.     renderbump  -size 512 512 -trace 0.07 -colorMap -aa 2  models/monsters/zsecurity/zsechead2_local.tga models/monsters/zsecurity/zsechead2_hi.lwo
  2080.      
  2081.         diffusemap        models/monsters/zsecurity/zsechead2.tga
  2082.         bumpmap            models/monsters/zsecurity/zsechead2_local.tga
  2083.         specularmap        models/monsters/zsecurity/zsechead2_s.tga
  2084.  
  2085. }
  2086.  
  2087.  
  2088. models/monsters/zsecurity/zsechead4
  2089.  
  2090. {
  2091.     
  2092.     //unsmoothedTangents
  2093.     flesh
  2094.     clamp
  2095.     renderbump  -size 512 512 -trace 0.07 -colorMap -aa 2  models/monsters/zsecurity/zsechead4_local.tga models/monsters/zsecurity/zsechead4_hi.lwo
  2096.      
  2097.         diffusemap        models/monsters/zsecurity/zsechead4.tga
  2098.         {
  2099.             blend bumpmap
  2100.            map  addnormals(models/monsters/zsecurity/zsechead4_local.tga, heightmap(models/monsters/zsecurity/zsechead4_h.tga, 8 ) )
  2101.             
  2102.          }
  2103.     
  2104.         specularmap        models/monsters/zsecurity/zsechead4_s.tga
  2105.  
  2106. }
  2107.  
  2108.  
  2109. models/monsters/archvile/archvilehand2
  2110.  
  2111. {
  2112.     //
  2113.     //renderbump  -size 256 256 -trace 0.01 -colorMap -aa 2  models/monsters/archvile/archvilehand2_local.tga models/monsters/archvile/archvilehand2_hi.lwo
  2114.     //DECAL_MACRO
  2115.      
  2116.     noShadows
  2117.     translucent
  2118.  
  2119.     {
  2120.                   blend add
  2121.         map        models/monsters/archvile/archvilehand2_fx.tga
  2122.         rgb        archtable[ ( time + parm4 ) * .8 ]
  2123.     }
  2124.  
  2125. }
  2126.  
  2127. models/monsters/archvile/archvile2
  2128.  
  2129. {
  2130.     
  2131.     unsmoothedTangents
  2132.     flesh
  2133.     clamp
  2134.     renderbump  -size 1024 1024 -trace 0.01 -colorMap -aa 2  models/monsters/archvile/archvile2_local.tga models/monsters/archvile/archvile2_hi.lwo
  2135.      
  2136.     {    // burning corpse effect
  2137.         if    parm7            // only when dead
  2138.         
  2139.         // make a burned away alpha test for the normal skin
  2140.         blend    gl_zero, gl_one            // don't draw anything
  2141.         
  2142.         map models/monsters/archvile/archvile2_dis.tga    // replace this with a monster-specific texture
  2143.         alphaTest 0.05 + 0.3 * (time - parm7)
  2144.     }
  2145.     {    // burning corpse effect
  2146.         if parm7            // only when dead
  2147.  
  2148.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  2149.         privatePolygonOffset    -1        // stage-only polygon offset
  2150.           blend add    
  2151.           blend gl_one, gl_zero
  2152.         
  2153.         map models/monsters/archvile/archvile2_dis.tga    // replace this with a monster-specific texture
  2154.         alphaTest 0.3 * (time - parm7)
  2155.     }
  2156.     forceOverlays
  2157.         diffusemap        models/monsters/archvile/archvile2.tga
  2158.         bumpmap        addnormals(models/monsters/archvile/archvile2_local.tga, heightmap(models/monsters/archvile/archvile2_h.tga, 3) )
  2159.         specularmap  models/monsters/archvile/archvile2_s.tga
  2160.     
  2161.  
  2162.  
  2163. }
  2164.  
  2165.  
  2166.  
  2167. models/monsters/tentacle/dp_tentacle
  2168. {
  2169.         
  2170.         clamp
  2171.         flesh
  2172.  
  2173.     {    // burning corpse effect
  2174.         if    parm7            // only when dead
  2175.         
  2176.         // make a burned away alpha test for the normal skin
  2177.         blend    gl_zero, gl_one            // don't draw anything
  2178.         
  2179.         map models/monsters/tentacle/dp_tentacle_dis.tga    // replace this with a monster-specific texture
  2180.         alphaTest 0.05 + 0.3 * (time - parm7)
  2181.     }
  2182.     {    // burning corpse effect
  2183.         if parm7            // only when dead
  2184.  
  2185.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  2186.         privatePolygonOffset    -1        // stage-only polygon offset
  2187.           blend add    
  2188.           blend gl_one, gl_zero
  2189.         
  2190.         map models/monsters/tentacle/dp_tentacle_dis.tga    // replace this with a monster-specific texture
  2191.         alphaTest 0.3 * (time - parm7)
  2192.     }
  2193.     forceOverlays
  2194.  
  2195.         renderbump  -size 128 256  -aa 2  models/monsters/tentacle/dp_tentacle_local.tga models/monsters/tentacle/dp_tentacle_hi.lwo
  2196.             diffusemap    models/monsters/tentacle/dp_tentacle.tga
  2197.         bumpmap        addnormals( models/monsters/tentacle/dp_tentacle_local.tga, heightmap( models/monsters/tentacle/dp_tentacle_h.tga, 7 ) )
  2198.                specularmap    models/monsters/tentacle/dp_tentacle_s.tga
  2199.  
  2200. }
  2201.  
  2202. models/monsters/zombie/commando/teeth
  2203. {
  2204.         
  2205.     noshadows
  2206.     twoSided
  2207.     clamp
  2208.         {    // burning corpse effect
  2209.         if    parm7            // only when dead
  2210.         
  2211.         // make a burned away alpha test for the normal skin
  2212.         blend    gl_zero, gl_one            // don't draw anything
  2213.         
  2214.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  2215.         alphaTest 0.05 + 0.3 * (time - parm7)
  2216.     }
  2217.     {    // burning corpse effect
  2218.         if parm7            // only when dead
  2219.  
  2220.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  2221.         privatePolygonOffset    -1        // stage-only polygon offset
  2222.            blend add
  2223.         blend gl_one, gl_zero
  2224.         
  2225.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  2226.         alphaTest 0.3 * (time - parm7)
  2227.     }    
  2228.     forceoverlays
  2229.  
  2230.         {       
  2231.             if ( parm7 == 0 )
  2232.                    blend    diffusemap
  2233.              map    models/monsters/zombie/commando/teeth.tga
  2234.              alphaTest 0.5
  2235.         }    
  2236.  
  2237.         bumpmap       heightmap(models/monsters/zombie/commando/teeth_b.tga , 6 )
  2238.         specularmap models/monsters/zombie/commando/teeth_s.tga
  2239.             
  2240. }
  2241.  
  2242. models/monsters/zombie/commando/com1_eye
  2243. {
  2244.     {
  2245.         blend    add
  2246.         map    models/monsters/zombie/commando/com1_eye.tga
  2247.         rgb        eyestable[ time * .3 ]
  2248.     
  2249.     }
  2250. }
  2251.  
  2252.  
  2253.  
  2254. models/monsters/zombie/commando/com1_d
  2255. {
  2256.         
  2257.         unsmoothedTangents
  2258.         flesh
  2259.         clamp
  2260. renderbump  -size 1024 1024 -trace 0.05 -colorMap -aa 2 models/monsters/zombie/commando/com1_local.tga models/monsters/zombie/commando/com1_hi.lwo
  2261.  
  2262.  
  2263.     {    // burning corpse effect
  2264.         if    parm7            // only when dead
  2265.         
  2266.         // make a burned away alpha test for the normal skin
  2267.         blend    gl_zero, gl_one            // don't draw anything
  2268.         
  2269.         map models/monsters/zombie/commando/com1_dis.tga    // replace this with a monster-specific texture
  2270.         alphaTest 0.05 + 0.3 * (time - parm7)
  2271.     }
  2272.     {    // burning corpse effect
  2273.         if parm7            // only when dead
  2274.  
  2275.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  2276.         privatePolygonOffset    -1        // stage-only polygon offset
  2277.            blend add
  2278.         blend gl_one, gl_zero
  2279.         
  2280.         map models/monsters/zombie/commando/com1_dis.tga    // replace this with a monster-specific texture
  2281.         alphaTest 0.3 * (time - parm7)
  2282.     }    
  2283.     forceoverlays
  2284.  
  2285.  
  2286.             diffusemap    models/monsters/zombie/commando/com1_d.tga
  2287.         bumpmap        addnormals( models/monsters/zombie/commando/com1_local.tga, heightmap( models/monsters/zombie/commando/com1_h.tga, 7 ) )
  2288.         specularmap    models/monsters/zombie/commando/com1_s.tga
  2289. }
  2290.  
  2291. models/monsters/pinky/pinky_d
  2292. {
  2293.  
  2294.     flesh
  2295.     
  2296.     unsmoothedTangents
  2297.     clamp
  2298.     renderbump  -size 1024 1024 -trace 0.05 -colorMap -aa 2 models/monsters/pinky/pinky_local.tga models/monsters/pinky/zpinky_hi.lwo
  2299.  
  2300.     bumpmap    addnormals( models/monsters/pinky/pinky_local.tga, heightmap( models/monsters/pinky/pinky_b.tga, 9 ) )
  2301.     diffusemap    models/monsters/pinky/pinky_d.tga    
  2302.     specularmap    models/monsters/pinky/pinky_s.tga
  2303. }
  2304.  
  2305. models/monsters/pinky/pinky
  2306. {
  2307.     
  2308.     unsmoothedTangents
  2309.     flesh
  2310.     clamp
  2311.     renderbump  -size 1024 1024 -trace 0.05 -colorMap -aa 2 models/monsters/pinky/pinky_local.tga models/monsters/pinky/zpinky_hi.lwo
  2312.  
  2313.     {    // burning corpse effect
  2314.         if    parm7            // only when dead
  2315.         
  2316.         // make a burned away alpha test for the normal skin
  2317.         blend    gl_zero, gl_one            // don't draw anything
  2318.         
  2319.         map models/monsters/pinky/pinky_dis.tga    // replace this with a monster-specific texture
  2320.         alphaTest 0.05 + 0.3 * (time - parm7)
  2321.     }
  2322.     {    // burning corpse effect
  2323.         if parm7            // only when dead
  2324.  
  2325.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  2326.         privatePolygonOffset    -1        // stage-only polygon offset
  2327.         blend add    
  2328.         blend gl_one, gl_zero
  2329.         
  2330.         map models/monsters/pinky/pinky_dis.tga    // replace this with a monster-specific texture
  2331.         alphaTest 0.3 * (time - parm7)
  2332.     }
  2333.     forceOverlays
  2334.     bumpmap    addnormals( models/monsters/pinky/pinky_local.tga, heightmap( models/monsters/pinky/pinky_b.tga, 4 ) )
  2335.     diffusemap    models/monsters/pinky/pinky_d.tga    
  2336.     specularmap    models/monsters/pinky/pinky_s.tga
  2337. }
  2338.  
  2339. models/monsters/pinky/pinkyns
  2340. {
  2341.     
  2342.     unsmoothedTangents
  2343.     flesh
  2344.     clamp
  2345.  
  2346.  
  2347.  
  2348.     bumpmap    addnormals( models/monsters/pinky/pinky_local.tga, heightmap( models/monsters/pinky/pinky_b.tga, 9 ) )
  2349.     diffusemap    models/monsters/pinky/pinky_d.tga    
  2350.     specularmap    models/monsters/pinky/pinky_s.tga
  2351. }
  2352.  
  2353. models/monsters/pinky/pinky_metal
  2354. {
  2355.  
  2356.        forceOverlays
  2357.     
  2358.     unsmoothedTangents
  2359.     ricochet
  2360.     clamp
  2361.     
  2362.     {    // burning corpse effect
  2363.         if    parm7            // only when dead
  2364.         
  2365.         // make a burned away alpha test for the normal skin
  2366.         blend    gl_zero, gl_one            // don't draw anything
  2367.         
  2368.         map models/monsters/pinky/pinky_dis.tga    // replace this with a monster-specific texture
  2369.         alphaTest 0.05 + 0.3 * (time - parm7)
  2370.     }
  2371.     {    // burning corpse effect
  2372.         if parm7            // only when dead
  2373.  
  2374.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  2375.         privatePolygonOffset    -1        // stage-only polygon offset
  2376.         blend add    
  2377.         blend gl_one, gl_zero
  2378.         
  2379.         map models/monsters/pinky/pinky_dis.tga    // replace this with a monster-specific texture
  2380.         alphaTest 0.3 * (time - parm7)
  2381.     }
  2382.  
  2383.     
  2384.     bumpmap    addnormals( models/monsters/pinky/pinky_local.tga, heightmap( models/monsters/pinky/pinky_b.tga, 9 ) )
  2385.     diffusemap    models/monsters/pinky/pinky_d.tga    
  2386.     specularmap    models/monsters/pinky/pinky_s.tga
  2387. }
  2388.  
  2389.  
  2390.  
  2391. models/monsters/pinky/film
  2392. {
  2393.     
  2394.     noShadows
  2395.     translucent
  2396.     bumpmap         heightmap(models/monsters/pinky/film_b.tga, 4 ) 
  2397.                         specularmap        models/monsters/pinky/film_s.tga
  2398.  
  2399.  }
  2400.  
  2401. models/monsters/cacodemon/cacodemon
  2402. // EXPLANATION: cacodemon_mouth shader is so there's no smoothing inbetween the mouth and the rest of the model. 
  2403. // EXPLANATION: cacodemon_hp_foot exists only to render him out and not have the renderbump be covered by the mouth. 
  2404. // EXPLANATION: cacodemon_hp_jaw exists only to render him out and not have the under area of his jaw covered by the belly.
  2405. // EXPLANATION: This means there will be three locals maps that need to be combined when it's all thru rendering. 
  2406. // EXPLANATION: You have to comment out each of the renderbumps on cacodemon, because you can't run them both at once.
  2407. {
  2408.     unsmoothedTangents
  2409.     //renderbump  -size 512 512 -aa 2 -colormap models/monsters/cacodemon/cacodemon_foot_local.tga models/monsters/cacodemon/work/cacodemon_hp_foot.lwo
  2410.     renderbump  -size 512 512 -aa 2 -colormap models/monsters/cacodemon/cacodemon_jaw_local.tga models/monsters/cacodemon/work/cacodemon_hp_jaw.lwo
  2411.     
  2412.     flesh
  2413.     clamp
  2414.     collision
  2415.     {    // burning corpse effect
  2416.         if    parm7            // only when dead
  2417.         
  2418.         // make a burned away alpha test for the normal skin
  2419.         blend    gl_zero, gl_one            // don't draw anything
  2420.         
  2421.         map models/monsters/cacodemon/cacodemon_dis.tga    // replace this with a monster-specific texture
  2422.         alphaTest 0.05 + 0.3 * (time - parm7)
  2423.     }
  2424.     {    // burning corpse effect
  2425.         if parm7            // only when dead
  2426.  
  2427.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  2428.         privatePolygonOffset    -1        // stage-only polygon offset
  2429.            blend add
  2430.         blend gl_one, gl_zero
  2431.         
  2432.         map models/monsters/cacodemon/cacodemon_dis.tga    // replace this with a monster-specific texture
  2433.         alphaTest 0.3 * (time - parm7)
  2434.     }    
  2435.     forceoverlays
  2436.  
  2437.     {
  2438.         blend    bumpmap
  2439.         map    addnormals(models/monsters/cacodemon/cacodemon_local.tga, heightmap(models/monsters/cacodemon/cacodemon_h.tga, 6) )
  2440.     }
  2441.     {
  2442.         if ( parm7 == 0 )
  2443.         blend    diffusemap
  2444.         map        models/monsters/cacodemon/cacodemon_d
  2445.         alphatest .75
  2446.     }
  2447.     {
  2448.         if ( parm7 )
  2449.         blend    diffusemap
  2450.         map        models/monsters/cacodemon/cacodemon_d
  2451.     }
  2452.     
  2453.     specularmap    models/monsters/cacodemon/cacodemon_s
  2454. }
  2455.  
  2456. models/monsters/cacodemon/cacodemon_mouth
  2457. {
  2458.     unsmoothedTangents
  2459.     //renderbump  -size 512 512 -aa 2 -colormap models/monsters/cacodemon/cacodemon_mouth_local.tga models/monsters/cacodemon/work/cacodemon_hp_jaw.lwo
  2460.     
  2461.     flesh
  2462.     collision
  2463.     clamp
  2464.     {    // burning corpse effect
  2465.         if    parm7            // only when dead
  2466.         
  2467.         // make a burned away alpha test for the normal skin
  2468.         blend    gl_zero, gl_one            // don't draw anything
  2469.         
  2470.         map models/monsters/cacodemon/cacodemon_dis.tga    // replace this with a monster-specific texture
  2471.         alphaTest 0.05 + 0.3 * (time - parm7)
  2472.     }
  2473.     {    // burning corpse effect
  2474.         if parm7            // only when dead
  2475.  
  2476.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  2477.         privatePolygonOffset    -1        // stage-only polygon offset
  2478.            blend add
  2479.         blend gl_one, gl_zero
  2480.         
  2481.         map models/monsters/cacodemon/cacodemon_dis.tga    // replace this with a monster-specific texture
  2482.         alphaTest 0.3 * (time - parm7)
  2483.     }    
  2484.     {
  2485.         blend    bumpmap
  2486.         map    addnormals(models/monsters/cacodemon/cacodemon_local.tga, heightmap(models/monsters/cacodemon/cacodemon_h.tga, 6) )
  2487.     }
  2488.     {
  2489.         if ( parm7 == 0 )
  2490.         blend    diffusemap
  2491.         map        models/monsters/cacodemon/cacodemon_d
  2492.         alphatest .75
  2493.     }
  2494.     {
  2495.         if ( parm7 )
  2496.         blend    diffusemap
  2497.         map        models/monsters/cacodemon/cacodemon_d
  2498.     }
  2499.     {    
  2500.         blend    specularmap
  2501.         map    models/monsters/cacodemon/cacodemon_s
  2502.     }
  2503. }    
  2504.  
  2505. models/monsters/cacodemon/cacoeye
  2506. // EXPLANATION:  This shader's for the glowy eyes
  2507. {
  2508.     translucent
  2509.     noshadows
  2510.     collision
  2511.  
  2512.     {
  2513.         if ( parm7 == 0 )
  2514.         blend    add
  2515.         map        models/monsters/cacodemon/cacoeye
  2516.     }
  2517. }
  2518.  
  2519. models/monsters/cacodemon/cacobrain
  2520. // EXPLANATION:  This shader's for the glowy brain.
  2521. {
  2522.     translucent
  2523.     noshadows
  2524.     collision
  2525.  
  2526.     {
  2527.         if ( parm7 == 0 )
  2528.         blend    add
  2529.         map        models/monsters/cacodemon/cacobrain
  2530.         rgb        throbtable2[ time * .5 ]
  2531.     }
  2532. }
  2533.  
  2534. models/monsters/cherub/teeth
  2535. {
  2536.         
  2537.         noshadows
  2538.         clamp
  2539.         {       
  2540.             if ( parm7 == 0 )
  2541.                    blend    diffusemap
  2542.              map    models/monsters/cherub/teeth.tga
  2543.              alphaTest 0.5
  2544.         }    
  2545.  
  2546.         {
  2547.             if ( parm7 == 0 )
  2548.             blend bumpmap
  2549.             map       heightmap(models/monsters/cherub/teeth_h.tga , 4 )
  2550.         }
  2551.         {
  2552.             if ( parm7 == 0 )
  2553.             blend specularmap
  2554.             map models/monsters/cherub/teeth_s.tga
  2555.         }
  2556.             
  2557. }
  2558.  
  2559. models/monsters/cherub/wing
  2560. {
  2561.     
  2562.     noShadows
  2563.     translucent
  2564.     glass
  2565.     clamp
  2566.  
  2567.     {       
  2568.             if ( parm7 == 0 )
  2569.            blend gl_dst_color,gl_zero
  2570.      map    models/monsters/cherub/wing.tga
  2571.              
  2572.     }
  2573.     
  2574.  }
  2575.  
  2576. models/monsters/cherub/wingfx
  2577. {
  2578.     
  2579.     noShadows
  2580.     translucent
  2581.     glass
  2582.     clamp
  2583.  
  2584.     {       
  2585.             if ( parm7 == 0 )
  2586.            blend specularmap
  2587.      map    models/monsters/cherub/wing_s.tga
  2588.              
  2589.     }
  2590.     {       
  2591.             if ( parm7 == 0 )
  2592.            blend bumpmap
  2593.      map    heightmap(models/monsters/cherub/wing_h.tga, 7 ) 
  2594.              
  2595.     }
  2596.     
  2597.  
  2598.  
  2599.  }
  2600.  
  2601.  
  2602. models/monsters/spectre/dis
  2603. {
  2604.     
  2605.     clamp    
  2606.             {
  2607.  
  2608.             blend diffusemap    
  2609.             map models/monsters/spectre/dis.tga
  2610.             alphaTest .5 + 0.5 * sintable [ time * .2  ]
  2611.             }          
  2612.         bumpmap        addnormals(models/characters/male_npc/jumpsuit/jumpsuit_local.tga, heightmap(models/characters/male_npc/jumpsuit/jumpsuit_h.tga, 5 ) )
  2613.         specularmap    models/characters/male_npc/jumpsuit/jumpsuit_s.tga
  2614. }
  2615.  
  2616. models/monsters/spectre/dis2
  2617. {
  2618.     
  2619.     twosided    
  2620.     clamp
  2621.  
  2622.             {
  2623.  
  2624.                     blend add    
  2625.             map models/monsters/spectre/dis2.tga
  2626.             alphaTest .5 + 0.5 * sintable [ time * .2  ] -.02
  2627.             }          
  2628.  
  2629.  
  2630. }
  2631.  
  2632.  
  2633. models/monsters/spectre/spectre 
  2634. {
  2635.     
  2636.     flesh
  2637.     clamp
  2638.     renderbump  -size 1024 1024 -aa 2  models/monsters/spectre/spectre_local.tga models/monsters/spectre/spectre_hi.lwo
  2639.      
  2640.      {
  2641.  
  2642.             blend diffusemap    
  2643.             map models/monsters/spectre/spectre.tga
  2644.             alphaTest .5 + 0.5 * sintable [ time * .1  ]
  2645.             }          
  2646.         bumpmap        addnormals(models/monsters/spectre/spectre_local.tga, heightmap(models/monsters/spectre/spectre_h.tga, 5 ) )
  2647.         specularmap        models/monsters/spectre/spectre_s.tga
  2648.  
  2649. }
  2650.  
  2651.  
  2652. models/monsters/zombie/zombie02/zombie02
  2653. {
  2654.         
  2655.         //unsmoothedTangents
  2656.          flesh
  2657.         forceoverlays
  2658.         clamp
  2659.  
  2660.     {    // burning corpse effect
  2661.         if    parm7            // only when dead
  2662.         // make a burned away alpha test for the normal skin
  2663.         blend    gl_zero, gl_one            // don't draw anything
  2664.         
  2665.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  2666.         alphaTest 0.05 + 1.7 * (time - parm7)
  2667.     }
  2668.  
  2669.  
  2670.                  diffusemap      models/monsters/zombie/zombie02/zombie02.tga
  2671.  
  2672.         {
  2673.            blend bumpmap
  2674.           map  addnormals(models/characters/male_npc/jumpsuit/jumpsuit_local.tga, heightmap(models/monsters/zombie/zombie02/zombie02_h.tga, 12 ) )
  2675.            
  2676.          }
  2677.         
  2678.                   specularmap    models/monsters/zombie/zombie02/zombie02_s.tga
  2679. }
  2680.  
  2681.  
  2682.  
  2683. models/monsters/zombie/zombie02/zhead02
  2684.  
  2685. {
  2686.     
  2687.     unsmoothedTangents
  2688.     forceoverlays
  2689.     flesh
  2690.     clamp
  2691.     renderbump  -size 512 512 -trace 0.05 -colorMap -aa 2  models/monsters/zombie/zombie02/zhead02_local.tga models/monsters/zombie/zombie02/zhead02_hi.lwo
  2692.      
  2693.         diffusemap        models/monsters/zombie/zombie02/zhead02.tga
  2694.         bumpmap        addnormals(models/monsters/zombie/zombie02/zhead02_local.tga, heightmap(models/monsters/zombie/zombie02/zhead02_h.tga, 9 ) )
  2695.         specularmap  models/monsters/zombie/zombie02/zhead02_s.tga
  2696.     
  2697.  
  2698.  
  2699. }
  2700.  
  2701. models/monsters/trite/web1
  2702. {
  2703.     collision
  2704.     translucent
  2705.     qer_editorimage models/monsters/trite/web1.tga
  2706.     noShadows
  2707.     
  2708.     {
  2709.         blend diffusemap
  2710.         map models/monsters/trite/web1.tga
  2711.     }
  2712. }
  2713.  
  2714.  
  2715.  
  2716. models/monsters/trite/strand
  2717. {
  2718.     translucent
  2719.     qer_editorimage models/monsters/trite/strand.tga
  2720.     noShadows
  2721.     {
  2722.         blend diffusemap
  2723.         map models/monsters/trite/strand.tga
  2724.     }
  2725. }
  2726.  
  2727. models/monsters/trite/trite
  2728.  
  2729. {
  2730.     
  2731.     //unsmoothedTangents
  2732.     flesh
  2733.     clamp
  2734.     renderbump  -size 512 512 -trace 0.02 -colorMap -aa 2  models/monsters/trite/trite_local.tga models/monsters/trite/ztrite_hi.lwo
  2735.      
  2736.     {    // burning corpse effect
  2737.         if    parm7            // only when dead
  2738.         // make a burned away alpha test for the normal skin
  2739.         blend    gl_zero, gl_one            // don't draw anything
  2740.         
  2741.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  2742.         alphaTest 0.05 + 1.7 * (time - parm7)
  2743.     }
  2744.  
  2745.     forceOverlays    
  2746.     diffusemap        models/monsters/trite/trite.tga
  2747.     bumpmap        models/monsters/trite/trite_local.tga
  2748.     specularmap     models/monsters/trite/trite_s.tga
  2749.     
  2750.  
  2751.  
  2752. }
  2753.  
  2754.  
  2755. models/monsters/zombie/zfem/zfhair02
  2756. {
  2757.     translucent
  2758.     noshadows
  2759.     
  2760.     
  2761.  
  2762.     {
  2763.         blend diffusemap
  2764.         map models/monsters/zombie/zfem/zfhair02.tga
  2765.         alphaTest 0.5    
  2766.     }    
  2767.     specularmap  models/monsters/zombie/zfem/zfhair02_s.tga
  2768.  
  2769.  
  2770. }
  2771.  
  2772.  
  2773. models/monsters/zombie/zfem/zfhair01
  2774. {
  2775.     translucent
  2776.     noshadows
  2777.     
  2778.  
  2779.     {
  2780.         blend diffusemap
  2781.         map models/monsters/zombie/zfem/zfhair01.tga
  2782.         alphaTest 0.2    
  2783.     }    
  2784.     specularmap  models/monsters/zombie/zfem/zfhair01_s.tga
  2785.  
  2786. }
  2787.  
  2788.  
  2789. models/monsters/zombie/zfem/zfem01
  2790.  
  2791. {
  2792.     
  2793.     flesh
  2794.     clamp
  2795.     renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 2  models/monsters/zombie/zfem/zfem01_local.tga models/monsters/zombie/zfem/zfem01_hi.lwo
  2796.      
  2797.         diffusemap        models/monsters/zombie/zfem/zfem01.tga
  2798.         bumpmap        addnormals(models/monsters/zombie/zfem/zfem01_local.tga, heightmap(models/monsters/zombie/zfem/zfem01_h.tga, 2 ) )
  2799.         specularmap  models/monsters/zombie/zfem/zfem01_s.tga
  2800.     
  2801.  
  2802.  
  2803. }
  2804.  
  2805. models/monsters/archvile/archvile_eyes
  2806. {
  2807.     noShadows
  2808.     //deform sprite
  2809.     //discrete
  2810.     nonsolid
  2811.     noimpact
  2812.  
  2813.     {    // burning corpse effect
  2814.         if    parm7            // only when dead
  2815.         
  2816.         // make a burned away alpha test for the normal skin
  2817.         blend    gl_zero, gl_one            // don't draw anything
  2818.         
  2819.         map models/monsters/archvile/archvile_eyes_dis.tga    // replace this with a monster-specific texture
  2820.         alphaTest 0.05 + 0.3 * (time - parm7)
  2821.     }
  2822.     {    // burning corpse effect
  2823.         if parm7            // only when dead
  2824.  
  2825.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  2826.         privatePolygonOffset    -1        // stage-only polygon offset
  2827.           blend add    
  2828.           blend gl_one, gl_zero
  2829.         
  2830.         map models/monsters/archvile/archvile_eyes_dis.tga    // replace this with a monster-specific texture
  2831.         alphaTest 0.3 * (time - parm7)
  2832.     }
  2833.     forceOverlays
  2834.     {       
  2835.            blend    add
  2836.      map    models/monsters/archvile/archvile_eyes.tga
  2837.     rgb        eyestable[ time * .1 ]
  2838.     }
  2839.  
  2840.  
  2841.  }
  2842.  
  2843. models/monsters/archvile/archvile
  2844.  
  2845. {
  2846.     
  2847.     unsmoothedTangents
  2848.     flesh
  2849.     clamp
  2850.     renderbump  -size 2048 2048 -trace 0.02 -colorMap -aa 2  models/monsters/archvile/archvile_local.tga models/monsters/archvile/archvile_hi.lwo
  2851.      
  2852.     {    // burning corpse effect
  2853.         if    parm7            // only when dead
  2854.         
  2855.         // make a burned away alpha test for the normal skin
  2856.         blend    gl_zero, gl_one            // don't draw anything
  2857.         
  2858.         map models/monsters/archvile/archvile_dis.tga    // replace this with a monster-specific texture
  2859.         alphaTest 0.05 + 0.3 * (time - parm7)
  2860.     }
  2861.     {    // burning corpse effect
  2862.         if parm7            // only when dead
  2863.  
  2864.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  2865.         privatePolygonOffset    -1        // stage-only polygon offset
  2866.           blend add    
  2867.           blend gl_one, gl_zero
  2868.         
  2869.         map models/monsters/archvile/archvile_dis.tga    // replace this with a monster-specific texture
  2870.         alphaTest 0.3 * (time - parm7)
  2871.     }
  2872.     forceOverlays
  2873.             diffusemap        models/monsters/archvile/archvile.tga
  2874.         bumpmap        addnormals(models/monsters/archvile/archvile_local.tga, heightmap(models/monsters/archvile/archvile_h.tga, 30 ) )
  2875.             specularmap  models/monsters/archvile/archvile_s.tga
  2876.     
  2877.  
  2878.  
  2879. }
  2880.  
  2881. models/monsters/archvile/archtail
  2882.  
  2883. {
  2884.     
  2885.     unsmoothedTangents
  2886.     flesh
  2887.     clamp
  2888.     renderbump  -size 1024 128 -trace 0.02   models/monsters/archvile/archtail_local.tga models/monsters/archvile/archtail_hi.lwo
  2889.      
  2890.     {    // burning corpse effect
  2891.         if    parm7            // only when dead
  2892.         
  2893.         // make a burned away alpha test for the normal skin
  2894.         blend    gl_zero, gl_one            // don't draw anything
  2895.         
  2896.         map models/monsters/archvile/archtail_dis.tga    // replace this with a monster-specific texture
  2897.         alphaTest 0.05 + 0.3 * (time - parm7)
  2898.     }
  2899.     {    // burning corpse effect
  2900.         if parm7            // only when dead
  2901.  
  2902.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  2903.         privatePolygonOffset    -1        // stage-only polygon offset
  2904.           blend add    
  2905.           blend gl_one, gl_zero
  2906.         
  2907.         map models/monsters/archvile/archtail_dis.tga    // replace this with a monster-specific texture
  2908.         alphaTest 0.3 * (time - parm7)
  2909.     }
  2910.     forceOverlays
  2911.     {       
  2912.         blend    diffusemap
  2913.         map    models/monsters/archvile/archtail.tga
  2914.            alphaTest 0.5
  2915.     }
  2916.     bumpmap            models/monsters/archvile/archtail_local.tga
  2917.     specularmap        models/monsters/archvile/archtail_s.tga
  2918.  
  2919. }
  2920.  
  2921. models/monsters/maggot/maggot2
  2922.  
  2923. {
  2924.     
  2925.     flesh
  2926.     clamp
  2927.     renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 2  models/monsters/maggot/maggot2_local.tga models/monsters/maggot/maggot2_hi.lwo
  2928.      
  2929.     {    // burning corpse effect
  2930.         if    parm7            // only when dead
  2931.         
  2932.         // make a burned away alpha test for the normal skin
  2933.         blend    gl_zero, gl_one            // don't draw anything
  2934.         
  2935.         map models/monsters/maggot/maggot2_dis.tga    // replace this with a monster-specific texture
  2936.         alphaTest 0.05 + 0.3 * (time - parm7)
  2937.     }
  2938.     {    // burning corpse effect
  2939.         if parm7            // only when dead
  2940.  
  2941.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  2942.         privatePolygonOffset    -1        // stage-only polygon offset
  2943.         blend add    
  2944.         blend gl_one, gl_zero
  2945.         
  2946.         map models/monsters/maggot/maggot2_dis.tga    // replace this with a monster-specific texture
  2947.         alphaTest 0.3 * (time - parm7)
  2948.     }
  2949.     forceOverlays
  2950.  
  2951.         diffusemap        models/monsters/maggot/maggot2.tga
  2952.         bumpmap        addnormals(models/monsters/maggot/maggot2_local.tga, heightmap(models/monsters/maggot/maggot2_h.tga, 10 ) )
  2953.         specularmap        models/monsters/maggot/maggot2_s.tga
  2954.  
  2955. }
  2956.  
  2957.  
  2958.  
  2959.  
  2960.  
  2961.  
  2962. models/monsters/spawn/spawn2
  2963.  
  2964. {
  2965.     
  2966.     noshadows    
  2967.     translucent
  2968.     discrete
  2969.     nonsolid
  2970.     noimpact
  2971.     twosided
  2972.  
  2973.     { 
  2974.       
  2975.               blend    add
  2976.              map    models/monsters/spawn/spawn2.tga
  2977.             //rotate    time * 2
  2978.             translate    time * 0.2 , time * 0.1
  2979.             rotate    time * 1
  2980.             colored
  2981.             vertexColor
  2982.     }
  2983.     { 
  2984.       
  2985.               blend    add
  2986.              map    models/monsters/spawn/spawn2.tga
  2987.             translate    time * 0.27 , time * 0.08
  2988.             rotate    time * -.5
  2989.             colored
  2990.             vertexColor    
  2991.     }
  2992.  
  2993. }
  2994.  
  2995.  
  2996. models/monsters/spawn/spawn1
  2997.  
  2998. {
  2999.     
  3000.     noshadows    
  3001.     deform sprite
  3002.     translucent
  3003.     discrete
  3004.     nonsolid
  3005.     noimpact
  3006.  
  3007.     { 
  3008.       
  3009.                blend    add
  3010.              map    models/monsters/spawn/spawn1.tga
  3011.             rotate    time * 1
  3012.             zeroClamp
  3013.             colored
  3014.             vertexColor
  3015.     }
  3016.     { 
  3017.       
  3018.                blend    add
  3019.              map    models/monsters/spawn/spawn1.tga
  3020.             rotate    time * -.6
  3021.             zeroClamp
  3022.             colored
  3023.             vertexColor
  3024.     }
  3025.  
  3026.  
  3027. }
  3028.  
  3029.  
  3030.  
  3031. models/gibs/gibmaster
  3032.  
  3033. {
  3034.     
  3035.     unsmoothedTangents
  3036.     nonsolid
  3037.     //noimpact removed by Tim
  3038.     flesh
  3039.     clamp
  3040.  
  3041.     renderbump  -size 512 512 -trace 0.02 -colorMap -aa 2  models/gibs/gibmaster_local.tga models/gibs/gibmaster_hi.lwo
  3042.      
  3043.         diffusemap        models/gibs/gibmaster.tga
  3044.         bumpmap        addnormals(models/gibs/gibmaster_local.tga, heightmap(models/gibs/gibmaster_h.tga, 10 ) )
  3045.         specularmap        models/gibs/gibmaster_s.tga
  3046.  
  3047. }
  3048.  
  3049. models/monsters/ghostskull/bugger
  3050. {
  3051.     
  3052.         noshadows    
  3053.     translucent
  3054.     //nodraw
  3055.     deform particle2 ghostskull
  3056.  
  3057.     {
  3058.             blend     add
  3059.             map models/monsters/ghostskull/bugger
  3060.  
  3061.        }
  3062.  
  3063. }
  3064.  
  3065. models/monsters/ghostskull/ghostskull3emit
  3066. {
  3067.     
  3068.         noshadows    
  3069.     translucent
  3070.     //nodraw
  3071.     //deform particle2 ghostskull
  3072.          {
  3073.             blend     add
  3074.             map models/monsters/ghostskull/ghostskull3emit
  3075.  
  3076.        }
  3077.  
  3078.  
  3079. }
  3080.  
  3081.  
  3082.  
  3083. models/monsters/ghostskull/ghostskull3
  3084.  
  3085. {
  3086.  
  3087.         
  3088.     noShadows
  3089.      translucent
  3090.     
  3091.     renderbump  -size 512 512 -trace 0.1 -colorMap -aa 2  models/monsters/ghostskull/ghostskull3_local.tga models/monsters/ghostskull/ghostskull3_hi.lwo
  3092.  
  3093.                     
  3094.         bumpmap        models/monsters/ghostskull/ghostskull3_local
  3095.  
  3096.     diffusemap        models/monsters/ghostskull/ghostskull3.tga
  3097.        {
  3098.             blend     specularmap
  3099.             map    models/monsters/ghostskull/ghostskull3_s.tga
  3100.             scroll    time * -.5 , time * 0
  3101.        }
  3102.        {
  3103.             blend     add
  3104.             map    models/monsters/ghostskull/ghostskull3_add.tga
  3105.             rgb        throbtable2[ time * .5 ] +.1
  3106.  
  3107.        }
  3108.  
  3109.         
  3110. }
  3111.  
  3112.  
  3113. models/monsters/ghostskull/ghostskull
  3114.  
  3115. {
  3116.  
  3117.         
  3118.     noShadows
  3119.      translucent
  3120.     //twosided
  3121.     clamp
  3122.     renderbump  -size 512 512 -trace 0.1 -colorMap -aa 2  models/monsters/ghostskull/ghostskull_local.tga models/monsters/ghostskull/ghostskull_hi.lwo
  3123.  
  3124.                     
  3125.         bumpmap        addnormals(models/monsters/ghostskull/ghostskull_local.tga, heightmap(models/monsters/ghostskull/ghostskull_h.tga, 6 ) )
  3126.  
  3127.     diffusemap        models/monsters/ghostskull/ghostskull.tga
  3128.        {
  3129.             blend     specularmap
  3130.             map    models/monsters/ghostskull/ghostskull_s.tga
  3131.             //translate    time * 0.2 , time * 0.1
  3132.             //rotate    time * 0.05
  3133.             //rgb        rev2table[ time * .1 ]
  3134.  
  3135.        }
  3136.  
  3137.         
  3138. }
  3139.  
  3140. models/monsters/hellknight/tongue
  3141.  
  3142. {
  3143.     flesh
  3144.     unsmoothedTangents
  3145.     renderbump  -size 128 256 -trace 0.1 -colorMap -aa 2  models/monsters/hellknight/tongue_local.tga models/monsters/hellknight/tongue_hi.lwo
  3146.          {    // burning corpse effect
  3147.         if    parm7            // only when dead
  3148.         
  3149.         // make a burned away alpha test for the normal skin
  3150.         blend    gl_zero, gl_one            // don't draw anything
  3151.         
  3152.         map models/monsters/hellknight/hellknight_dis.tga    // replace this with a monster-specific texture
  3153.         alphaTest 0.05 + 0.3 * (time - parm7)
  3154.     }
  3155.     {    // burning corpse effect
  3156.         if parm7            // only when dead
  3157.  
  3158.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  3159.         privatePolygonOffset    -1        // stage-only polygon offset
  3160.         blend add    
  3161.         blend gl_one, gl_zero
  3162.         
  3163.         map models/monsters/hellknight/hellknight_dis.tga    // replace this with a monster-specific texture
  3164.         alphaTest 0.3 * (time - parm7)
  3165.     }
  3166.     forceOverlays
  3167.         diffusemap        models/monsters/hellknight/tongue.tga
  3168.         bumpmap        addnormals(models/monsters/hellknight/tongue_local.tga, heightmap(models/monsters/hellknight/tongue_h.tga, 4 ) )
  3169.         specularmap        models/monsters/hellknight/tongue_s.tga
  3170.  
  3171. }
  3172.  
  3173.  
  3174.  
  3175. models/monsters/hellknight/gob2
  3176.  
  3177. {
  3178.     
  3179.     noshadows    
  3180.     //twosided
  3181.     translucent
  3182.                    
  3183.                          bumpmap         heightmap(models/monsters/hellknight/gob2_h.tga, 4 ) 
  3184.                         specularmap        models/monsters/hellknight/gob2_s.tga
  3185.  
  3186. }
  3187.  
  3188. models/monsters/hellknight/gob
  3189.  
  3190. {
  3191.     
  3192.     noshadows    
  3193.     //twosided
  3194.     translucent
  3195.                    
  3196.         {
  3197.                         blend bumpmap     
  3198.                         map heightmap(models/monsters/hellknight/gob_h.tga, 4 ) 
  3199.                         translate    time * 0 , time * -1
  3200.         }
  3201.  
  3202.                         specularmap        models/monsters/hellknight/gob_s.tga
  3203.  
  3204. }
  3205.  
  3206. models/monsters/hellknight/bighellknight
  3207.  
  3208. {
  3209.     flesh
  3210.     //unsmoothedTangents
  3211.     clamp
  3212.     renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 1  models/monsters/hellknight/bighellknight_local.tga models/monsters/hellknight/zhellknight_hi.lwo
  3213.      
  3214.         diffusemap        models/monsters/hellknight/bighellknight.tga
  3215.         bumpmap        addnormals(models/monsters/hellknight/bighellknight_local.tga, heightmap(models/monsters/hellknight/bighellknight_h.tga, 10 ) )
  3216.         specularmap        models/monsters/hellknight/bighellknight_s.tga
  3217.  
  3218. }
  3219.  
  3220.  
  3221. models/monsters/hellknight/hellknight
  3222.  
  3223. {
  3224.     flesh
  3225.     unsmoothedTangents
  3226.     clamp
  3227.     renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 1  models/monsters/hellknight/hellknight_local.tga models/monsters/hellknight/zhellknight_hi.lwo
  3228.      
  3229.     {    // burning corpse effect
  3230.         if    parm7            // only when dead
  3231.         
  3232.         // make a burned away alpha test for the normal skin
  3233.         blend    gl_zero, gl_one            // don't draw anything
  3234.         
  3235.         map models/monsters/hellknight/hellknight_dis.tga    // replace this with a monster-specific texture
  3236.         alphaTest 0.05 + 0.3 * (time - parm7)
  3237.     }
  3238.     {    // burning corpse effect
  3239.         if parm7            // only when dead
  3240.  
  3241.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  3242.         privatePolygonOffset    -1        // stage-only polygon offset
  3243.         blend add    
  3244.         blend gl_one, gl_zero
  3245.         
  3246.         map models/monsters/hellknight/hellknight_dis.tga    // replace this with a monster-specific texture
  3247.         alphaTest 0.3 * (time - parm7)
  3248.     }
  3249.     forceOverlays
  3250.         diffusemap        models/monsters/hellknight/hellknight.tga
  3251.         bumpmap        addnormals(models/monsters/hellknight/hellknight_local.tga, heightmap(models/monsters/hellknight/hellknight_h.tga, 10 ) )
  3252.         specularmap        models/monsters/hellknight/hellknight_s.tga
  3253.  
  3254. }
  3255.  
  3256. models/monsters/bruiser/greenfireball
  3257. {    
  3258.     qer_editorimage    models/monsters/bruiser/greenfireball.tga
  3259.             noShadows
  3260.     deform sprite
  3261.     
  3262.     translucent
  3263.     twosided
  3264.        {
  3265.              Blend add
  3266.         Map   models/monsters/bruiser/greenfireball.tga
  3267.         zeroclamp
  3268.         rotate    time * 0.7
  3269.         //centerscale   mgscaleTable[time* .9], mgscaleTable[time*. 9] 
  3270.         rgb        fireballtable[ time * .7 ]
  3271.         
  3272.  
  3273.     }
  3274.        {
  3275.              Blend add
  3276.         Map   models/monsters/bruiser/greenfireball2.tga
  3277.         zeroclamp
  3278.         rotate    time * -0.6
  3279.         //centerscale   mgscaleTable[time* .9], mgscaleTable[time* .9] 
  3280.         rgb        fireballtable[ time * 1 ]
  3281.         
  3282.  
  3283.     }
  3284. }
  3285.  
  3286.  
  3287. models/monsters/zsecurity/zsechand_left
  3288. {
  3289.     
  3290.  
  3291.     renderbump  -size 128 128 -trace 0.07 -colorMap  -aa 4  models/monsters/zsecurity/zhand_local.tga models/monsters/zsecurity/zhand_hi.lwo
  3292.      
  3293.                       diffusemap    models/monsters/zsecurity/zhand.tga
  3294.         bumpmap           models/monsters/zsecurity/zhand_local.tga
  3295.         specularmap        models/monsters/zsecurity/zhand_s.tga
  3296.  
  3297. }
  3298.  
  3299. models/monsters/zsecurity/zsechand_right
  3300. {
  3301.     
  3302.  
  3303.     renderbump  -size 128 128 -trace 0.07 -colorMap  -aa 4  models/monsters/zsecurity/zhand_local.tga models/monsters/zsecurity/zhand_hi.lwo
  3304.      
  3305.                       diffusemap    models/monsters/zsecurity/zhand.tga
  3306.         bumpmap           models/monsters/zsecurity/zhand_local.tga
  3307.         specularmap        models/monsters/zsecurity/zhand_s.tga
  3308.  
  3309. }
  3310.  
  3311. models/monsters/zsecurity/zsecfist_left
  3312. {
  3313.     
  3314.  
  3315.     renderbump  -size 1024 1024 -trace 0.07 -colorMap  -aa 2  models/monsters/zsecurity/zsecurity_local.tga models/monsters/zsecurity/zsecurity_hi.lwo
  3316.      
  3317.                       diffusemap    models/monsters/zsecurity/zsecurity.tga
  3318.         bumpmap        addnormals(models/monsters/zsecurity/zsecurity_local.tga, heightmap(models/monsters/zsecurity/zsecurity_h.tga, 5 ) )
  3319.         specularmap        models/monsters/zsecurity/zsecurity_s.tga
  3320.  
  3321. }
  3322.  
  3323. models/monsters/zsecurity/zsecfist_right
  3324. {
  3325.     
  3326.  
  3327.     renderbump  -size 1024 1024 -trace 0.07 -colorMap  -aa 2  models/monsters/zsecurity/zsecurity_local.tga models/monsters/zsecurity/zsecurity_hi.lwo
  3328.      
  3329.                       diffusemap    models/monsters/zsecurity/zsecurity.tga
  3330.         bumpmap        addnormals(models/monsters/zsecurity/zsecurity_local.tga, heightmap(models/monsters/zsecurity/zsecurity_h.tga, 5 ) )
  3331.         specularmap        models/monsters/zsecurity/zsecurity_s.tga
  3332.  
  3333. }
  3334.  
  3335.  
  3336.  
  3337.  
  3338. models/monsters/zsecurity/marsec
  3339.  
  3340. {
  3341.     
  3342.     translucent
  3343.     //twosided
  3344.     nonsolid
  3345.     noimpact
  3346.     noshadows
  3347.                    
  3348.         {
  3349.        
  3350.                        blend    diffusemap
  3351.                      map    models/monsters/zsecurity/marsec.tga
  3352.                         
  3353.                         
  3354.         }
  3355.  
  3356. }
  3357.  
  3358. models/monsters/zsecurity/zsgogs
  3359.  
  3360. {
  3361.     
  3362.  
  3363.     renderbump  -size 256    256 -trace 0.07 -colorMap -aa 2  models/monsters/zsecurity/zsgogs_local.tga models/monsters/zsecurity/zsgogs_hi.lwo
  3364.      
  3365.                    
  3366.         {
  3367.        
  3368.                        blend    diffusemap
  3369.                      map    models/monsters/zsecurity/zsgogs.tga
  3370.                          alphaTest 0.7
  3371.         }
  3372.     
  3373.                         bumpmap        models/monsters/zsecurity/zsgogs_local.tga
  3374.                         specularmap        models/monsters/zsecurity/zsgogs_s.tga
  3375.  
  3376. }
  3377.  
  3378. models/monsters/zsecurity/zsgogs2damage
  3379.  
  3380. {
  3381.      translucent
  3382.     twosided
  3383.     nonsolid
  3384.     noimpact
  3385.     noshadows    
  3386.  
  3387.         {
  3388.        
  3389.                        blend    filter
  3390.                      map    models/monsters/zsecurity/zsgogs2damage.tga
  3391.         }
  3392.     bumpmap        addnormals(models/monsters/zsecurity/zsgogs2_local.tga, heightmap(models/monsters/zsecurity/zsgogs2_h.tga,7 ) )
  3393.     
  3394.        specularmap       models/monsters/zsecurity/zsgogs2damage_s.tga
  3395.  
  3396. }
  3397.  
  3398. models/monsters/zsecurity/zsgogs2bloody
  3399.  
  3400. {
  3401.      translucent
  3402.     twosided
  3403.     nonsolid
  3404.     noimpact
  3405.     noshadows
  3406.     
  3407.         {
  3408.  
  3409.                        blend    filter
  3410.                      map    models/monsters/zsecurity/zsgogs2bloody.tga
  3411.         }
  3412.         bumpmap        models/monsters/zsecurity/zsgogs2_local.tga    
  3413.        specularmap       models/monsters/zsecurity/zsgogs2bloody_s.tga
  3414.  
  3415.     {
  3416.         blend add
  3417.         cubeMap        env/bland
  3418.         texgen        reflect
  3419.     }
  3420.  
  3421. }
  3422.  
  3423. models/monsters/zsecurity/zsgogs2
  3424.  
  3425. {
  3426.      translucent
  3427.     twosided
  3428.     nonsolid
  3429.     noimpact
  3430.     noshadows
  3431.     
  3432.     //nodraw
  3433.     renderbump  -size 256    256 -trace 0.07 -colorMap -aa 2  models/monsters/zsecurity/zsgogs2_local.tga models/monsters/zsecurity/zsgogs2_hi.lwo
  3434.      
  3435.  
  3436.         {
  3437.  
  3438.                        blend    filter
  3439.                      map    models/monsters/zsecurity/zsgogs2.tga
  3440.         }
  3441.         bumpmap        models/monsters/zsecurity/zsgogs2_local.tga    
  3442.        specularmap       models/monsters/zsecurity/zsgogs2_s.tga
  3443.  
  3444.     {
  3445.         blend add
  3446.         cubeMap        env/generic
  3447.         texgen        reflect
  3448.     }
  3449.  
  3450. }
  3451.  
  3452.  
  3453.  
  3454.  
  3455.  
  3456.  
  3457. models/monsters/maggot/meyes
  3458. {
  3459.     noShadows
  3460.     //deform sprite
  3461.     //discrete
  3462.     nonsolid
  3463.     noimpact
  3464.  
  3465.     {       
  3466.            blend    add
  3467.      map    models/monsters/maggot/meyes.tga
  3468.     rgb        eyestable[ time * .5 ]
  3469.     }
  3470.  
  3471.  
  3472.  }
  3473.  
  3474. models/monsters/maggot/maggot_ken
  3475. {
  3476.     
  3477.     flesh
  3478.     clamp
  3479.     renderbump  -size 1024 1024 -aa 2  models/monsters/maggot/maggot_local.tga models/monsters/maggot/maggot_hi.lwo
  3480.      
  3481.     {    // burning corpse effect
  3482.         if    parm7            // only when dead
  3483.         
  3484.         // make a burned away alpha test for the normal skin
  3485.         blend    gl_zero, gl_one            // don't draw anything
  3486.         
  3487.         map models/monsters/maggot/maggot_ken_dis.tga    // replace this with a monster-specific texture
  3488.         alphaTest 0.05 + 0.3 * (time - parm7)
  3489.     }
  3490.     {    // burning corpse effect
  3491.         if parm7            // only when dead
  3492.  
  3493.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  3494.         privatePolygonOffset    -1        // stage-only polygon offset
  3495.         blend add    
  3496.         blend gl_one, gl_zero
  3497.         
  3498.         map models/monsters/maggot/maggot_ken_dis.tga    // replace this with a monster-specific texture
  3499.         alphaTest 0.3 * (time - parm7)
  3500.     }
  3501.     forceOverlays
  3502.  
  3503.      {
  3504.  
  3505.             blend diffusemap    
  3506.             map models/monsters/maggot/maggot.tga
  3507.             alphaTest .5 + 0.5 * sintable [ time * .1  ]
  3508.             }          
  3509.         bumpmap        addnormals(models/monsters/maggot/maggot_local.tga, heightmap(models/monsters/maggot/maggot_h.tga, 5 ) )
  3510.         specularmap        models/monsters/maggot/maggot_s.tga
  3511.  
  3512. }
  3513.  
  3514. models/monsters/maggot/maggot
  3515. {
  3516.     
  3517.     flesh
  3518.     clamp
  3519.     renderbump  -size 1024 1024 -aa 2  models/monsters/maggot/maggot_local.tga models/monsters/maggot/maggot_hi.lwo
  3520.      
  3521.     {    // burning corpse effect
  3522.         if    parm7            // only when dead
  3523.         
  3524.         // make a burned away alpha test for the normal skin
  3525.         blend    gl_zero, gl_one            // don't draw anything
  3526.         
  3527.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  3528.         alphaTest 0.05 + 0.3 * (time - parm7)
  3529.     }
  3530.     {    // burning corpse effect
  3531.         if parm7            // only when dead
  3532.  
  3533.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  3534.         privatePolygonOffset    -1        // stage-only polygon offset
  3535.         blend add    
  3536.         blend gl_one, gl_zero
  3537.         
  3538.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  3539.         alphaTest 0.3 * (time - parm7)
  3540.     }
  3541.     forceOverlays
  3542.  
  3543.      {
  3544.  
  3545.             blend diffusemap    
  3546.             map models/monsters/maggot/maggot.tga
  3547.             }          
  3548.         bumpmap        addnormals(models/monsters/maggot/maggot_local.tga, heightmap(models/monsters/maggot/maggot_h.tga, 5 ) )
  3549.         specularmap        models/monsters/maggot/maggot_s.tga
  3550.  
  3551. }
  3552.  
  3553. models/monsters/maggot/maggot_death
  3554. {
  3555.     
  3556.     flesh
  3557.     clamp
  3558.     renderbump  -size 1024 1024 -aa 2  models/monsters/maggot/maggot_local.tga models/monsters/maggot/maggot_hi.lwo
  3559.      
  3560.              {
  3561.             blend diffusemap    
  3562.             map models/monsters/maggot/maggot.tga
  3563.             alphaTest death_fade[ (time + Parm4) * Parm3 ]
  3564.             }          
  3565.         bumpmap        addnormals(models/monsters/maggot/maggot_local.tga, heightmap(models/monsters/maggot/maggot_h.tga, 5 ) )
  3566.         specularmap        models/monsters/maggot/maggot_s.tga
  3567.  
  3568. }
  3569.  
  3570.  
  3571.  
  3572.  
  3573. models/monsters/revenant/reye
  3574. {
  3575.     noShadows
  3576.     //deform sprite
  3577.     //discrete
  3578.     nonsolid
  3579.     noimpact
  3580.     
  3581.  
  3582.     {       
  3583.             if ( parm7 == 0 )
  3584.            blend    add
  3585.      map    models/monsters/revenant/reye.tga
  3586.     rgb        eyestable[ time * .7 ]
  3587.     }
  3588.  
  3589.  
  3590.  }
  3591.  
  3592. models/monsters/revenant/leye
  3593. {
  3594.     noShadows
  3595.     //deform sprite
  3596.     //discrete
  3597.     nonsolid
  3598.     noimpact
  3599.     
  3600.  
  3601.     {       
  3602.             if ( parm7 == 0 )
  3603.            blend    add
  3604.      map    textures\sfx\black_2
  3605.     //rgb        eyestable[ time * .7 ]
  3606.     }
  3607.  
  3608.  
  3609.  }
  3610.  
  3611.  
  3612.  
  3613.  
  3614. models/gibs/sweetmeat
  3615. {
  3616.     
  3617.     flesh
  3618.     clamp
  3619.     renderbump  -size 256 256 -aa 2  models/gibs/sweetmeat_local.tga models/gibs/sweetmeat_hi.lwo
  3620.  
  3621.                 diffusemap    models/gibs/sweetmeat.tga
  3622.                 bumpmap        models/gibs/sweetmeat_local.tga
  3623.               specularmap    models/gibs/sweetmeat_s.tga
  3624. }
  3625.  
  3626.  
  3627. models/gibs/heart
  3628. {
  3629.     
  3630.     flesh
  3631.     clamp
  3632.     renderbump  -size 128 128 -aa 2  models/gibs/heart_local.tga models/gibs/heart_hi.lwo
  3633.  
  3634.                 diffusemap    models/gibs/heart.tga
  3635.                 bumpmap        models/gibs/heart_local.tga
  3636.               specularmap    models/gibs/heart_s.tga
  3637. }
  3638.  
  3639. models/gibs/spine
  3640. {
  3641.     
  3642.     flesh
  3643.     clamp
  3644.     renderbump  -size 128 256 -aa 2  models/gibs/spine_local.tga models/gibs/spine_hi.lwo
  3645.  
  3646.                 diffusemap    models/gibs/spine.tga
  3647.                 bumpmap        models/gibs/spine_local.tga
  3648.               specularmap    models/gibs/spine_s.tga
  3649. }
  3650.  
  3651.  
  3652.  
  3653.  
  3654. models/monsters/mancubus/mpipe_fx
  3655.  {
  3656.      
  3657.     {    // burning corpse effect
  3658.         if    parm7            // only when dead
  3659.         
  3660.         // make a burned away alpha test for the normal skin
  3661.         blend    gl_zero, gl_one            // don't draw anything
  3662.         
  3663.         map models/monsters/mancubus/mancubus_dis.tga    // replace this with a monster-specific texture
  3664.         alphaTest 0.05 + 0.3 * (time - parm7)
  3665.     }
  3666.     {    // burning corpse effect
  3667.         if parm7            // only when dead
  3668.  
  3669.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  3670.         privatePolygonOffset    -1        // stage-only polygon offset
  3671.         blend add    
  3672.         blend gl_one, gl_zero
  3673.         
  3674.         map models/monsters/mancubus/mancubus_dis.tga    // replace this with a monster-specific texture
  3675.         alphaTest 0.3 * (time - parm7)
  3676.     }
  3677.     forceOverlays
  3678.     {
  3679.         blend    diffusemap
  3680.         map    models/monsters/mancubus/mpipe_fx.tga
  3681.         translate    time * 0.1 , time * 0.2
  3682.         scale    2, 4  //scaleTable[time * 0.2] , scaleTable[time * 0.1]
  3683.     }    
  3684.     {
  3685.  
  3686.     Blend    bumpmap
  3687.     map        models/monsters/mancubus/mpipe_local.tga
  3688.  
  3689.     }
  3690.     {
  3691.  
  3692.                      Blend     specularmap    
  3693.     map         models/monsters/mancubus/mpipe_s.tga
  3694.  
  3695.     }
  3696. }
  3697.  
  3698.  
  3699. models/monsters/mancubus/mpipe
  3700. {
  3701.         
  3702.     renderbump  -size 256 256 -aa 2  models/monsters/mancubus/mpipe_local.tga models/monsters/mancubus/mpipe_hi.lwo
  3703.  
  3704.     forceOverlays
  3705.  
  3706.     
  3707.     {
  3708.                if ( parm7 == 0 )
  3709.                blend    diffusemap
  3710.          map    models/monsters/mancubus/mpipe.tga    
  3711.          alphaTest 0.7
  3712.     }
  3713.     
  3714.     {
  3715.         if ( parm7 == 0 )
  3716.         Blend    bumpmap
  3717.         map        models/monsters/mancubus/mpipe_local.tga
  3718.  
  3719.     }
  3720.  
  3721.     {
  3722.          if ( parm7 == 0 )
  3723.                  Blend     specularmap    
  3724.          map         models/monsters/mancubus/mpipe_s.tga
  3725.  
  3726.     }
  3727.  
  3728. }
  3729.  
  3730.  
  3731.  
  3732. models/monsters/zombie/zombie01/zback01
  3733. {
  3734.  
  3735.     noShadows
  3736.     nonsolid
  3737.     noimpact
  3738.     twoSided
  3739.     translucent
  3740.     forceoverlays
  3741.     clamp
  3742.  
  3743. {    // burning corpse effect
  3744.         if    parm7            // only when dead
  3745.         // make a burned away alpha test for the normal skin
  3746.         blend    gl_zero, gl_one            // don't draw anything
  3747.         
  3748.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  3749.         alphaTest 0.05 + 1.7 * (time - parm7)
  3750.     }
  3751.  
  3752.  
  3753.  
  3754.     {       
  3755.            blend    filter
  3756.      map    models/monsters/zombie/zombie01/zback01.tga
  3757.     }
  3758.      specularmap models/monsters/zombie/zombie01/zback01_s.tga
  3759.  
  3760.  }
  3761.  
  3762. models/monsters/zombie/zombie01/zback01b
  3763. {
  3764.  
  3765.     noShadows
  3766.     nonsolid
  3767.     noimpact
  3768.     twoSided
  3769.     clamp
  3770.     translucent
  3771.  
  3772. {    // burning corpse effect
  3773.         if    parm7            // only when dead
  3774.         // make a burned away alpha test for the normal skin
  3775.         blend    gl_zero, gl_one            // don't draw anything
  3776.         
  3777.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  3778.         alphaTest 0.05 + 1.7 * (time - parm7)
  3779.     }
  3780.  
  3781.  
  3782.     {       
  3783.            blend    filter
  3784.      map    models/monsters/zombie/zombie01/zback01.tga
  3785.     }
  3786.      specularmap models/monsters/zombie/zombie01/zback01b_s.tga
  3787.  
  3788.  }
  3789.  
  3790.  
  3791. models/monsters/zombie/zombie01/eyes/brown
  3792. {
  3793.     translucent
  3794.     noshadows
  3795.     deform    eyeBall
  3796.     sort 1
  3797.  
  3798.     {
  3799.         blend filter
  3800.         map models/monsters/zombie/zombie01/eyes/brown.tga
  3801.         centerScale    0.6, 0.6    
  3802.     }    
  3803.     
  3804.      
  3805. }
  3806.  
  3807. models/monsters/zombie/zombie01/eyes/dead
  3808. {
  3809.         
  3810.     translucent
  3811.     noshadows
  3812.     //deform    eyeBall
  3813.     sort 1
  3814.  
  3815.     {
  3816.         blend add
  3817.         map models/monsters/zombie/zombie01/eyes/godmode.tga
  3818.          //translate    time * 0.0 , time * 0.6
  3819.     
  3820.     }    
  3821.      
  3822. }
  3823.  
  3824. models/monsters/zombie/zombie01/eyes/blue
  3825. {
  3826.         
  3827.     translucent
  3828.     noshadows
  3829.     deform    eyeBall
  3830.     sort 1
  3831.  
  3832.  
  3833.     {
  3834.         blend filter
  3835.         map models/monsters/zombie/zombie01/eyes/blue.tga
  3836.         centerScale    0.6, 0.6
  3837.     
  3838.     }    
  3839.  
  3840.      
  3841. }
  3842.  
  3843. models/gibs/brain
  3844.  
  3845. {
  3846.     
  3847.     flesh
  3848.     nonsolid
  3849.     noimpact
  3850.     clamp
  3851.  
  3852.     renderbump  -size 128 128 -aa 4  models/gibs/brain_local.tga models/gibs/brain_hi.lwo
  3853.  
  3854.     {    // burning corpse effect
  3855.         if    parm7            // only when dead
  3856.         
  3857.         // make a burned away alpha test for the normal skin
  3858.         blend    gl_zero, gl_one            // don't draw anything
  3859.         
  3860.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  3861.         alphaTest 0.05 + 0.3 * (time - parm7)
  3862.     }
  3863.          {     
  3864.         blend diffusemap    
  3865.         map models/gibs/brain.tga
  3866.         //alphaTest parm6
  3867.         }     
  3868.  
  3869.                 bumpmap        models/gibs/brain_local.tga
  3870.                 specularmap    models/gibs/brain_s.tga
  3871.  
  3872. }
  3873.  
  3874.  
  3875. models/monsters/zombie/zombie01/zarms04
  3876. {
  3877.         
  3878.         flesh
  3879.     clamp
  3880.  
  3881.     {    // burning corpse effect
  3882.         if    parm7            // only when dead
  3883.         // make a burned away alpha test for the normal skin
  3884.         blend    gl_zero, gl_one            // don't draw anything
  3885.         
  3886.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  3887.         alphaTest 0.05 + 1.7 * (time - parm7)
  3888.     }
  3889.  
  3890.  
  3891.     renderbump  -size 256 256 -aa 2  models/monsters/zombie/zombie01/zarms04_local.tga models/monsters/zombie/zombie01/zarms04_hi.lwo
  3892.  
  3893.             diffusemap    models/monsters/zombie/zombie01/zarms04.tga
  3894.     bumpmap        addnormals(models/monsters/zombie/zombie01/zarms04_local.tga, heightmap(models/monsters/zombie/zombie01/zarms04_h.tga, 5 ) )
  3895.                   specularmap    models/monsters/zombie/zombie01/zarms04_s.tga
  3896. }
  3897.  
  3898. models/monsters/zombie/zombie01/zrarms04
  3899. {
  3900.         
  3901.         flesh
  3902.        clamp
  3903.  
  3904.     {    // burning corpse effect
  3905.         if    parm7            // only when dead
  3906.         // make a burned away alpha test for the normal skin
  3907.         blend    gl_zero, gl_one            // don't draw anything
  3908.         
  3909.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  3910.         alphaTest 0.05 + 1.7 * (time - parm7)
  3911.     }
  3912.  
  3913.     renderbump  -size 256 256 -aa 2  models/monsters/zombie/zombie01/zarms04_local.tga models/monsters/zombie/zombie01/zarms04_hi.lwo
  3914.  
  3915.             diffusemap    models/monsters/zombie/zombie01/zarms04.tga
  3916.     bumpmap        addnormals(models/monsters/zombie/zombie01/zarms04_local.tga, heightmap(models/monsters/zombie/zombie01/zarms04_h.tga, 5 ) )
  3917.                   specularmap    models/monsters/zombie/zombie01/zarms04_s.tga
  3918. }
  3919.  
  3920. models/monsters/zombie/zombie01/zlarms04
  3921. {
  3922.         
  3923.         flesh
  3924.         clamp
  3925.  
  3926.     {    // burning corpse effect
  3927.         if    parm7            // only when dead
  3928.         // make a burned away alpha test for the normal skin
  3929.         blend    gl_zero, gl_one            // don't draw anything
  3930.         
  3931.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  3932.         alphaTest 0.05 + 1.7 * (time - parm7)
  3933.     }
  3934.  
  3935.     renderbump  -size 256 256 -aa 2  models/monsters/zombie/zombie01/zarms04_local.tga models/monsters/zombie/zombie01/zarms04_hi.lwo
  3936.  
  3937.             diffusemap    models/monsters/zombie/zombie01/zarms04.tga
  3938.     bumpmap        addnormals(models/monsters/zombie/zombie01/zarms04_local.tga, heightmap(models/monsters/zombie/zombie01/zarms04_h.tga, 5 ) )
  3939.                   specularmap    models/monsters/zombie/zombie01/zarms04_s.tga
  3940. }
  3941.  
  3942.  
  3943.  
  3944.  
  3945. models/monsters/zombie/zombie01/zarms03
  3946. {
  3947.         
  3948.         flesh
  3949.         clamp
  3950.  
  3951.     {    // burning corpse effect
  3952.         if    parm7            // only when dead
  3953.         // make a burned away alpha test for the normal skin
  3954.         blend    gl_zero, gl_one            // don't draw anything
  3955.         
  3956.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  3957.         alphaTest 0.05 + 1.7 * (time - parm7)
  3958.     }
  3959.  
  3960.     renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zarms03_local.tga models/monsters/zombie/zombie01/zarms03_hi.lwo
  3961.  
  3962.             diffusemap    models/monsters/zombie/zombie01/zarms03.tga
  3963.     bumpmap        addnormals(models/monsters/zombie/zombie01/zarms03_local.tga, heightmap(models/monsters/zombie/zombie01/zarms03_h.tga, 5 ) )
  3964.                   specularmap    models/monsters/zombie/zombie01/zarms03_s.tga
  3965. }
  3966.  
  3967. models/monsters/zombie/zombie01/zrarms03
  3968. {
  3969.         
  3970.         flesh
  3971.         clamp
  3972.  
  3973.     {    // burning corpse effect
  3974.         if    parm7            // only when dead
  3975.         // make a burned away alpha test for the normal skin
  3976.         blend    gl_zero, gl_one            // don't draw anything
  3977.         
  3978.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  3979.         alphaTest 0.05 + 1.7 * (time - parm7)
  3980.     }
  3981.  
  3982.     renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zarms03_local.tga models/monsters/zombie/zombie01/zarms03_hi.lwo
  3983.  
  3984.             diffusemap    models/monsters/zombie/zombie01/zarms03.tga
  3985.     bumpmap        addnormals(models/monsters/zombie/zombie01/zarms03_local.tga, heightmap(models/monsters/zombie/zombie01/zarms03_h.tga, 5 ) )
  3986.                   specularmap    models/monsters/zombie/zombie01/zarms03_s.tga
  3987. }
  3988.  
  3989. models/monsters/zombie/zombie01/zlarms03
  3990. {
  3991.         
  3992.         flesh
  3993.         clamp
  3994.  
  3995.     {    // burning corpse effect
  3996.         if    parm7            // only when dead
  3997.         // make a burned away alpha test for the normal skin
  3998.         blend    gl_zero, gl_one            // don't draw anything
  3999.         
  4000.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  4001.         alphaTest 0.05 + 1.7 * (time - parm7)
  4002.     }
  4003.  
  4004.     renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zarms03_local.tga models/monsters/zombie/zombie01/zarms03_hi.lwo
  4005.  
  4006.             diffusemap    models/monsters/zombie/zombie01/zarms03.tga
  4007.     bumpmap        addnormals(models/monsters/zombie/zombie01/zarms03_local.tga, heightmap(models/monsters/zombie/zombie01/zarms03_h.tga, 5 ) )
  4008.                   specularmap    models/monsters/zombie/zombie01/zarms03_s.tga
  4009. }
  4010.  
  4011.  
  4012. models/monsters/zombie/zombie01/zarms02
  4013. {
  4014.         
  4015.         flesh
  4016.         clamp
  4017.  
  4018.     {    // burning corpse effect
  4019.         if    parm7            // only when dead
  4020.         // make a burned away alpha test for the normal skin
  4021.         blend    gl_zero, gl_one            // don't draw anything
  4022.         
  4023.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  4024.         alphaTest 0.05 + 1.7 * (time - parm7)
  4025.     }
  4026.  
  4027.     renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zarms02_local.tga models/monsters/zombie/zombie01/zarms02_hi.lwo
  4028.  
  4029.         {       
  4030.                    blend    diffusemap
  4031.              map    models/monsters/zombie/zombie01/zarms02.tga
  4032.              alphaTest 0.7
  4033.         }    
  4034.     bumpmap        addnormals(models/monsters/zombie/zombie01/zarms02_local.tga, heightmap(models/monsters/zombie/zombie01/zarms02_h.tga, 5 ) )
  4035.                   specularmap    models/monsters/zombie/zombie01/zarms02_s.tga
  4036. }
  4037.  
  4038. models/monsters/zombie/zombie01/zrarms02
  4039. {
  4040.         
  4041.         flesh
  4042.         clamp
  4043.  
  4044.     {    // burning corpse effect
  4045.         if    parm7            // only when dead
  4046.         // make a burned away alpha test for the normal skin
  4047.         blend    gl_zero, gl_one            // don't draw anything
  4048.         
  4049.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  4050.         alphaTest 0.05 + 1.7 * (time - parm7)
  4051.     }
  4052.  
  4053.     renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zarms02_local.tga models/monsters/zombie/zombie01/zarms02_hi.lwo
  4054.  
  4055.         {       
  4056.                    blend    diffusemap
  4057.              map    models/monsters/zombie/zombie01/zarms02.tga
  4058.              alphaTest 0.7
  4059.         }    
  4060.     bumpmap        addnormals(models/monsters/zombie/zombie01/zarms02_local.tga, heightmap(models/monsters/zombie/zombie01/zarms02_h.tga, 5 ) )
  4061.                   specularmap    models/monsters/zombie/zombie01/zarms02_s.tga
  4062. }
  4063.  
  4064. models/monsters/zombie/zombie01/zlarms02
  4065. {
  4066.         
  4067.         flesh
  4068.         clamp
  4069.  
  4070.     {    // burning corpse effect
  4071.         if    parm7            // only when dead
  4072.         // make a burned away alpha test for the normal skin
  4073.         blend    gl_zero, gl_one            // don't draw anything
  4074.         
  4075.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  4076.         alphaTest 0.05 + 1.7 * (time - parm7)
  4077.     }
  4078.  
  4079.     renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zarms02_local.tga models/monsters/zombie/zombie01/zarms02_hi.lwo
  4080.  
  4081.         {       
  4082.                    blend    diffusemap
  4083.              map    models/monsters/zombie/zombie01/zarms02.tga
  4084.              alphaTest 0.7
  4085.         }    
  4086.     bumpmap        addnormals(models/monsters/zombie/zombie01/zarms02_local.tga, heightmap(models/monsters/zombie/zombie01/zarms02_h.tga, 5 ) )
  4087.                   specularmap    models/monsters/zombie/zombie01/zarms02_s.tga
  4088. }
  4089.  
  4090.  
  4091. models/monsters/zombie/zombie01/zarms01
  4092. {
  4093.         
  4094.         forceoverlays
  4095.         flesh
  4096.         clamp
  4097.  
  4098.     {    // burning corpse effect
  4099.         if    parm7            // only when dead
  4100.         // make a burned away alpha test for the normal skin
  4101.         blend    gl_zero, gl_one            // don't draw anything
  4102.         
  4103.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  4104.         alphaTest 0.05 + 1.7 * (time - parm7)
  4105.     }
  4106.  
  4107.     renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zarms01_local.tga models/monsters/zombie/zombie01/zarms01_hi.lwo
  4108.  
  4109.             diffusemap    models/monsters/zombie/zombie01/zarms01.tga
  4110.     bumpmap        addnormals(models/monsters/zombie/zombie01/zarms01_local.tga, heightmap(models/monsters/zombie/zombie01/zarms01_h.tga, 5 ) )
  4111.                   specularmap    models/monsters/zombie/zombie01/zarms01_s.tga
  4112. }
  4113.  
  4114. models/monsters/zombie/zombie01/zarms01b
  4115. {
  4116.         
  4117.         flesh
  4118.         clamp
  4119.  
  4120.     {    // burning corpse effect
  4121.         if    parm7            // only when dead
  4122.         // make a burned away alpha test for the normal skin
  4123.         blend    gl_zero, gl_one            // don't draw anything
  4124.         
  4125.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  4126.         alphaTest 0.05 + 1.7 * (time - parm7)
  4127.     }
  4128.  
  4129.     renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zarms01_local.tga models/monsters/zombie/zombie01/zarms01_hi.lwo
  4130.  
  4131.             diffusemap    models/monsters/zombie/zombie01/zarms01b.tga
  4132.     bumpmap        addnormals(models/monsters/zombie/zombie01/zarms01_local.tga, heightmap(models/monsters/zombie/zombie01/zarms01_h.tga, 5 ) )
  4133.                   specularmap    models/monsters/zombie/zombie01/zarms01_s.tga
  4134. }
  4135.  
  4136. models/monsters/zombie/zombie01/zrarms01
  4137. {
  4138.         
  4139.         flesh
  4140.         clamp
  4141.  
  4142.     {    // burning corpse effect
  4143.         if    parm7            // only when dead
  4144.         // make a burned away alpha test for the normal skin
  4145.         blend    gl_zero, gl_one            // don't draw anything
  4146.         
  4147.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  4148.         alphaTest 0.05 + 1.7 * (time - parm7)
  4149.     }
  4150.  
  4151.     renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zarms01_local.tga models/monsters/zombie/zombie01/zarms01_hi.lwo
  4152.  
  4153.             diffusemap    models/monsters/zombie/zombie01/zarms01.tga
  4154.     bumpmap        addnormals(models/monsters/zombie/zombie01/zarms01_local.tga, heightmap(models/monsters/zombie/zombie01/zarms01_h.tga, 5 ) )
  4155.                   specularmap    models/monsters/zombie/zombie01/zarms01_s.tga
  4156. }
  4157.  
  4158. models/monsters/zombie/zombie01/zlarms01
  4159. {
  4160.         
  4161.         flesh
  4162.         clamp
  4163.  
  4164.     {    // burning corpse effect
  4165.         if    parm7            // only when dead
  4166.         // make a burned away alpha test for the normal skin
  4167.         blend    gl_zero, gl_one            // don't draw anything
  4168.         
  4169.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  4170.         alphaTest 0.05 + 1.7 * (time - parm7)
  4171.     }
  4172.  
  4173.     renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zarms01_local.tga models/monsters/zombie/zombie01/zarms01_hi.lwo
  4174.  
  4175.             diffusemap    models/monsters/zombie/zombie01/zarms01.tga
  4176.     bumpmap        addnormals(models/monsters/zombie/zombie01/zarms01_local.tga, heightmap(models/monsters/zombie/zombie01/zarms01_h.tga, 5 ) )
  4177.                   specularmap    models/monsters/zombie/zombie01/zarms01_s.tga
  4178. }
  4179.  
  4180.  
  4181. models/monsters/zombie/zombie01/ztorso03
  4182. {
  4183.         
  4184.         flesh
  4185.         clamp
  4186.  
  4187.     {    // burning corpse effect
  4188.         if    parm7            // only when dead
  4189.         // make a burned away alpha test for the normal skin
  4190.         blend    gl_zero, gl_one            // don't draw anything
  4191.         
  4192.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  4193.         alphaTest 0.05 + 1.7 * (time - parm7)
  4194.     }
  4195.  
  4196.     renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/ztorso03_local.tga models/monsters/zombie/zombie01/ztorso03_hi.lwo
  4197.  
  4198.             diffusemap    models/monsters/zombie/zombie01/ztorso03.tga
  4199.     bumpmap        addnormals(models/monsters/zombie/zombie01/ztorso03_local.tga, heightmap(models/monsters/zombie/zombie01/ztorso03_h.tga, 9 ) )
  4200.                   specularmap    models/monsters/zombie/zombie01/ztorso03_s.tga
  4201. }
  4202.  
  4203.  
  4204.  
  4205. models/monsters/zombie/zombie01/ztorso02
  4206. {
  4207.         
  4208.         flesh
  4209.         clamp
  4210.  
  4211.     {    // burning corpse effect
  4212.         if    parm7            // only when dead
  4213.         // make a burned away alpha test for the normal skin
  4214.         blend    gl_zero, gl_one            // don't draw anything
  4215.         
  4216.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  4217.         alphaTest 0.05 + 1.7 * (time - parm7)
  4218.     }
  4219.  
  4220.     renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/ztorso02_local.tga models/monsters/zombie/zombie01/ztorso02_hi.lwo
  4221.  
  4222.             diffusemap    models/monsters/zombie/zombie01/ztorso02.tga
  4223.     bumpmap        addnormals(models/monsters/zombie/zombie01/ztorso02_local.tga, heightmap(models/monsters/zombie/zombie01/ztorso02_h.tga, 5 ) )
  4224.                   specularmap    models/monsters/zombie/zombie01/ztorso02_s.tga
  4225. }
  4226.  
  4227.  
  4228. models/monsters/zombie/zombie01/ztorso01
  4229. {
  4230.         
  4231.         forceoverlays
  4232.         flesh
  4233.         clamp
  4234.  
  4235.     {    // burning corpse effect
  4236.         if    parm7            // only when dead
  4237.         // make a burned away alpha test for the normal skin
  4238.         blend    gl_zero, gl_one            // don't draw anything
  4239.         
  4240.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  4241.         alphaTest 0.05 + 1.7 * (time - parm7)
  4242.     }
  4243.  
  4244.     renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/ztorso01_local.tga models/monsters/zombie/zombie01/ztorso01_hi.lwo
  4245.  
  4246.             diffusemap    models/monsters/zombie/zombie01/ztorso01.tga
  4247.     bumpmap        addnormals(models/monsters/zombie/zombie01/ztorso01_local.tga, heightmap(models/monsters/zombie/zombie01/ztorso01_h.tga, 5 ) )
  4248.                   specularmap    models/monsters/zombie/zombie01/ztorso01_s.tga
  4249. }
  4250.  
  4251.  
  4252. models/monsters/zombie/zombie01/ztorso01b
  4253. {
  4254.         
  4255.         flesh
  4256.         clamp
  4257.  
  4258.     {    // burning corpse effect
  4259.         if    parm7            // only when dead
  4260.         // make a burned away alpha test for the normal skin
  4261.         blend    gl_zero, gl_one            // don't draw anything
  4262.         
  4263.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  4264.         alphaTest 0.05 + 1.7 * (time - parm7)
  4265.     }
  4266.  
  4267.     renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/ztorso01_local.tga models/monsters/zombie/zombie01/ztorso01_hi.lwo
  4268.  
  4269.             diffusemap    models/monsters/zombie/zombie01/ztorso01b.tga
  4270.     bumpmap        addnormals(models/monsters/zombie/zombie01/ztorso01_local.tga, heightmap(models/monsters/zombie/zombie01/ztorso01b_h.tga, 5 ) )
  4271.                   specularmap    models/monsters/zombie/zombie01/ztorso01b_s.tga
  4272. }
  4273.  
  4274.  
  4275. models/monsters/zombie/zombie01/zhead03
  4276. {
  4277.         
  4278.         forceoverlays
  4279.         flesh
  4280.         clamp
  4281.  
  4282.     {    // burning corpse effect
  4283.         if    parm7            // only when dead
  4284.         // make a burned away alpha test for the normal skin
  4285.         blend    gl_zero, gl_one            // don't draw anything
  4286.         
  4287.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  4288.         alphaTest 0.05 + 1.7 * (time - parm7)
  4289.     }
  4290.  
  4291.     renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zhead03_local.tga models/monsters/zombie/zombie01/zhead03_hi.lwo
  4292.  
  4293.             diffusemap    models/monsters/zombie/zombie01/zhead03.tga
  4294.     bumpmap        addnormals(models/monsters/zombie/zombie01/zhead03_local.tga, heightmap(models/monsters/zombie/zombie01/zhead03_h.tga, 9 ) )
  4295.                   specularmap    models/monsters/zombie/zombie01/zhead03_s.tga
  4296. }
  4297.  
  4298. models/monsters/zombie/zombie01/zhead02
  4299. {
  4300.         
  4301.         forceoverlays
  4302.         flesh
  4303.         clamp
  4304.  
  4305.     {    // burning corpse effect
  4306.         if    parm7            // only when dead
  4307.         // make a burned away alpha test for the normal skin
  4308.         blend    gl_zero, gl_one            // don't draw anything
  4309.         
  4310.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  4311.         alphaTest 0.05 + 1.7 * (time - parm7)
  4312.     }
  4313.  
  4314.     renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zhead02_local.tga models/monsters/zombie/zombie01/zhead02_hi.lwo
  4315.  
  4316.             diffusemap    models/monsters/zombie/zombie01/zhead02.tga
  4317.     bumpmap        addnormals(models/monsters/zombie/zombie01/zhead02_local.tga, heightmap(models/monsters/zombie/zombie01/zhead02_h.tga, 3 ) )
  4318.                   specularmap    models/monsters/zombie/zombie01/zhead02_s.tga
  4319. }
  4320.  
  4321. models/monsters/zombie/zombie01/zhead02b
  4322. {
  4323.         
  4324.         flesh
  4325.         clamp
  4326.  
  4327.     {    // burning corpse effect
  4328.         if    parm7            // only when dead
  4329.         // make a burned away alpha test for the normal skin
  4330.         blend    gl_zero, gl_one            // don't draw anything
  4331.         
  4332.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  4333.         alphaTest 0.05 + 1.7 * (time - parm7)
  4334.     }
  4335.  
  4336.     renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zhead02_local.tga models/monsters/zombie/zombie01/zhead02_hi.lwo
  4337.  
  4338.             diffusemap    models/monsters/zombie/zombie01/zhead02b.tga
  4339.     bumpmap        addnormals(models/monsters/zombie/zombie01/zhead02_local.tga, heightmap(models/monsters/zombie/zombie01/zhead02b_h.tga, 3 ) )
  4340.                   specularmap    models/monsters/zombie/zombie01/zhead02b_s.tga
  4341. }
  4342.  
  4343.  
  4344. models/monsters/zombie/zombie01/zlegs01
  4345. {
  4346.         
  4347.         forceoverlays
  4348.         flesh
  4349.         clamp
  4350.  
  4351.     {    // burning corpse effect
  4352.         if    parm7            // only when dead
  4353.         // make a burned away alpha test for the normal skin
  4354.         blend    gl_zero, gl_one            // don't draw anything
  4355.         
  4356.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  4357.         alphaTest 0.05 + 1.7 * (time - parm7)
  4358.     }
  4359.  
  4360.     renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zlegs01_local.tga models/monsters/zombie/zombie01/zlegs01_hi.lwo
  4361.  
  4362.  
  4363.     diffusemap    models/monsters/zombie/zombie01/zlegs01.tga
  4364.     bumpmap        addnormals(models/monsters/zombie/zombie01/zlegs01_local.tga, heightmap(models/monsters/zombie/zombie01/zlegs01_h.tga, 5 ) )
  4365.                   specularmap    models/monsters/zombie/zombie01/zlegs01_s.tga
  4366. }
  4367.  
  4368.  
  4369. models/monsters/zombie/zombie01/zlegs01b
  4370. {
  4371.         
  4372.         flesh
  4373.         clamp
  4374.  
  4375.     {    // burning corpse effect
  4376.         if    parm7            // only when dead
  4377.         // make a burned away alpha test for the normal skin
  4378.         blend    gl_zero, gl_one            // don't draw anything
  4379.         
  4380.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  4381.         alphaTest 0.05 + 1.7 * (time - parm7)
  4382.     }
  4383.  
  4384.     renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zlegs01_local.tga models/monsters/zombie/zombie01/zlegs01_hi.lwo
  4385.  
  4386.  
  4387.     diffusemap    models/monsters/zombie/zombie01/zlegs01b.tga
  4388.     bumpmap        addnormals(models/monsters/zombie/zombie01/zlegs01_local.tga, heightmap(models/monsters/zombie/zombie01/zlegs01_h.tga, 5 ) )
  4389.                   specularmap    models/monsters/zombie/zombie01/zlegs01b_s.tga
  4390. }
  4391.  
  4392. models/monsters/zombie/zombie01/zjaw01
  4393. {
  4394.         
  4395.         flesh
  4396.         clamp
  4397.     renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zjaw01_local.tga models/monsters/zombie/zombie01/zjaw01_hi.lwo
  4398.  
  4399.  
  4400.         {       
  4401.                    blend    diffusemap
  4402.              map    models/monsters/zombie/zombie01/zjaw01.tga
  4403.              alphaTest 0.5
  4404.         }
  4405.  
  4406.     bumpmap        addnormals(models/monsters/zombie/zombie01/zjaw01_local.tga, heightmap(models/monsters/zombie/zombie01/zjaw01_h.tga, 5 ) )
  4407.                   specularmap    models/monsters/zombie/zombie01/zjaw01_s.tga
  4408. }
  4409.  
  4410.  
  4411. models/monsters/zombie/zombie01/zhead01
  4412. {
  4413.         
  4414.         flesh
  4415.         clamp
  4416.         forceOverlays
  4417.  
  4418.     {    // burning corpse effect
  4419.         if    parm7            // only when dead
  4420.         // make a burned away alpha test for the normal skin
  4421.         blend    gl_zero, gl_one            // don't draw anything
  4422.         
  4423.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  4424.         alphaTest 0.05 + 1.7 * (time - parm7)
  4425.     }
  4426.  
  4427.     renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zhead01_local.tga models/monsters/zombie/zombie01/zhead01_hi.lwo
  4428.  
  4429.  
  4430.  
  4431.             diffusemap    models/monsters/zombie/zombie01/zhead01.tga
  4432.     bumpmap        addnormals(models/monsters/zombie/zombie01/zhead01_local.tga, heightmap(models/monsters/zombie/zombie01/zhead01_h.tga, 5 ) )
  4433.                   specularmap    models/monsters/zombie/zombie01/zhead01_s.tga
  4434. }
  4435.  
  4436.  
  4437.  
  4438. models/gibs/meat_strand
  4439. {
  4440.      //
  4441.      noshadows
  4442.      twoSided
  4443.      qer_editorimage    models/gibs/meat_strand.tga
  4444.  
  4445.         {       
  4446.                    blend    diffusemap
  4447.              map    models/gibs/meat_strand_d.tga
  4448.              alphaTest 0.5
  4449.         }    
  4450.  
  4451.     bumpmap       heightmap(models/gibs/meat_strand_h.tga , 15 )
  4452.     specularmap models/gibs/meat_strand_s.tga
  4453.             
  4454. }
  4455.  
  4456. models/monsters/sentry/adriansentry
  4457. {
  4458.         
  4459.         ricochet
  4460.         clamp
  4461.         renderbump  -size 1024 1024 -trace 0.07 -colorMap -aa 2  models/monsters/sentry/sentry_local.tga models/monsters/sentry/sentry_hi.lwo
  4462.  
  4463.     {    // burning corpse effect
  4464.         if    parm7            // only when dead
  4465.         
  4466.         // make a burned away alpha test for the normal skin
  4467.         blend    gl_zero, gl_one            // don't draw anything
  4468.         
  4469.         map models/monsters/sentry/sentrydis.tga    // replace this with a monster-specific texture
  4470.         alphaTest 0.05 + 0.3 * (time - parm7)
  4471.     }
  4472.     {    // burning corpse effect
  4473.         if parm7            // only when dead
  4474.  
  4475.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  4476.         privatePolygonOffset    -1        // stage-only polygon offset
  4477.         blend add    
  4478.         blend gl_one, gl_zero
  4479.         
  4480.         map models/monsters/sentry/sentrydis.tga    // replace this with a monster-specific texture
  4481.         alphaTest 0.3 * (time - parm7)
  4482.     }
  4483.  
  4484.         diffusemap    models/monsters/sentry/adriansentry_d.tga
  4485.         bumpmap        addnormals( models/monsters/sentry/sentry_local.tga, heightmap( models/monsters/sentry/adriansentry_h.tga, 3 ) )
  4486.         specularmap    models/monsters/sentry/adriansentry_s.tga
  4487. }
  4488.  
  4489.  
  4490.  
  4491. models/monsters/sentry/spiston_d
  4492. {
  4493.  
  4494.     noShadows
  4495.     {
  4496.     blend bumpmap
  4497.     map        models/monsters/sentry/spiston_local.tga 
  4498.     }
  4499.  
  4500.  
  4501.     {       
  4502.            blend    diffuseMap //GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA
  4503.      map    models/monsters/sentry/spiston_d.tga
  4504.      alphaTest 0.5
  4505.     }
  4506.  
  4507.     specularmap    models/monsters/sentry/spiston_s.tga
  4508.         
  4509.  
  4510.  }
  4511.  
  4512.  
  4513. models/monsters/sentry/sflap_d
  4514. {
  4515.  
  4516.     noShadows
  4517.  
  4518.     {
  4519.     blend bumpmap
  4520.     map        models/monsters/sentry/sflap_local.tga 
  4521.     }
  4522.     {       
  4523.            blend    diffuseMap //GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA
  4524.      map    models/monsters/sentry/sflap_d.tga
  4525.      alphaTest 0.5
  4526.     }
  4527.  
  4528.     specularmap    models/monsters/sentry/sflap_s.tga
  4529.            
  4530.  
  4531.  }
  4532.  
  4533.  
  4534.  
  4535.  
  4536. models/monsters/zombie/fatty/bloodyfatty
  4537. {
  4538.      flesh
  4539.     clamp
  4540.  
  4541. {    // burning corpse effect
  4542.         if    parm7            // only when dead
  4543.         // make a burned away alpha test for the normal skin
  4544.         blend    gl_zero, gl_one            // don't draw anything
  4545.         
  4546.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  4547.         alphaTest 0.05 + 1.7 * (time - parm7)
  4548.     }
  4549.  
  4550.  
  4551.  
  4552.             diffusemap    models/monsters/zombie/fatty/bloodyfatty_d.tga
  4553.         bumpmap        addnormals( models/monsters/zombie/fatty/fatty_local.tga, heightmap( models/monsters/zombie/fatty/fatty_h.tga, 7 ) )
  4554.         specularmap    models/monsters/zombie/fatty/bloodyfatty_s.tga
  4555. }
  4556.  
  4557.  
  4558.  
  4559. models/monsters/lost/skull
  4560. {
  4561.        
  4562.         clamp
  4563.  
  4564.  
  4565.  
  4566.             diffusemap    models/monsters/lost/skull.tga
  4567.         bumpmap        addnormals( models/monsters/lost/skull_local.tga, heightmap( models/monsters/lost/skull_b.tga, 7 ) )
  4568.         specularmap    models/monsters/lost/skull_s.tga
  4569. }
  4570.  
  4571.  
  4572.  
  4573. models/monsters/lost/lost_fx
  4574.  {
  4575.     
  4576.         noshadows
  4577.     twoSided
  4578.     translucent
  4579.         
  4580.     
  4581.     {
  4582.         blend    add
  4583.         map    models/monsters/lost/lost_fx.tga
  4584.         rgb        eyestable[ time * .3 ]
  4585.         alphaTest 0.5
  4586.     
  4587.     }
  4588. }    
  4589.  
  4590.  
  4591. models/monsters/lost/lost_teeth
  4592. {
  4593.         
  4594.     noshadows
  4595.     twoSided
  4596.         {       
  4597.                    blend    diffusemap
  4598.              map    models/monsters/lost/lost_teeth.tga
  4599.              alphaTest 0.5
  4600.         }    
  4601.  
  4602.         bumpmap       heightmap(models/monsters/lost/lost_teeth_b.tga , 4 )
  4603.         specularmap models/monsters/lost/lost_teeth_s.tga
  4604.             
  4605. }
  4606.  
  4607. models/monsters/pinky/teeth
  4608. {
  4609.         
  4610.     twoSided
  4611.         
  4612.         {    // burning corpse effect
  4613.         if    parm7            // only when dead
  4614.         
  4615.         // make a burned away alpha test for the normal skin
  4616.         blend    gl_zero, gl_one            // don't draw anything
  4617.         
  4618.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  4619.         alphaTest 0.05 + 0.3 * (time - parm7)
  4620.     }
  4621.     {    // burning corpse effect
  4622.         if parm7            // only when dead
  4623.  
  4624.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  4625.         privatePolygonOffset    -1        // stage-only polygon offset
  4626.         blend add    
  4627.         blend gl_one, gl_zero
  4628.         
  4629.         map models/monsters/spectre/dis2.tga    // replace this with a monster-specific texture
  4630.         alphaTest 0.3 * (time - parm7)
  4631.     }
  4632.  
  4633.  
  4634.     {
  4635.         if ( parm7 == 0 )
  4636.         blend    diffusemap
  4637.         map    models/monsters/pinky/teeth.tga
  4638.         alphaTest 0.5
  4639.     }
  4640.  
  4641.     bumpmap       heightmap(models/monsters/pinky/teeth_b.tga , 6 )
  4642.     specularmap models/monsters/pinky/teeth_s.tga
  4643.             
  4644. }
  4645.  
  4646.  
  4647. models/monsters/jethro/jarmor
  4648. {
  4649.         
  4650.         bumpmap        addnormals ( models/characters/sarge2/armor/armorhi_local.tga, heightmap ( models/characters/sarge2/armor/armor_h.tga, 3 ) )
  4651.         diffusemap    models/monsters/jethro/jarmor.tga
  4652.        specularmap    models/characters/sarge2/armor/armor_s.tga
  4653. }
  4654.  
  4655. models/monsters/jethro/jethro
  4656. {
  4657.         
  4658.         bumpmap        addnormals( models/monsters/jethro/jethro_local.tga, heightmap( models/monsters/jethro/jethro_h.tga, 5 ) )
  4659.         diffusemap    models/monsters/jethro/jethro.tga
  4660.         specularmap    models/monsters/jethro/jethro_s.tga
  4661. }
  4662.     
  4663. models/monsters/jethro/jethrohair
  4664. {
  4665.     translucent
  4666.     nonsolid
  4667.     noimpact
  4668.     twosided
  4669.     noshadows
  4670.     //polygonOffset
  4671.     {
  4672.         blend gl_dst_color,gl_zero
  4673.         map models/monsters/jethro/jethrohair.tga
  4674.     }    
  4675.  
  4676.  
  4677. }
  4678.  
  4679. models/monsters/jethro/jethrohair2
  4680. {
  4681.     translucent
  4682.     nonsolid
  4683.     noimpact
  4684.     twosided
  4685.     noshadows
  4686.     //polygonOffset
  4687.     {
  4688.         blend gl_dst_color,gl_zero
  4689.         map models/monsters/jethro/jethrohair2.tga
  4690.     }    
  4691.  
  4692.  
  4693. }
  4694.  
  4695.  
  4696.  
  4697. models/monsters/jethro/jethroa
  4698. {
  4699.         
  4700.         bumpmap        addnormals( models/monsters/jethro/jethro_local.tga, heightmap( models/monsters/jethro/jethro_h.tga, 5 ) )
  4701.         diffusemap    models/monsters/jethro/grey.tga
  4702.         specularmap    models/monsters/jethro/grey2.tga
  4703. }
  4704.  
  4705. models/monsters/jethro/jethrob
  4706. {
  4707.         
  4708.         bumpmap        addnormals( models/monsters/jethro/jethro2_local.tga, heightmap( models/monsters/jethro/jethro_h.tga, 5 ) )
  4709.         diffusemap    models/monsters/jethro/grey.tga
  4710.         specularmap    models/monsters/jethro/grey2.tga
  4711. }
  4712.  
  4713.  
  4714.  
  4715. models/monsters/bruiser/eyes
  4716.  {
  4717.     
  4718.         noshadows
  4719.     translucent
  4720.     {
  4721.         blend    add
  4722.         map    models/monsters/bruiser/eyes.tga
  4723.         rgb        eyestable[ time * .3 ]
  4724.     }
  4725. }
  4726.  
  4727.  
  4728. models/monsters/adrian/amumble
  4729. {
  4730.         
  4731.         bumpmap        addnormals( models/monsters/adrian/amumble_hm.tga, heightmap( models/monsters/adrian/amumble_add.tga, 3 ) )
  4732.         diffusemap    models/monsters/adrian/amumble.tga
  4733.         specularmap    models/monsters/adrian/amumble_s.tga
  4734. }
  4735.  
  4736.  
  4737. models/monsters/adrian/ahmumble
  4738. {
  4739.        
  4740.         bumpmap        addnormals( models/monsters/adrian/ahmumble_hm.tga, heightmap( models/monsters/adrian/ahmumble_add.tga, 4 ) )
  4741.         diffusemap    models/monsters/adrian/ahmumble.tga
  4742.         specularmap    models/monsters/adrian/ahmumble_s.tga
  4743. }
  4744.  
  4745. models/monsters/adrian/atag
  4746.  
  4747. {
  4748.      
  4749.     twosided
  4750.  
  4751.      {       
  4752.            blend    diffusemap
  4753.      map    models/monsters/adrian/atag.tga
  4754.      alphaTest 0.5
  4755.     }
  4756.  
  4757. }
  4758.  
  4759.  
  4760. models/monsters/mumble/tag
  4761.  
  4762. {
  4763.      noShadows
  4764.     twosided
  4765.  
  4766.      {       
  4767.            blend    diffusemap
  4768.      map    models/monsters/mumble/tag.tga
  4769.      alphaTest 0.5
  4770.     }
  4771.  
  4772. }
  4773.  
  4774. models/monsters/mumble/mumble
  4775. {
  4776.         
  4777.         bumpmap        addnormals( models/monsters/mumble/mumble_hm.tga, heightmap( models/monsters/mumble/mumble_add.tga, 3 ) )
  4778.         diffusemap    models/monsters/mumble/mumble.tga
  4779.         specularmap    models/monsters/mumble/mumble_s.tga
  4780. }
  4781.  
  4782.  
  4783. models/monsters/mumble/hmumble
  4784. {
  4785.        
  4786.         bumpmap        addnormals( models/monsters/mumble/hmumble_hm.tga, heightmap( models/monsters/mumble/hmumble_add.tga, 4 ) )
  4787.         diffusemap    models/monsters/mumble/hmumble.tga
  4788.         specularmap    models/monsters/mumble/hmumble_s.tga
  4789. }
  4790.  
  4791.  
  4792.  
  4793. models/monsters/zombie/zhead01
  4794. {
  4795.  
  4796.         bumpmap        addnormals( models/monsters/zombie/zhead01_b.tga, heightmap( models/monsters/zombie/zhead01_add.tga, 7 ) )
  4797.         diffusemap    models/monsters/zombie/zhead01_d.tga
  4798.         specularmap    models/monsters/zombie/zhead01_s.tga
  4799. }
  4800.  
  4801. models/monsters/zombie/zombie01
  4802. {
  4803.  
  4804.         bumpmap        addnormals( ase/zb_local.tga, heightmap( models/monsters/zombie/zombie01_add.tga, 7 ) )
  4805.         diffusemap    models/monsters/zombie/zombie01_d.tga
  4806.         specularmap    models/monsters/zombie/zombie01_s.tga
  4807. }
  4808.  
  4809. models/monsters/zombie/boney/adrianboney01
  4810. {
  4811.        
  4812.         unsmoothedTangents
  4813.         flesh
  4814.  
  4815. {    // burning corpse effect
  4816.         if    parm7            // only when dead
  4817.         // make a burned away alpha test for the normal skin
  4818.         blend    gl_zero, gl_one            // don't draw anything
  4819.         
  4820.         map models/monsters/spectre/global_dis.tga    // replace this with a monster-specific texture
  4821.         alphaTest 0.05 + 1.5 * (time - parm7)
  4822. }
  4823.  
  4824.     renderbump  -size 1024 1024 -trace 0.03 -colorMap -aa 2   models/monsters/zombie/boney/a_boney_localhell02.tga models/monsters/zombie/boney/boney_hi.lwo
  4825.         forceoverlays
  4826.          diffusemap      models/monsters/zombie/boney/a_boney_dhell01b
  4827.  
  4828.         {
  4829.            blend bumpmap
  4830.           map  addnormals(models/monsters/zombie/boney/a_boney_localhell02.tga, heightmap(models/monsters/zombie/boney/a_boney_bhell01.tga, 6 ) )
  4831.          }
  4832.         specularmap    models/monsters/zombie/boney/a_boney_shell01.tga
  4833. }
  4834.  
  4835. models/monsters/zombie/boney/adrianboney02
  4836. {
  4837.        
  4838.         unsmoothedTangents
  4839.         flesh
  4840.  
  4841. {    // burning corpse effect
  4842.         if    parm7            // only when dead
  4843.         // make a burned away alpha test for the normal skin
  4844.         blend    gl_zero, gl_one            // don't draw anything
  4845.         
  4846.         map models/monsters/spectre/global_dis.tga    // replace this with a monster-specific texture
  4847.         alphaTest 0.05 + 1.5 * (time - parm7)
  4848. }
  4849.  
  4850.     renderbump  -size 1024 1024 -trace 0.03 -colorMap -aa 2   models/monsters/zombie/boney/boney_local.tga models/monsters/zombie/boney/boney_hi.lwo
  4851.         forceoverlays
  4852.          diffusemap      models/monsters/zombie/boney/a_boney_dhell02.tga
  4853.  
  4854.         {
  4855.            blend bumpmap
  4856.           map  addnormals(models/monsters/zombie/boney/boney_local.tga, heightmap(models/monsters/zombie/boney/a_boney_bhell02.tga, 3 ) )
  4857.          }
  4858.         specularmap    models/monsters/zombie/boney/a_boney_shell02.tga
  4859. }
  4860.  
  4861. models/monsters/hellknight/a_hk_cutter
  4862.  
  4863. {
  4864.     flesh
  4865.     unsmoothedTangents
  4866.     
  4867.     renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 1  models/monsters/hellknight/hellknight_local.tga models/monsters/hellknight/zhellknight_hi.lwo
  4868.      
  4869.     {    // burning corpse effect
  4870.         if    parm7            // only when dead
  4871.         
  4872.         // make a burned away alpha test for the normal skin
  4873.         blend    gl_zero, gl_one            // don't draw anything
  4874.         
  4875.         map models/monsters/hellknight/hellknight_dis.tga    // replace this with a monster-specific texture
  4876.         alphaTest 0.05 + 0.3 * (time - parm7)
  4877.     }
  4878.     {    // burning corpse effect
  4879.         if parm7            // only when dead
  4880.  
  4881.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  4882.         privatePolygonOffset    -1        // stage-only polygon offset
  4883.         blend add    
  4884.         blend gl_one, gl_zero
  4885.         
  4886.         map models/monsters/hellknight/hellknight_dis.tga    // replace this with a monster-specific texture
  4887.         alphaTest 0.3 * (time - parm7)
  4888.     }
  4889.     forceOverlays
  4890.         diffusemap        models/monsters/hellknight/a_hellknight_04a.tga
  4891.         bumpmap        addnormals(models/monsters/hellknight/hellknight_local.tga, heightmap(models/monsters/hellknight/a_hellknight_b01.tga, 9 ) )
  4892.         specularmap          models/monsters/hellknight/a_hellknight_s04a.tga
  4893.  
  4894. }
  4895.  
  4896. models/monsters/hellknight/a_hk_branded
  4897.  
  4898. {
  4899.     flesh
  4900.     unsmoothedTangents
  4901.     
  4902.     renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 1  models/monsters/hellknight/hellknight_local.tga models/monsters/hellknight/zhellknight_hi.lwo
  4903.      
  4904.     {    // burning corpse effect
  4905.         if    parm7            // only when dead
  4906.         
  4907.         // make a burned away alpha test for the normal skin
  4908.         blend    gl_zero, gl_one            // don't draw anything
  4909.         
  4910.         map models/monsters/hellknight/hellknight_dis.tga    // replace this with a monster-specific texture
  4911.         alphaTest 0.05 + 0.3 * (time - parm7)
  4912.     }
  4913.     {    // burning corpse effect
  4914.         if parm7            // only when dead
  4915.  
  4916.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  4917.         privatePolygonOffset    -1        // stage-only polygon offset
  4918.         blend add    
  4919.         blend gl_one, gl_zero
  4920.         
  4921.         map models/monsters/hellknight/hellknight_dis.tga    // replace this with a monster-specific texture
  4922.         alphaTest 0.3 * (time - parm7)
  4923.     }
  4924.     forceOverlays
  4925.         diffusemap        models/monsters/hellknight/a_hk_branded_02b.tga
  4926.         bumpmap        addnormals(models/monsters/hellknight/hellknight_local.tga, heightmap(models/monsters/hellknight/a_hk_branded_b01.tga, 10 ) )
  4927.         specularmap          models/monsters/hellknight/a_hk_branded_s02b.tga
  4928.  
  4929.  
  4930. }
  4931.  
  4932. models/monsters/imp/a_hellimp
  4933. {
  4934.     unsmoothedTangents
  4935.     //
  4936.     flesh
  4937.     renderbump  -size 512 512 -aa 3 models/monsters/imp/imp_local.tga models/monsters/imp/work/imp_hp.lwo
  4938.  
  4939.     {    // burning corpse effect
  4940.         if    parm7            // only when dead
  4941.         
  4942.         // make a burned away alpha test for the normal skin
  4943.         blend    gl_zero, gl_one            // don't draw anything
  4944.         
  4945.         map models/monsters/imp/imp_dis.tga    // replace this with a monster-specific texture
  4946.         alphaTest 0.05 + 0.3 * (time - parm7)
  4947.     }
  4948.     {    // burning corpse effect
  4949.         if parm7            // only when dead
  4950.  
  4951.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  4952.         privatePolygonOffset    -1        // stage-only polygon offset
  4953.         blend add    
  4954.         blend gl_one, gl_zero
  4955.         
  4956.         map models/monsters/imp/imp_dis.tga    // replace this with a monster-specific texture
  4957.         alphaTest 0.3 * (time - parm7)
  4958.     }
  4959.     forceOverlays    
  4960.     bumpmap          addnormals(models/monsters/imp/imp_local.tga, heightmap(models/monsters/imp/a_imp_b08a, 10 ) )
  4961.     diffusemap        models/monsters/imp/a_imp_d08a
  4962.       specularmap          models/monsters/imp/a_imp_s08a
  4963.  
  4964.     
  4965. }    
  4966.  
  4967. models/monsters/maggot/a_hellmaggot
  4968.  
  4969. {
  4970.         
  4971.     unsmoothedTangents
  4972.     flesh
  4973.     clamp
  4974.     renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 2  models/monsters/maggot/maggot3_local.tga models/monsters/maggot/maggot3_hi.lwo
  4975.      
  4976.     {    // burning corpse effect
  4977.         if    parm7            // only when dead
  4978.         
  4979.         // make a burned away alpha test for the normal skin
  4980.         blend    gl_zero, gl_one            // don't draw anything
  4981.         
  4982.         map models/monsters/maggot/maggot3_dis.tga    // replace this with a monster-specific texture
  4983.         alphaTest 0.05 + 0.3 * (time - parm7)
  4984.     }
  4985.     {    // burning corpse effect
  4986.         if parm7            // only when dead
  4987.  
  4988.         // draw the fire burn at a negative polygonOffset, so it is behind the other stages
  4989.         privatePolygonOffset    -1        // stage-only polygon offset
  4990.         blend add    
  4991.         blend gl_one, gl_zero
  4992.         
  4993.         map models/monsters/maggot/maggot3_dis.tga    // replace this with a monster-specific texture
  4994.         alphaTest 0.3 * (time - parm7)
  4995.     }
  4996.     forceOverlays 
  4997.  
  4998.         diffusemap        models/monsters/maggot/a_maggot3_d02.tga
  4999.         bumpmap        addnormals (models/monsters/maggot/maggot3_local.tga, heightmap(models/monsters/maggot/a_maggot3_b02, 8 ) )
  5000.         specularmap          models/monsters/maggot/a_maggot3_s02.tga
  5001.  
  5002.     
  5003.  
  5004.  
  5005. }
  5006.  
  5007.  
  5008.  
  5009.  
  5010.  
  5011.  
  5012.