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monsters.mtr
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Text File
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2004-08-02
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125KB
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5,012 lines
table eyestable { { .3, 1, .9, .8, .5, .6, .5, .2, .7, .8, .3, .9, .3, .1, .5, .9, .2, .8 } }
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 } }
table revtable { { .5,.5,.5,.5,.4,.5,.6,.7,0.6,.5,.4,.3 } }
table rev2table { { .6,.5,.5,.4,.5,.3,.6,.6,.4,.2,.2,.4 } }
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 } }
table death_fade { clamp { 0, 1 } }
table throbtable2 { { 0,.25,.5,1,.5,.25 } }
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 } }
table archtable { clamp { 0,.25,.5,1,.5,.25, 0 } }
// i can break stuff
models/monsters/imp/imp
{
unsmoothedTangents
//
flesh
renderbump -size 512 512 -aa 3 models/monsters/imp/imp_local.tga models/monsters/imp/work/imp_hp.lwo
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/imp/imp_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/imp/imp_dis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
forceOverlays
bumpmap addnormals (models/monsters/imp/imp_local, heightmap (models/monsters/imp/imp_bmp.tga, 6) )
diffusemap models/monsters/imp/imp_d
specularmap models/monsters/imp/imp_s
}
models/monsters/wraith/wraith
{
unsmoothedtangents
flesh
clamp
renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 2 models/monsters/wraith/wraith_local.tga models/monsters/wraith/wraith_hi.lwo
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/wraith/wraith_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/wraith/wraith_dis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
forceoverlays
diffusemap models/monsters/wraith/wraith.tga
bumpmap addnormals(models/monsters/wraith/wraith_local.tga, heightmap(models/monsters/wraith/wraith_h.tga, 3 ) )
specularmap models/monsters/wraith/wraith_s.tga
}
models/monsters/ticks/tick
{
flesh
clamp
unsmoothedtangents
renderbump -size 128 128 -trace 0.1 -colorMap -aa 4 models/monsters/ticks/tick_local.tga models/monsters/ticks/tick_hi.lwo
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
forceoverlays
diffusemap models/monsters/ticks/tick_d.tga
bumpmap models/monsters/ticks/tick_local.tga
specularmap models/monsters/ticks/tick_s.tga
}
models/monsters/ticks/tleg
{
noshadows
flesh
clamp
unsmoothedtangents
//forceoverlays
{
if ( parm7 == 0 )
blend diffusemap
map models/monsters/ticks/tleg_d.tga
alphaTest 0.5
}
{
if ( parm7 == 0 )
blend bumpmap
map models/monsters/ticks/tleg_local.tga
}
{
if ( parm7 == 0 )
blend specularmap
map models/monsters/ticks/tleg_s.tga
}
}
models/monsters/maledict/mtongue
{
//noshadows
clamp
unsmoothedtangents
flesh
renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 1 models/monsters/maledict/mtongue_local.tga models/monsters/maledict/mtongue_hi.lwo
diffusemap models/monsters/maledict/mtongue.tga
bumpmap addnormals(models/monsters/maledict/mtongue_local.tga, heightmap( models/monsters/maledict/mtongue_h.tga, 3 ) )
specularmap models/monsters/maledict/mtongue_s.tga
}
models/monsters/maledict/maledict
{
clamp
unsmoothedtangents
flesh
renderbump -size 2048 2048 -trace 0.01 -colorMap -aa 1 models/monsters/maledict/maledict_local.tga models/monsters/maledict/maledict_hi.lwo
{
blend diffusemap
map models/monsters/maledict/maledict_d.tga
alphaTest 0.5
}
bumpmap addnormals(models/monsters/maledict/maledict_local.tga, heightmap( models/monsters/maledict/maledict_h.tga, 3 ) )
specularmap models/monsters/maledict/maledict_s.tga
}
models/monsters/maledict/bmaledict
{
clamp
unsmoothedtangents
flesh
{
blend diffusemap
map models/monsters/maledict/bmaledict_d.tga
alphaTest 0.5
}
bumpmap addnormals(models/monsters/maledict/maledict_local.tga, heightmap( models/monsters/maledict/bmaledict_h.tga, 3 ) )
specularmap models/monsters/maledict/bmaledict_s.tga
}
models/monsters/zombie/sawyer/shair1
{
translucent
clamp
{
blend filter
map models/monsters/zombie/sawyer/shair1.tga
}
}
models/mapobjects/corpses/adrian
{
flesh
clamp
diffusemap models/mapobjects/corpses/a_morgue_d09_fin.tga
bumpmap addnormals(models/mapobjects/corpses/morgue_local.tga, heightmap(models/mapobjects/corpses/a_morgue_b01_fin.tga, 3 ) )
specularmap models/mapobjects/corpses/a_morgue_s01_fin.tga
}
models/monsters/zombie/morgue/morgue
{
unsmoothedtangents
flesh
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.5 * (time - parm7)
}
renderbump -size 1024 1024 -trace 0.03 -colorMap -aa 2 models/monsters/zombie/morgue/morgue_local.tga models/monsters/zombie/morgue/morgue_hi.lwo
forceoverlays
diffusemap models/monsters/zombie/morgue/morgue_d.tga
bumpmap addnormals(models/monsters/zombie/morgue/morgue_local.tga, heightmap(models/monsters/zombie/morgue/morgue_h.tga, 3 ) )
specularmap models/monsters/zombie/morgue/morgue_s.tga
}
models/monsters/zombie/sawyer/sawyer
{
unsmoothedTangents
flesh
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.5 * (time - parm7)
}
renderbump -size 1024 1024 -trace 0.03 -colorMap -aa 2 models/monsters/zombie/sawyer/sawyer_local.tga models/monsters/zombie/sawyer/sawyer_hi.lwo
forceoverlays
diffusemap models/monsters/zombie/sawyer/sawyer_d.tga
{
blend bumpmap
map addnormals(models/monsters/zombie/sawyer/sawyer_local.tga, heightmap(models/monsters/zombie/sawyer/sawyer_h.tga, 6 ) )
}
specularmap models/monsters/zombie/sawyer/sawyer_s.tga
}
models/monsters/sabaoth/treads
{
noshadows
ricochet
{
blend diffusemap
map models/monsters/sabaoth/treads_d.tga
alphaTest 0.5
translate time * 0 , time * 2
}
{
blend bumpmap
map models/monsters/sabaoth/treads_local.tga
translate time * 0 , time * 2
}
{
blend specularmap
map models/monsters/sabaoth/treads_s.tga
translate time * 0 , time * 2
}
}
models/monsters/sabaoth/treads_slow
{
noshadows
ricochet
{
blend diffusemap
map models/monsters/sabaoth/treads_d.tga
alphaTest 0.5
translate time * 0 , time * 2
}
{
blend bumpmap
map models/monsters/sabaoth/treads_local.tga
translate time * 0 , time * 2
}
{
blend specularmap
map models/monsters/sabaoth/treads_s.tga
translate time * 0 , time * 2
}
}
models/monsters/sabaoth/treads_stopped
{
noshadows
ricochet
{
blend diffusemap
map models/monsters/sabaoth/treads_d.tga
alphaTest 0.5
}
{
blend bumpmap
map models/monsters/sabaoth/treads_local.tga
}
{
blend specularmap
map models/monsters/sabaoth/treads_s.tga
}
}
models/monsters/sabaoth/gear3
{
noshadows
ricochet
{
blend diffusemap
map models/monsters/sabaoth/gear3_d.tga
alphaTest 0.5
//rotate time * -.45
clamp
}
{
blend bumpmap
map models/monsters/sabaoth/gear3_local.tga
//rotate time * -.45
clamp
}
{
blend specularmap
map models/monsters/sabaoth/gear3_s.tga
//rotate time * -.45
clamp
}
}
models/monsters/sabaoth/gear2
{
noshadows
ricochet
{
blend diffusemap
map models/monsters/sabaoth/gear2_d.tga
alphaTest 0.5
//rotate time * -.45
clamp
}
{
blend bumpmap
map models/monsters/sabaoth/gear2_local.tga
//rotate time * -.45
clamp
}
{
blend specularmap
map models/monsters/sabaoth/gear2_s.tga
//rotate time * -.45
clamp
}
}
models/monsters/sabaoth/gear1
{
noshadows
ricochet
{
blend diffusemap
map models/monsters/sabaoth/gear1_d.tga
alphaTest 0.5
//rotate time * .45
clamp
}
{
blend bumpmap
map models/monsters/sabaoth/gear1_local.tga
//rotate time * .45
clamp
}
{
blend specularmap
map models/monsters/sabaoth/gear1_s.tga
//rotate time * .45
clamp
}
}
models/monsters/sabaoth/sabaoth
{
flesh
clamp
unsmoothedtangents
renderbump -size 2048 2048 -trace 0.02 -colorMap -aa 1 models/monsters/sabaoth/sabaoth_local.tga models/monsters/sabaoth/sabaoth_hi.lwo
diffusemap models/monsters/sabaoth/sabaoth_d.tga
bumpmap addnormals(models/monsters/sabaoth/sabaoth_local.tga, heightmap( models/monsters/sabaoth/sabaoth_h.tga, 6 ) )
specularmap models/monsters/sabaoth/sabaoth_s.tga
}
models/monsters/vagary/eyes
{
noShadows
//deform sprite
//discrete
nonsolid
noimpact
{
if ( parm7 == 0 )
blend add
map models/monsters/vagary/eyes.tga
rgb throbtable2[ time * .3 ] -.6
}
}
models/monsters/bruiser/gui
{
noShadows
//deform sprite
//discrete
nonsolid
noimpact
{
blend add
map models/monsters/bruiser/gui.tga
//rgb throbtable2[ time * .3 ] -.6
}
}
models/monsters/bruiser/bhead
{
flesh
unsmoothedtangents
clamp
renderbump -size 1024 1024 -trace 0.09 -colorMap -aa 2 models/monsters/bruiser/bhead_local.tga models/monsters/bruiser/bhead_hi.lwo
{
blend diffusemap
map models/monsters/bruiser/bhead_d.tga
alphaTest 0.5
}
bumpmap models/monsters/bruiser/bhead_local.tga
specularmap models/monsters/bruiser/bhead_s.tga
}
models/monsters/bruiser/pt_bruiser/pt_bhead
{
flesh
unsmoothedtangents
clamp
{
blend diffusemap
map models/monsters/bruiser/pt_bruiser/pt_bhead_d.tga
alphaTest 0.5
}
bumpmap models/monsters/bruiser/pt_bruiser/pt_bhead_local.tga
specularmap models/monsters/bruiser/pt_bruiser/pt_bhead_s.tga
}
models/monsters/bruiser/bruiser3
{
flesh
unsmoothedtangents
clamp
renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 2 models/monsters/bruiser/bruiser3_local.tga models/monsters/bruiser/zbruiser3_hi.lwo
diffusemap models/monsters/bruiser/bruiser3_d.tga
bumpmap addnormals(models/monsters/bruiser/bruiser3_local.tga, heightmap( models/monsters/bruiser/bruiser3_h.tga, 6 ) )
specularmap models/monsters/bruiser/bruiser3_s.tga
}
models/monsters/bruiser/pt_bruiser/pt_bruiser3
{
flesh
unsmoothedtangents
clamp
diffusemap models/monsters/bruiser/pt_bruiser/pt_bruiser3_d.tga
bumpmap addnormals(models/monsters/bruiser/pt_bruiser/pt_bruiser3_local.tga, heightmap( models/monsters/bruiser/pt_bruiser/pt_bruiser3_h.tga, 6 ) )
specularmap models/monsters/bruiser/pt_bruiser/pt_bruiser3_s.tga
}
models/monsters/vagary/vagary
{
flesh
unsmoothedtangents
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/vagary/vagary_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/vagary/vagary_dis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
forceOverlays
renderbump -size 1024 1024 -trace 0.1 -colorMap -aa 2 models/monsters/vagary/vagary_local.tga models/monsters/vagary/vagary_hi.lwo
diffusemap models/monsters/vagary/vagary.tga
bumpmap addnormals(models/monsters/vagary/vagary_local.tga, heightmap( models/monsters/vagary/vagary_h.tga, 9 ) )
specularmap models/monsters/vagary/vagary_s.tga
}
models/monsters/vagary/sac
{
noshadows
translucent
unsmoothedtangents
liquid
clamp
renderbump -size 256 256 -trace 0.02 -colorMap -aa 2 models/monsters/vagary/sac_local.tga models/monsters/vagary/sac_hi.lwo
{
if ( parm7 == 0 )
blend diffusemap
map models/monsters/vagary/sac.tga
}
{
if ( parm7 == 0 )
blend bumpmap
map addnormals( models/monsters/vagary/sac_local.tga, heightmap( models/monsters/vagary/sac_h.tga, 8 ) )
}
{
if ( parm7 == 0 )
blend specularmap
map models/monsters/vagary/sac_s.tga
//scroll time * 0 , time * -0.1
}
}
models/monsters/zombie/bernie/hip_flame
{
qer_editorimage textures/particles/flame3_strip.tga
translucent
noShadows
twosided
deform tube
{
if ( parm7 == 0 )
blend add
map textures/particles/flame2_strip.tga
scale 1 / 32 , 1
scroll table32[ time * .65 ] , 0
clamp
}
}
models/monsters/zombie/bernie/butt_flame
{
qer_editorimage textures/particles/flame3_strip.tga
translucent
noShadows
twosided
deform sprite
{
if ( parm7 == 0 )
blend add
map textures/particles/burst_strip.tga
scale 1 / 32 , 1
scroll table32[ time * .7 ] , 0
clamp
}
}
models/monsters/zombie/bernie/pelvis_flame
{
qer_editorimage textures/particles/flame3_strip.tga
translucent
noShadows
twosided
deform tube
{
if ( parm7 == 0 )
blend add
map textures/particles/flame3_strip.tga
scale 1 / 32 , 1
scroll table32[ time * .8 ] , 0
clamp
}
}
models/monsters/zombie/bernie/trap_flame
{
qer_editorimage textures/particles/flame3_strip.tga
translucent
noShadows
twosided
deform tube
{
if ( parm7 == 0 )
blend add
map textures/particles/flame2_strip.tga
scale 1 / 32 , 1
scroll table32[ time * .7 ] , 0
clamp
}
}
models/monsters/zombie/bernie/head_flame
{
qer_editorimage textures/particles/flame3_strip.tga
translucent
noShadows
twosided
deform tube
{
if ( parm7 == 0 )
blend add
map textures/particles/flame3_strip.tga
scale 1 / 32 , 1
scroll table32[ time * .8 ] , 0
clamp
}
}
models/monsters/zombie/bernie/wrist_flame
{
qer_editorimage textures/particles/flame3_strip.tga
translucent
noShadows
twosided
deform tube
{
if ( parm7 == 0 )
blend add
map textures/particles/flame3_strip.tga
scale 1 / 32 , 1
scroll table32[ time * .9 ] , 0
clamp
}
}
models/monsters/zombie/bernie/berniefx
{
noShadows
//deform sprite
flesh
nonsolid
noimpact
translucent
{
if ( parm7 == 0 )
maskcolor
map makealpha(models/monsters/zombie/bernie/berniefx.tga)
}
{
if ( parm7 == 0 )
blend gl_dst_alpha, gl_one
maskalpha
map models/monsters/lost/lostfx.tga
red 1
blue .5
green .5
translate time * 0.2 , time * 1.1
}
}
models/monsters/zombie/bernie/jerky1
{
noShadows
translucent
qer_editorimage models/monsters/zombie/bernie/jerky1.tga
{
blend diffusemap
map models/monsters/zombie/bernie/jerky1.tga
alphaTest 0.7
}
{
blend bumpmap
map heightmap (models/monsters/zombie/bernie/jerky1_h.tga, 30)
scroll time * 0 , time * -0.1
}
specularmap models/monsters/zombie/bernie/jerky1_s.tga
}
models/monsters/zombie/bernie/bernie
{
flesh
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.5 * (time - parm7)
}
renderbump -size 1024 1024 -trace 0.1 -colorMap -aa 2 models/monsters/zombie/bernie/bernie_local.tga models/monsters/zombie/bernie/bernie_hi.lwo
forceoverlays
diffusemap models/monsters/zombie/bernie/bernie_d.tga
bumpmap addnormals(models/monsters/zombie/bernie/bernie_local.tga, heightmap(models/monsters/zombie/bernie/bernie_h.tga, 10 ) )
specularmap models/monsters/zombie/bernie/bernie_s.tga
}
models/monsters/wraith/wing
{
flesh
translucent
{
if ( parm7 == 0 )
blend diffusemap
map models/monsters/wraith/wing.tga
alphaTest 0.7
}
{
if ( parm7 == 0 )
blend bumpmap
map heightmap (models/monsters/wraith/wing_h.tga, 10)
}
{
if ( parm7 == 0 )
blend specularmap
map models/monsters/wraith/wing_s.tga
}
}
models/monsters/wraith/weyes
{
noShadows
//deform sprite
//discrete
nonsolid
noimpact
{
if ( parm7 == 0 )
blend add
map models/monsters/wraith/weyes.tga
//rgb eyestable[ time * .5 ]
}
}
models/gibs/pork
{
unsmoothedTangents
nonsolid
noimpact
flesh
clamp
renderbump -size 512 512 -trace 0.02 -colorMap -aa 2 models/gibs/pork_local.tga models/gibs/pork_hi.lwo
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.2 * (time - parm7)
}
{
blend diffusemap
map models/gibs/pork.tga
//alphaTest parm6
}
bumpmap addnormals(models/gibs/pork_local.tga, heightmap(models/gibs/pork_h.tga, 10 ) )
specularmap models/gibs/pork_s.tga
}
models/monsters/skeleton/skeleton01head
{
renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 2 models/monsters/skeleton/skeleton01_local.tga models/monsters/skeleton/skeleton_hi.lwo
unsmoothedTangents
noshadows
nonsolid
//noimpact removed by tim
flesh
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{
blend diffusemap
map models/monsters/skeleton/skeleton01_d.tga
//alphaTest parm7 // .5 + 0.5 * sintable [ time * .2 ]
}
specularmap models/monsters/skeleton/skeleton01_s.tga
bumpmap addnormals(models/monsters/skeleton/skeleton01_local.tga, heightmap(models/monsters/skeleton/skeleton01_h.tga, 6 ) )
}
models/monsters/skeleton/skeleton01
{
renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 2 models/monsters/skeleton/skeleton01_local.tga models/monsters/skeleton/skeleton_hi.lwo
unsmoothedTangents
noshadows
nonsolid
//noimpact removed by tim
flesh
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/skeleton/skeleton01_d.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{
blend diffusemap
map models/monsters/skeleton/skeleton01_d.tga
//alphaTest parm7 // .5 + 0.5 * sintable [ time * .2 ]
}
specularmap models/monsters/skeleton/skeleton01_s.tga
bumpmap addnormals(models/monsters/skeleton/skeleton01_local.tga, heightmap(models/monsters/skeleton/skeleton01_h.tga, 6 ) )
}
models/monsters/skeleton/skragdoll
{
renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 2 models/monsters/skeleton/skeleton01_local.tga models/monsters/skeleton/skeleton_hi.lwo
unsmoothedTangents
noshadows
nonsolid
flesh
clamp
{
blend diffusemap
map models/monsters/skeleton/skeleton01_d.tga
alphaTest .1
}
specularmap models/monsters/skeleton/skeleton01_s.tga
bumpmap addnormals(models/monsters/skeleton/skeleton01_local.tga, heightmap(models/monsters/skeleton/skeleton01_h.tga, 6 ) )
}
models/monsters/skeleton/skeleton02_d
{
renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 2 models/monsters/skeleton/skeleton01_local.tga models/monsters/skeleton/skeleton_hi.lwo
unsmoothedTangents
noshadows
nonsolid
flesh
clamp
{
blend diffusemap
map models/monsters/skeleton/skeleton02_d.tga
alphaTest .1
}
specularmap models/monsters/skeleton/skeleton02_s.tga
bumpmap addnormals(models/monsters/skeleton/skeleton01_local.tga, heightmap(models/monsters/skeleton/skeleton01_h.tga, 6 ) )
}
models/monsters/lost/lost_emit1
{
noshadows
translucent
deform particle2 lost_fire1
{
blend add
map models/monsters/spawn/particle1.tga
colored
}
}
models/monsters/lost/lostfx
{
noshadows
translucent
metal
//deform particle lost_fire1
{
if ( parm7 == 0 )
maskcolor
map makealpha(models/monsters/lost/lostfxmask.tga)
}
{
if ( parm7 == 0 )
blend gl_dst_alpha, gl_one
maskalpha
map models/monsters/lost/lostfx.tga
translate time * -2.8 , time * -.1
}
}
models/monsters/zsecurity/dzsechead2
{
unsmoothedTangents
metal
clamp
nooverlays
diffusemap models/monsters/zsecurity/dzsechead2.tga
bumpmap models/monsters/zsecurity/zsechead2_local.tga
specularmap models/monsters/zsecurity/dzsechead2_s.tga
}
models/monsters/spawn/bolt1
{
qer_editorimage models/monsters/spawn/bolt1.tga
noshadows
translucent
discrete
nonsolid
noimpact
twosided
deform tube
{
maskcolor
map makealpha(models/monsters/spawn/boltmask)
}
{
blend gl_dst_alpha, gl_one
maskalpha
map models/monsters/spawn/bolt1.tga
translate time * 0 , time * -2
colored
}
{
blend gl_dst_alpha, gl_one
map models/monsters/spawn/bolt1.tga
translate time * 0 , time * -1.1
scale 1, .77
colored
}
}
models/monsters/spawn/particle1
{
qer_editorimage models/monsters/spawn/particle1.tga
noshadows
translucent
discrete
nonsolid
noimpact
twosided
deform sprite
{
blend add
map models/monsters/spawn/particle1.tga
colored
}
}
models/monsters/spawn/spike
{
qer_editorimage models/monsters/spawn/spike.tga
noshadows
translucent
discrete
nonsolid
noimpact
twosided
deform tube
DECAL_MACRO
decalInfo 10 5 ( 1 1 1 1 ) ( 0 0 0 0 )
{
blend add
map models/monsters/spawn/spike.tga
}
}
models/monsters/spawn/ring1
{
qer_editorimage models/monsters/spawn/ring1.tga
noshadows
translucent
discrete
nonsolid
noimpact
twosided
{
blend add
map models/monsters/spawn/ring1.tga
}
}
models/monsters/spawn/spawn_burn
{
qer_editorimage models/monsters/spawn/spawn_burn.tga
noshadows
translucent
discrete
nonsolid
noimpact
twosided
DECAL_MACRO
decalInfo 10 5 ( 1 1 1 1 ) ( 0 0 0 0 )
{
//blend gl_dst_color, gl_zero
blend gl_zero, gl_one_minus_src_color
map models/monsters/spawn/spawn_burn.tga
clamp // we don't want it to tile if the projection extends past the bounds
//rgb decalFade[(time - Parm3)/(parm4 - parm3)]
vertexColor // oblique projections will be slightly faded down
}
{
blend add
map models/monsters/spawn/spawn_burn_glow.tga
rgb fireballtable[ time * .5 ]
vertexColor // oblique projections will be slightly faded down
}
}
models/monsters/spawn/crack
{
qer_editorimage models/m onsters/spawn/crack.tga
DECAL_MACRO
decalInfo 0.75 10 ( 1 1 1 10 ) ( -5 -5 -5 0 )
{
blend gl_zero, gl_one_minus_src_alpha
map makealpha(models/monsters/spawn/crack_burn.tga)
clamp // we don't want it to tile if the projection extends past the bounds
vertexColor // oblique projections will be slightly faded down
}
{
blend add
map models/monsters/spawn/crack.tga
vertexColor // oblique projections will be slightly faded down
}
}
models/monsters/spawn/redspawn2
{
noshadows
translucent
discrete
nonsolid
noimpact
twosided
{
blend add
map models/monsters/spawn/redspawn2.tga
//rotate time * 2
translate time * 0.2 , time * 0.1
rotate time * 1
colored
vertexColor
}
{
blend add
map models/monsters/spawn/redspawn2.tga
translate time * 0.27 , time * 0.08
rotate time * -.5
colored
vertexColor
}
}
models/monsters/spawn/redspawn1
{
noshadows
deform sprite
translucent
discrete
nonsolid
noimpact
{
blend add
map models/monsters/spawn/redspawn1.tga
rotate time * 1
zeroClamp
colored
vertexColor
}
{
blend add
map models/monsters/spawn/redspawn1.tga
rotate time * -.6
zeroClamp
colored
vertexColor
}
}
models/monsters/gseeker/gseeker
{
flesh
unsmoothedtangents
clamp
renderbump -size 512 1024 -trace 0.07 -colorMap -aa 2 models/monsters/gseeker/gseeker_local.tga models/monsters/gseeker/gseeker_hi.lwo
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
diffusemap models/monsters/gseeker/gseeker.tga
bumpmap addnormals( models/monsters/gseeker/gseeker_local.tga, heightmap( models/monsters/gseeker/gseeker_h.tga, 14 ) )
specularmap models/monsters/gseeker/gseeker_s.tga
}
models/monsters/guardian/tongue
{
flesh
clamp
unsmoothedTangents
diffusemap models/monsters/guardian/tongue.tga
bumpmap addnormals(models/monsters/hellknight/tongue_local.tga, heightmap(models/monsters/hellknight/tongue_h.tga, 4 ) )
specularmap models/monsters/hellknight/tongue_s.tga
}
models/monsters/guardian/guardianfx
{
flesh
clamp
unsmoothedtangents
{
blend add
map models/monsters/guardian/guardianfx
}
}
models/monsters/guardian/guardian
{
flesh
clamp
unsmoothedtangents
renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 2 models/monsters/guardian/guardian_local.tga models/monsters/guardian/guardian_hi.lwo
diffusemap models/monsters/guardian/guardian.tga
bumpmap addnormals( models/monsters/guardian/guardian_local.tga, heightmap( models/monsters/guardian/guardian_h.tga, 14 ) )
specularmap models/monsters/guardian/guardian_s.tga
}
models/items/powerups/skull
{
noshadows
deform sprite
translucent
clamp
//{
// blend bumpmap
// map models/items/powerups/skull_local.tga
// }
{
blend add
map models/items/powerups/skull.tga
//rgb eyestable[ time * .03 ]
}
}
models/monsters/zsecurity/id_badge
{
noShadows
//polygonOffset
nonsolid
noimpact
qer_editorimage models/monsters/zsecurity/id_badge.tga
{
blend diffusemap
map models/monsters/zsecurity/id_badge.tga
alphaTest 0.5
}
specularmap models/monsters/zsecurity/id_badge_s.tga
bumpmap models/monsters/zsecurity/id_badge_local.tga
{
blend add
map models/monsters/zsecurity/id_gui.tga
rgb fireballtable[ time * .6 ]
}
}
models/monsters/zombie/fatty/fatty
{
unsmoothedTangents
flesh
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.5 * (time - parm7)
}
renderbump -size 1024 1024 -trace 0.02 -aa 2 models/monsters/zombie/fatty/fatty_local.tga models/monsters/zombie/fatty/fatty_hi.lwo
forceoverlays
diffusemap models/monsters/zombie/fatty/fatty_d.tga
bumpmap addnormals( models/monsters/zombie/fatty/fatty_local.tga, heightmap( models/monsters/zombie/fatty/fatty_h.tga, 7 ) )
specularmap models/monsters/zombie/fatty/fatty_s.tga
}
models/monsters/zombie/fatty/fattydamage
{
unsmoothedTangents
flesh
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.5 * (time - parm7)
}
renderbump -size 1024 1024 -trace 0.02 -aa 2 models/monsters/zombie/fatty/fatty_local.tga models/monsters/zombie/fatty/fatty_hi.lwo
forceoverlays
diffusemap models/monsters/zombie/fatty/fatty_d.tga
bumpmap addnormals( models/monsters/zombie/fatty/fatty_local.tga, heightmap( models/monsters/zombie/fatty/fatty_h.tga, 7 ) )
specularmap models/monsters/zombie/fatty/fatty_s.tga
}
models/monsters/bruiser/h_bruiser
{
//
unsmoothedTangents
flesh
clamp
renderbump -size 512 512 -colorMap -aa 2 models/monsters/bruiser/h_bruiser_local.tga models/monsters/bruiser/head_hi.lwo
bumpmap addnormals( models/monsters/bruiser/h_bruiser_local.tga, heightmap( models/monsters/bruiser/h_bruiser_b.tga, 4 ) )
diffusemap models/monsters/bruiser/h_bruiser.tga
specularmap models/monsters/bruiser/h_bruiser_s.tga
}
models/monsters/bruiser/bruiser
{
flesh
clamp
unsmoothedTangents
renderbump -size 1024 1024 -colorMap -aa 2 models/monsters/bruiser/bruiser_local.tga models/monsters/bruiser/bruiser_hi.lwo
bumpmap addnormals( models/monsters/bruiser/bruiser_local.tga, heightmap( models/monsters/bruiser/bruiser_h.tga, 7 ) )
diffusemap models/monsters/bruiser/bruiser_d.tga
specularmap models/monsters/bruiser/bruiser_s.tga
//{
//blend add
//map models/monsters/bruiser/bruiser_fx.tga
//rgb fireballtable[ time * .6 ]
//}
}
models/monsters/revenant/revenant
{
flesh
clamp
unsmoothedTangents
renderbump -size 1024 1024 -colorMap -aa 2 models/monsters/revenant/revenant_local.tga models/monsters/revenant/revenant_hi.lwo
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/revenant/revenant_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/revenant/revenant_dis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
forceOverlays
diffusemap models/monsters/revenant/revenant.tga
bumpmap addnormals(models/monsters/revenant/revenant_local.tga, heightmap(models/monsters/revenant/revenant_h.tga, 2 ) )
specularmap models/monsters/revenant/revenant_s.tga
}
models/monsters/revenant/revenant2
{
noShadows
translucent
unsmoothedTangents
flesh
clamp
renderbump -size 512 512 -aa 2 models/monsters/revenant/revenant2_local.tga models/monsters/revenant/revenant2_hi.lwo
{
if ( parm7 == 0 )
blend diffusemap
map models/monsters/revenant/revenant2.tga
rgb revtable[ time * .1 ]
//translate time * -.02 , time * 0.2
}
{
if ( parm7 == 0 )
blend bumpmap
map models/monsters/revenant/revenant2_local.tga
}
{
if ( parm7 == 0 )
blend specularmap
map models/monsters/revenant/revenant2_s.tga
translate time * -.02 , time * 0.2
//rotate time * 0.05
//rgb rev2table[ time * .1 ]
}
}
models/monsters/lost/lost
{
unsmoothedTangents
flesh
clamp
renderbump -size 512 512 -trace 0.07 -aa 2 models/monsters/lost/lost_local.tga models/monsters/lost/lost_hi.lwo
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
diffusemap models/monsters/lost/lost.tga
bumpmap addnormals( models/monsters/lost/lost_local.tga, heightmap( models/monsters/lost/lost_b.tga, 9 ) )
specularmap models/monsters/lost/lost_s.tga
}
models/monsters/mancubus/mancubus
{
flesh
clamp
renderbump -size 1024 1024 -colorMap -aa 2 models/monsters/mancubus/mancubus_local.tga models/monsters/mancubus/mancubus_hi.lwo
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/mancubus/mancubus_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/mancubus/mancubus_dis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
forceOverlays
diffusemap models/monsters/mancubus/mancubus.tga
bumpmap addnormals(models/monsters/mancubus/mancubus_local.tga, heightmap(models/monsters/mancubus/mancubus_h.tga, 5 ) )
specularmap models/monsters/mancubus/mancubus_s.tga
}
models/monsters/mancubus/mancubus_metal
{
nooverlays
metal
clamp
renderbump -size 1024 1024 -aa 2 models/monsters/mancubus/mancubus_local.tga models/monsters/mancubus/mancubus_hi.lwo
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/mancubus/mancubus_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/mancubus/mancubus_dis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
forceOverlays
diffusemap models/monsters/mancubus/mancubus.tga
bumpmap addnormals(models/monsters/mancubus/mancubus_local.tga, heightmap(models/monsters/mancubus/mancubus_h.tga, 5 ) )
specularmap models/monsters/mancubus/mancubus_s.tga
}
models/monsters/sentry/sentry
{
unsmoothedTangents
ricochet
clamp
renderbump -size 1024 1024 -trace 0.07 -colorMap -aa 2 models/monsters/sentry/sentry_local.tga models/monsters/sentry/sentry_hi.lwo
diffusemap models/monsters/sentry/sentry_d.tga
bumpmap addnormals( models/monsters/sentry/sentry_local.tga, heightmap( models/monsters/sentry/sentry_h.tga, 3 ) )
specularmap models/monsters/sentry/sentry_s.tga
}
models/monsters/maggot/magspine
{
noshadows
metal
clamp
{
if ( parm7 == 0 )
blend diffusemap
map models/monsters/maggot/magspine.tga
alphaTest 0.5
}
bumpmap models/monsters/maggot/magspine_local.tga
specularmap models/monsters/maggot/magspine_s.tga
}
models/monsters/maggot/magtongue
{
//unsmoothedTangents
flesh
clamp
diffusemap models/monsters/maggot/magtongue.tga
bumpmap addnormals(models/monsters/maggot/magtongue_local.tga, heightmap(models/monsters/maggot/magtongue_h.tga, 9 ) )
specularmap models/monsters/maggot/magtongue_s.tga
}
models/monsters/maggot/mageyes
{
noShadows
//deform sprite
//discrete
nonsolid
noimpact
{
blend add
map models/monsters/maggot/mageyes.tga
//rgb eyestable[ time * .1 ]
}
}
models/monsters/maggot/maggot3
{
unsmoothedTangents
flesh
clamp
renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 2 models/monsters/maggot/maggot3_local.tga models/monsters/maggot/maggot3_hi.lwo
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/maggot/maggot3_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/maggot/maggot3_dis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
forceOverlays
diffusemap models/monsters/maggot/maggot3_d.tga
bumpmap addnormals(models/monsters/maggot/maggot3_local.tga, heightmap(models/monsters/maggot/maggot3_h.tga, 9 ) )
specularmap models/monsters/maggot/maggot3_s.tga
}
models/monsters/vulgar/vulgar_eyes
{
noShadows
//deform sprite
//discrete
nonsolid
noimpact
{
if ( parm7 == 0 )
blend add
map models/monsters/vulgar/vulgar_eyes.tga
rgb eyestable[ time * .1 ]
}
}
models/monsters/vulgar/vulgar
{
unsmoothedTangents
flesh
clamp
renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 2 models/monsters/vulgar/vulgar_local.tga models/monsters/vulgar/vulgar_hi.lwo
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
forceOverlays
diffusemap models/monsters/vulgar/vulgar.tga
bumpmap addnormals(models/monsters/vulgar/vulgar_local.tga, heightmap(models/monsters/vulgar/vulgar_h.tga, 30 ) )
specularmap models/monsters/vulgar/vulgar_s.tga
}
models/monsters/vulgar/vtail
{
unsmoothedTangents
flesh
clamp
renderbump -size 1024 128 -trace 0.02 models/monsters/vulgar/vtail_local.tga models/monsters/vulgar/vtail_hi.lwo
{
blend diffusemap
map models/monsters/vulgar/vtail.tga
alphaTest 0.5
}
bumpmap models/monsters/vulgar/vtail_local.tga
specularmap models/monsters/vulgar/vtail_s.tga
}
//// Zombie Security guards
// Someone spelled "shield" wrong -Xian
models/monsters/zsecurity/zsheild_glass
{
translucent
twosided
//nonsolid
//noimpact
noshadows
ricochet
{
blend filter
map models/monsters/zsecurity/zsheild_glass.tga
}
specularmap models/monsters/zsecurity/zsheild_glass.tga
{
blend add
cubeMap env/gen1
texgen reflect
}
}
models/monsters/zsecurity/zsheild
{
renderbump -size 512 512 -trace 0.07 -colorMap -aa 2 models/monsters/zsecurity/zsheild_local.tga models/monsters/zsecurity/zsheild_hi.lwo
//nonsolid
clamp
forceoverlays
ricochet
{
blend diffusemap
map models/monsters/zsecurity/zsheild.tga
alphaTest 0.5
}
specularmap models/monsters/zsecurity/zsheild_s.tga
bumpmap addnormals(models/monsters/zsecurity/zsheild_local.tga, heightmap(models/monsters/zsecurity/zsheild_h.tga, 10 ) )
}
models/monsters/zsecurity/zsecurity
{
unsmoothedTangents
metal
clamp
renderbump -size 1024 1024 -trace 0.07 -colorMap -aa 2 models/monsters/zsecurity/zsecurity_local.tga models/monsters/zsecurity/zsecurity_hi.lwo
diffusemap models/monsters/zsecurity/zsecurity.tga
bumpmap addnormals(models/monsters/zsecurity/zsecurity_local.tga, heightmap(models/monsters/zsecurity/zsecurity_h.tga, 5 ) )
specularmap models/monsters/zsecurity/zsecurity_s.tga
}
models/monsters/zsecurity/zsechead3
{
unsmoothedTangents
metal
clamp
renderbump -size 512 512 -trace 0.07 -colorMap -aa 2 models/monsters/zsecurity/zsechead3_local.tga models/monsters/zsecurity/zsechead3_hi.lwo
diffusemap models/monsters/zsecurity/zsechead3.tga
{
blend bumpmap
map addnormals(models/monsters/zsecurity/zsechead3_local.tga, heightmap(models/monsters/zsecurity/zsechead3_h.tga, 4 ) )
}
specularmap models/monsters/zsecurity/zsechead3_s.tga
}
models/monsters/zsecurity/dzsechead3
{
metal
clamp
renderbump -size 512 512 -aa 2 -trace 0.05 -colorMap models/mapobjects/fpos/fpos_local.tga models/mapobjects/fpos/fpos_hi.lwo
{
blend bumpmap
map addnormals(models/monsters/zsecurity/zsechead3_local.tga, heightmap(models/monsters/zsecurity/zsechead3_h.tga, 4 ) )
}
{
blend diffusemap
map models/monsters/zsecurity/zsechead3.tga
rgb 1-death_fade[(time+Parm4)*.5]
}
{
blend specularmap
map models/monsters/zsecurity/zsechead3_s.tga
rgb 1-death_fade[(time+Parm4)*.5]
}
{
blend bumpmap
map addnormals (models/monsters/zsecurity/zsechead3_local.tga, heightmap (models/monsters/zsecurity/dzsechead3_h.tga, 7) )
}
{
blend diffusemap
map models/monsters/zsecurity/dzsechead3.tga
rgb death_fade[(time+Parm4)*.5]
//alphaTest .5 + 0.5 * sintable [ time * .1 ]
}
{
blend specularmap
map models/monsters/zsecurity/dzsechead3_s.tga
rgb death_fade[(time+Parm4)*.5]
}
}
models/monsters/zsecurity/zsechelm
{
unsmoothedTangents
ricochet
clamp
renderbump -size 512 512 -trace 0.07 -colorMap -aa 2 models/monsters/zsecurity/zsechelm_local.tga models/monsters/zsecurity/zsechelm_hi.lwo
diffusemap models/monsters/zsecurity/zsechelm.tga
bumpmap models/monsters/zsecurity/zsechelm_local.tga
specularmap models/monsters/zsecurity/zsechelm_s.tga
}
models/monsters/zsecurity/zsechead
{
unsmoothedTangents
metal
clamp
renderbump -size 512 512 -trace 0.07 -colorMap -aa 2 models/monsters/zsecurity/zsechead_local.tga models/monsters/zsecurity/zsechead_hi.lwo
diffusemap models/monsters/zsecurity/zsechead.tga
bumpmap addnormals(models/monsters/zsecurity/zsechead_local.tga, heightmap(models/monsters/zsecurity/zsechead_h.tga,7 ) )
specularmap models/monsters/zsecurity/zsechead_s.tga
}
models/monsters/zsecurity/zsechead2
{
unsmoothedTangents
metal
clamp
noOverlays
renderbump -size 512 512 -trace 0.07 -colorMap -aa 2 models/monsters/zsecurity/zsechead2_local.tga models/monsters/zsecurity/zsechead2_hi.lwo
diffusemap models/monsters/zsecurity/zsechead2.tga
bumpmap models/monsters/zsecurity/zsechead2_local.tga
specularmap models/monsters/zsecurity/zsechead2_s.tga
}
models/monsters/zsecurity/zsechead4
{
//unsmoothedTangents
flesh
clamp
renderbump -size 512 512 -trace 0.07 -colorMap -aa 2 models/monsters/zsecurity/zsechead4_local.tga models/monsters/zsecurity/zsechead4_hi.lwo
diffusemap models/monsters/zsecurity/zsechead4.tga
{
blend bumpmap
map addnormals(models/monsters/zsecurity/zsechead4_local.tga, heightmap(models/monsters/zsecurity/zsechead4_h.tga, 8 ) )
}
specularmap models/monsters/zsecurity/zsechead4_s.tga
}
models/monsters/archvile/archvilehand2
{
//
//renderbump -size 256 256 -trace 0.01 -colorMap -aa 2 models/monsters/archvile/archvilehand2_local.tga models/monsters/archvile/archvilehand2_hi.lwo
//DECAL_MACRO
noShadows
translucent
{
blend add
map models/monsters/archvile/archvilehand2_fx.tga
rgb archtable[ ( time + parm4 ) * .8 ]
}
}
models/monsters/archvile/archvile2
{
unsmoothedTangents
flesh
clamp
renderbump -size 1024 1024 -trace 0.01 -colorMap -aa 2 models/monsters/archvile/archvile2_local.tga models/monsters/archvile/archvile2_hi.lwo
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/archvile/archvile2_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/archvile/archvile2_dis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
forceOverlays
diffusemap models/monsters/archvile/archvile2.tga
bumpmap addnormals(models/monsters/archvile/archvile2_local.tga, heightmap(models/monsters/archvile/archvile2_h.tga, 3) )
specularmap models/monsters/archvile/archvile2_s.tga
}
models/monsters/tentacle/dp_tentacle
{
clamp
flesh
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/tentacle/dp_tentacle_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/tentacle/dp_tentacle_dis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
forceOverlays
renderbump -size 128 256 -aa 2 models/monsters/tentacle/dp_tentacle_local.tga models/monsters/tentacle/dp_tentacle_hi.lwo
diffusemap models/monsters/tentacle/dp_tentacle.tga
bumpmap addnormals( models/monsters/tentacle/dp_tentacle_local.tga, heightmap( models/monsters/tentacle/dp_tentacle_h.tga, 7 ) )
specularmap models/monsters/tentacle/dp_tentacle_s.tga
}
models/monsters/zombie/commando/teeth
{
noshadows
twoSided
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
forceoverlays
{
if ( parm7 == 0 )
blend diffusemap
map models/monsters/zombie/commando/teeth.tga
alphaTest 0.5
}
bumpmap heightmap(models/monsters/zombie/commando/teeth_b.tga , 6 )
specularmap models/monsters/zombie/commando/teeth_s.tga
}
models/monsters/zombie/commando/com1_eye
{
{
blend add
map models/monsters/zombie/commando/com1_eye.tga
rgb eyestable[ time * .3 ]
}
}
models/monsters/zombie/commando/com1_d
{
unsmoothedTangents
flesh
clamp
renderbump -size 1024 1024 -trace 0.05 -colorMap -aa 2 models/monsters/zombie/commando/com1_local.tga models/monsters/zombie/commando/com1_hi.lwo
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/zombie/commando/com1_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/zombie/commando/com1_dis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
forceoverlays
diffusemap models/monsters/zombie/commando/com1_d.tga
bumpmap addnormals( models/monsters/zombie/commando/com1_local.tga, heightmap( models/monsters/zombie/commando/com1_h.tga, 7 ) )
specularmap models/monsters/zombie/commando/com1_s.tga
}
models/monsters/pinky/pinky_d
{
flesh
unsmoothedTangents
clamp
renderbump -size 1024 1024 -trace 0.05 -colorMap -aa 2 models/monsters/pinky/pinky_local.tga models/monsters/pinky/zpinky_hi.lwo
bumpmap addnormals( models/monsters/pinky/pinky_local.tga, heightmap( models/monsters/pinky/pinky_b.tga, 9 ) )
diffusemap models/monsters/pinky/pinky_d.tga
specularmap models/monsters/pinky/pinky_s.tga
}
models/monsters/pinky/pinky
{
unsmoothedTangents
flesh
clamp
renderbump -size 1024 1024 -trace 0.05 -colorMap -aa 2 models/monsters/pinky/pinky_local.tga models/monsters/pinky/zpinky_hi.lwo
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/pinky/pinky_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/pinky/pinky_dis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
forceOverlays
bumpmap addnormals( models/monsters/pinky/pinky_local.tga, heightmap( models/monsters/pinky/pinky_b.tga, 4 ) )
diffusemap models/monsters/pinky/pinky_d.tga
specularmap models/monsters/pinky/pinky_s.tga
}
models/monsters/pinky/pinkyns
{
unsmoothedTangents
flesh
clamp
bumpmap addnormals( models/monsters/pinky/pinky_local.tga, heightmap( models/monsters/pinky/pinky_b.tga, 9 ) )
diffusemap models/monsters/pinky/pinky_d.tga
specularmap models/monsters/pinky/pinky_s.tga
}
models/monsters/pinky/pinky_metal
{
forceOverlays
unsmoothedTangents
ricochet
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/pinky/pinky_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/pinky/pinky_dis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
bumpmap addnormals( models/monsters/pinky/pinky_local.tga, heightmap( models/monsters/pinky/pinky_b.tga, 9 ) )
diffusemap models/monsters/pinky/pinky_d.tga
specularmap models/monsters/pinky/pinky_s.tga
}
models/monsters/pinky/film
{
noShadows
translucent
bumpmap heightmap(models/monsters/pinky/film_b.tga, 4 )
specularmap models/monsters/pinky/film_s.tga
}
models/monsters/cacodemon/cacodemon
// EXPLANATION: cacodemon_mouth shader is so there's no smoothing inbetween the mouth and the rest of the model.
// EXPLANATION: cacodemon_hp_foot exists only to render him out and not have the renderbump be covered by the mouth.
// EXPLANATION: cacodemon_hp_jaw exists only to render him out and not have the under area of his jaw covered by the belly.
// EXPLANATION: This means there will be three locals maps that need to be combined when it's all thru rendering.
// EXPLANATION: You have to comment out each of the renderbumps on cacodemon, because you can't run them both at once.
{
unsmoothedTangents
//renderbump -size 512 512 -aa 2 -colormap models/monsters/cacodemon/cacodemon_foot_local.tga models/monsters/cacodemon/work/cacodemon_hp_foot.lwo
renderbump -size 512 512 -aa 2 -colormap models/monsters/cacodemon/cacodemon_jaw_local.tga models/monsters/cacodemon/work/cacodemon_hp_jaw.lwo
flesh
clamp
collision
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/cacodemon/cacodemon_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/cacodemon/cacodemon_dis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
forceoverlays
{
blend bumpmap
map addnormals(models/monsters/cacodemon/cacodemon_local.tga, heightmap(models/monsters/cacodemon/cacodemon_h.tga, 6) )
}
{
if ( parm7 == 0 )
blend diffusemap
map models/monsters/cacodemon/cacodemon_d
alphatest .75
}
{
if ( parm7 )
blend diffusemap
map models/monsters/cacodemon/cacodemon_d
}
specularmap models/monsters/cacodemon/cacodemon_s
}
models/monsters/cacodemon/cacodemon_mouth
{
unsmoothedTangents
//renderbump -size 512 512 -aa 2 -colormap models/monsters/cacodemon/cacodemon_mouth_local.tga models/monsters/cacodemon/work/cacodemon_hp_jaw.lwo
flesh
collision
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/cacodemon/cacodemon_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/cacodemon/cacodemon_dis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
{
blend bumpmap
map addnormals(models/monsters/cacodemon/cacodemon_local.tga, heightmap(models/monsters/cacodemon/cacodemon_h.tga, 6) )
}
{
if ( parm7 == 0 )
blend diffusemap
map models/monsters/cacodemon/cacodemon_d
alphatest .75
}
{
if ( parm7 )
blend diffusemap
map models/monsters/cacodemon/cacodemon_d
}
{
blend specularmap
map models/monsters/cacodemon/cacodemon_s
}
}
models/monsters/cacodemon/cacoeye
// EXPLANATION: This shader's for the glowy eyes
{
translucent
noshadows
collision
{
if ( parm7 == 0 )
blend add
map models/monsters/cacodemon/cacoeye
}
}
models/monsters/cacodemon/cacobrain
// EXPLANATION: This shader's for the glowy brain.
{
translucent
noshadows
collision
{
if ( parm7 == 0 )
blend add
map models/monsters/cacodemon/cacobrain
rgb throbtable2[ time * .5 ]
}
}
models/monsters/cherub/teeth
{
noshadows
clamp
{
if ( parm7 == 0 )
blend diffusemap
map models/monsters/cherub/teeth.tga
alphaTest 0.5
}
{
if ( parm7 == 0 )
blend bumpmap
map heightmap(models/monsters/cherub/teeth_h.tga , 4 )
}
{
if ( parm7 == 0 )
blend specularmap
map models/monsters/cherub/teeth_s.tga
}
}
models/monsters/cherub/wing
{
noShadows
translucent
glass
clamp
{
if ( parm7 == 0 )
blend gl_dst_color,gl_zero
map models/monsters/cherub/wing.tga
}
}
models/monsters/cherub/wingfx
{
noShadows
translucent
glass
clamp
{
if ( parm7 == 0 )
blend specularmap
map models/monsters/cherub/wing_s.tga
}
{
if ( parm7 == 0 )
blend bumpmap
map heightmap(models/monsters/cherub/wing_h.tga, 7 )
}
}
models/monsters/spectre/dis
{
clamp
{
blend diffusemap
map models/monsters/spectre/dis.tga
alphaTest .5 + 0.5 * sintable [ time * .2 ]
}
bumpmap addnormals(models/characters/male_npc/jumpsuit/jumpsuit_local.tga, heightmap(models/characters/male_npc/jumpsuit/jumpsuit_h.tga, 5 ) )
specularmap models/characters/male_npc/jumpsuit/jumpsuit_s.tga
}
models/monsters/spectre/dis2
{
twosided
clamp
{
blend add
map models/monsters/spectre/dis2.tga
alphaTest .5 + 0.5 * sintable [ time * .2 ] -.02
}
}
models/monsters/spectre/spectre
{
flesh
clamp
renderbump -size 1024 1024 -aa 2 models/monsters/spectre/spectre_local.tga models/monsters/spectre/spectre_hi.lwo
{
blend diffusemap
map models/monsters/spectre/spectre.tga
alphaTest .5 + 0.5 * sintable [ time * .1 ]
}
bumpmap addnormals(models/monsters/spectre/spectre_local.tga, heightmap(models/monsters/spectre/spectre_h.tga, 5 ) )
specularmap models/monsters/spectre/spectre_s.tga
}
models/monsters/zombie/zombie02/zombie02
{
//unsmoothedTangents
flesh
forceoverlays
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
diffusemap models/monsters/zombie/zombie02/zombie02.tga
{
blend bumpmap
map addnormals(models/characters/male_npc/jumpsuit/jumpsuit_local.tga, heightmap(models/monsters/zombie/zombie02/zombie02_h.tga, 12 ) )
}
specularmap models/monsters/zombie/zombie02/zombie02_s.tga
}
models/monsters/zombie/zombie02/zhead02
{
unsmoothedTangents
forceoverlays
flesh
clamp
renderbump -size 512 512 -trace 0.05 -colorMap -aa 2 models/monsters/zombie/zombie02/zhead02_local.tga models/monsters/zombie/zombie02/zhead02_hi.lwo
diffusemap models/monsters/zombie/zombie02/zhead02.tga
bumpmap addnormals(models/monsters/zombie/zombie02/zhead02_local.tga, heightmap(models/monsters/zombie/zombie02/zhead02_h.tga, 9 ) )
specularmap models/monsters/zombie/zombie02/zhead02_s.tga
}
models/monsters/trite/web1
{
collision
translucent
qer_editorimage models/monsters/trite/web1.tga
noShadows
{
blend diffusemap
map models/monsters/trite/web1.tga
}
}
models/monsters/trite/strand
{
translucent
qer_editorimage models/monsters/trite/strand.tga
noShadows
{
blend diffusemap
map models/monsters/trite/strand.tga
}
}
models/monsters/trite/trite
{
//unsmoothedTangents
flesh
clamp
renderbump -size 512 512 -trace 0.02 -colorMap -aa 2 models/monsters/trite/trite_local.tga models/monsters/trite/ztrite_hi.lwo
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
forceOverlays
diffusemap models/monsters/trite/trite.tga
bumpmap models/monsters/trite/trite_local.tga
specularmap models/monsters/trite/trite_s.tga
}
models/monsters/zombie/zfem/zfhair02
{
translucent
noshadows
{
blend diffusemap
map models/monsters/zombie/zfem/zfhair02.tga
alphaTest 0.5
}
specularmap models/monsters/zombie/zfem/zfhair02_s.tga
}
models/monsters/zombie/zfem/zfhair01
{
translucent
noshadows
{
blend diffusemap
map models/monsters/zombie/zfem/zfhair01.tga
alphaTest 0.2
}
specularmap models/monsters/zombie/zfem/zfhair01_s.tga
}
models/monsters/zombie/zfem/zfem01
{
flesh
clamp
renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 2 models/monsters/zombie/zfem/zfem01_local.tga models/monsters/zombie/zfem/zfem01_hi.lwo
diffusemap models/monsters/zombie/zfem/zfem01.tga
bumpmap addnormals(models/monsters/zombie/zfem/zfem01_local.tga, heightmap(models/monsters/zombie/zfem/zfem01_h.tga, 2 ) )
specularmap models/monsters/zombie/zfem/zfem01_s.tga
}
models/monsters/archvile/archvile_eyes
{
noShadows
//deform sprite
//discrete
nonsolid
noimpact
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/archvile/archvile_eyes_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/archvile/archvile_eyes_dis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
forceOverlays
{
blend add
map models/monsters/archvile/archvile_eyes.tga
rgb eyestable[ time * .1 ]
}
}
models/monsters/archvile/archvile
{
unsmoothedTangents
flesh
clamp
renderbump -size 2048 2048 -trace 0.02 -colorMap -aa 2 models/monsters/archvile/archvile_local.tga models/monsters/archvile/archvile_hi.lwo
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/archvile/archvile_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/archvile/archvile_dis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
forceOverlays
diffusemap models/monsters/archvile/archvile.tga
bumpmap addnormals(models/monsters/archvile/archvile_local.tga, heightmap(models/monsters/archvile/archvile_h.tga, 30 ) )
specularmap models/monsters/archvile/archvile_s.tga
}
models/monsters/archvile/archtail
{
unsmoothedTangents
flesh
clamp
renderbump -size 1024 128 -trace 0.02 models/monsters/archvile/archtail_local.tga models/monsters/archvile/archtail_hi.lwo
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/archvile/archtail_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/archvile/archtail_dis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
forceOverlays
{
blend diffusemap
map models/monsters/archvile/archtail.tga
alphaTest 0.5
}
bumpmap models/monsters/archvile/archtail_local.tga
specularmap models/monsters/archvile/archtail_s.tga
}
models/monsters/maggot/maggot2
{
flesh
clamp
renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 2 models/monsters/maggot/maggot2_local.tga models/monsters/maggot/maggot2_hi.lwo
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/maggot/maggot2_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/maggot/maggot2_dis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
forceOverlays
diffusemap models/monsters/maggot/maggot2.tga
bumpmap addnormals(models/monsters/maggot/maggot2_local.tga, heightmap(models/monsters/maggot/maggot2_h.tga, 10 ) )
specularmap models/monsters/maggot/maggot2_s.tga
}
models/monsters/spawn/spawn2
{
noshadows
translucent
discrete
nonsolid
noimpact
twosided
{
blend add
map models/monsters/spawn/spawn2.tga
//rotate time * 2
translate time * 0.2 , time * 0.1
rotate time * 1
colored
vertexColor
}
{
blend add
map models/monsters/spawn/spawn2.tga
translate time * 0.27 , time * 0.08
rotate time * -.5
colored
vertexColor
}
}
models/monsters/spawn/spawn1
{
noshadows
deform sprite
translucent
discrete
nonsolid
noimpact
{
blend add
map models/monsters/spawn/spawn1.tga
rotate time * 1
zeroClamp
colored
vertexColor
}
{
blend add
map models/monsters/spawn/spawn1.tga
rotate time * -.6
zeroClamp
colored
vertexColor
}
}
models/gibs/gibmaster
{
unsmoothedTangents
nonsolid
//noimpact removed by Tim
flesh
clamp
renderbump -size 512 512 -trace 0.02 -colorMap -aa 2 models/gibs/gibmaster_local.tga models/gibs/gibmaster_hi.lwo
diffusemap models/gibs/gibmaster.tga
bumpmap addnormals(models/gibs/gibmaster_local.tga, heightmap(models/gibs/gibmaster_h.tga, 10 ) )
specularmap models/gibs/gibmaster_s.tga
}
models/monsters/ghostskull/bugger
{
noshadows
translucent
//nodraw
deform particle2 ghostskull
{
blend add
map models/monsters/ghostskull/bugger
}
}
models/monsters/ghostskull/ghostskull3emit
{
noshadows
translucent
//nodraw
//deform particle2 ghostskull
{
blend add
map models/monsters/ghostskull/ghostskull3emit
}
}
models/monsters/ghostskull/ghostskull3
{
noShadows
translucent
renderbump -size 512 512 -trace 0.1 -colorMap -aa 2 models/monsters/ghostskull/ghostskull3_local.tga models/monsters/ghostskull/ghostskull3_hi.lwo
bumpmap models/monsters/ghostskull/ghostskull3_local
diffusemap models/monsters/ghostskull/ghostskull3.tga
{
blend specularmap
map models/monsters/ghostskull/ghostskull3_s.tga
scroll time * -.5 , time * 0
}
{
blend add
map models/monsters/ghostskull/ghostskull3_add.tga
rgb throbtable2[ time * .5 ] +.1
}
}
models/monsters/ghostskull/ghostskull
{
noShadows
translucent
//twosided
clamp
renderbump -size 512 512 -trace 0.1 -colorMap -aa 2 models/monsters/ghostskull/ghostskull_local.tga models/monsters/ghostskull/ghostskull_hi.lwo
bumpmap addnormals(models/monsters/ghostskull/ghostskull_local.tga, heightmap(models/monsters/ghostskull/ghostskull_h.tga, 6 ) )
diffusemap models/monsters/ghostskull/ghostskull.tga
{
blend specularmap
map models/monsters/ghostskull/ghostskull_s.tga
//translate time * 0.2 , time * 0.1
//rotate time * 0.05
//rgb rev2table[ time * .1 ]
}
}
models/monsters/hellknight/tongue
{
flesh
unsmoothedTangents
renderbump -size 128 256 -trace 0.1 -colorMap -aa 2 models/monsters/hellknight/tongue_local.tga models/monsters/hellknight/tongue_hi.lwo
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/hellknight/hellknight_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/hellknight/hellknight_dis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
forceOverlays
diffusemap models/monsters/hellknight/tongue.tga
bumpmap addnormals(models/monsters/hellknight/tongue_local.tga, heightmap(models/monsters/hellknight/tongue_h.tga, 4 ) )
specularmap models/monsters/hellknight/tongue_s.tga
}
models/monsters/hellknight/gob2
{
noshadows
//twosided
translucent
bumpmap heightmap(models/monsters/hellknight/gob2_h.tga, 4 )
specularmap models/monsters/hellknight/gob2_s.tga
}
models/monsters/hellknight/gob
{
noshadows
//twosided
translucent
{
blend bumpmap
map heightmap(models/monsters/hellknight/gob_h.tga, 4 )
translate time * 0 , time * -1
}
specularmap models/monsters/hellknight/gob_s.tga
}
models/monsters/hellknight/bighellknight
{
flesh
//unsmoothedTangents
clamp
renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 1 models/monsters/hellknight/bighellknight_local.tga models/monsters/hellknight/zhellknight_hi.lwo
diffusemap models/monsters/hellknight/bighellknight.tga
bumpmap addnormals(models/monsters/hellknight/bighellknight_local.tga, heightmap(models/monsters/hellknight/bighellknight_h.tga, 10 ) )
specularmap models/monsters/hellknight/bighellknight_s.tga
}
models/monsters/hellknight/hellknight
{
flesh
unsmoothedTangents
clamp
renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 1 models/monsters/hellknight/hellknight_local.tga models/monsters/hellknight/zhellknight_hi.lwo
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/hellknight/hellknight_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/hellknight/hellknight_dis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
forceOverlays
diffusemap models/monsters/hellknight/hellknight.tga
bumpmap addnormals(models/monsters/hellknight/hellknight_local.tga, heightmap(models/monsters/hellknight/hellknight_h.tga, 10 ) )
specularmap models/monsters/hellknight/hellknight_s.tga
}
models/monsters/bruiser/greenfireball
{
qer_editorimage models/monsters/bruiser/greenfireball.tga
noShadows
deform sprite
translucent
twosided
{
Blend add
Map models/monsters/bruiser/greenfireball.tga
zeroclamp
rotate time * 0.7
//centerscale mgscaleTable[time* .9], mgscaleTable[time*. 9]
rgb fireballtable[ time * .7 ]
}
{
Blend add
Map models/monsters/bruiser/greenfireball2.tga
zeroclamp
rotate time * -0.6
//centerscale mgscaleTable[time* .9], mgscaleTable[time* .9]
rgb fireballtable[ time * 1 ]
}
}
models/monsters/zsecurity/zsechand_left
{
renderbump -size 128 128 -trace 0.07 -colorMap -aa 4 models/monsters/zsecurity/zhand_local.tga models/monsters/zsecurity/zhand_hi.lwo
diffusemap models/monsters/zsecurity/zhand.tga
bumpmap models/monsters/zsecurity/zhand_local.tga
specularmap models/monsters/zsecurity/zhand_s.tga
}
models/monsters/zsecurity/zsechand_right
{
renderbump -size 128 128 -trace 0.07 -colorMap -aa 4 models/monsters/zsecurity/zhand_local.tga models/monsters/zsecurity/zhand_hi.lwo
diffusemap models/monsters/zsecurity/zhand.tga
bumpmap models/monsters/zsecurity/zhand_local.tga
specularmap models/monsters/zsecurity/zhand_s.tga
}
models/monsters/zsecurity/zsecfist_left
{
renderbump -size 1024 1024 -trace 0.07 -colorMap -aa 2 models/monsters/zsecurity/zsecurity_local.tga models/monsters/zsecurity/zsecurity_hi.lwo
diffusemap models/monsters/zsecurity/zsecurity.tga
bumpmap addnormals(models/monsters/zsecurity/zsecurity_local.tga, heightmap(models/monsters/zsecurity/zsecurity_h.tga, 5 ) )
specularmap models/monsters/zsecurity/zsecurity_s.tga
}
models/monsters/zsecurity/zsecfist_right
{
renderbump -size 1024 1024 -trace 0.07 -colorMap -aa 2 models/monsters/zsecurity/zsecurity_local.tga models/monsters/zsecurity/zsecurity_hi.lwo
diffusemap models/monsters/zsecurity/zsecurity.tga
bumpmap addnormals(models/monsters/zsecurity/zsecurity_local.tga, heightmap(models/monsters/zsecurity/zsecurity_h.tga, 5 ) )
specularmap models/monsters/zsecurity/zsecurity_s.tga
}
models/monsters/zsecurity/marsec
{
translucent
//twosided
nonsolid
noimpact
noshadows
{
blend diffusemap
map models/monsters/zsecurity/marsec.tga
}
}
models/monsters/zsecurity/zsgogs
{
renderbump -size 256 256 -trace 0.07 -colorMap -aa 2 models/monsters/zsecurity/zsgogs_local.tga models/monsters/zsecurity/zsgogs_hi.lwo
{
blend diffusemap
map models/monsters/zsecurity/zsgogs.tga
alphaTest 0.7
}
bumpmap models/monsters/zsecurity/zsgogs_local.tga
specularmap models/monsters/zsecurity/zsgogs_s.tga
}
models/monsters/zsecurity/zsgogs2damage
{
translucent
twosided
nonsolid
noimpact
noshadows
{
blend filter
map models/monsters/zsecurity/zsgogs2damage.tga
}
bumpmap addnormals(models/monsters/zsecurity/zsgogs2_local.tga, heightmap(models/monsters/zsecurity/zsgogs2_h.tga,7 ) )
specularmap models/monsters/zsecurity/zsgogs2damage_s.tga
}
models/monsters/zsecurity/zsgogs2bloody
{
translucent
twosided
nonsolid
noimpact
noshadows
{
blend filter
map models/monsters/zsecurity/zsgogs2bloody.tga
}
bumpmap models/monsters/zsecurity/zsgogs2_local.tga
specularmap models/monsters/zsecurity/zsgogs2bloody_s.tga
{
blend add
cubeMap env/bland
texgen reflect
}
}
models/monsters/zsecurity/zsgogs2
{
translucent
twosided
nonsolid
noimpact
noshadows
//nodraw
renderbump -size 256 256 -trace 0.07 -colorMap -aa 2 models/monsters/zsecurity/zsgogs2_local.tga models/monsters/zsecurity/zsgogs2_hi.lwo
{
blend filter
map models/monsters/zsecurity/zsgogs2.tga
}
bumpmap models/monsters/zsecurity/zsgogs2_local.tga
specularmap models/monsters/zsecurity/zsgogs2_s.tga
{
blend add
cubeMap env/generic
texgen reflect
}
}
models/monsters/maggot/meyes
{
noShadows
//deform sprite
//discrete
nonsolid
noimpact
{
blend add
map models/monsters/maggot/meyes.tga
rgb eyestable[ time * .5 ]
}
}
models/monsters/maggot/maggot_ken
{
flesh
clamp
renderbump -size 1024 1024 -aa 2 models/monsters/maggot/maggot_local.tga models/monsters/maggot/maggot_hi.lwo
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/maggot/maggot_ken_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/maggot/maggot_ken_dis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
forceOverlays
{
blend diffusemap
map models/monsters/maggot/maggot.tga
alphaTest .5 + 0.5 * sintable [ time * .1 ]
}
bumpmap addnormals(models/monsters/maggot/maggot_local.tga, heightmap(models/monsters/maggot/maggot_h.tga, 5 ) )
specularmap models/monsters/maggot/maggot_s.tga
}
models/monsters/maggot/maggot
{
flesh
clamp
renderbump -size 1024 1024 -aa 2 models/monsters/maggot/maggot_local.tga models/monsters/maggot/maggot_hi.lwo
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
forceOverlays
{
blend diffusemap
map models/monsters/maggot/maggot.tga
}
bumpmap addnormals(models/monsters/maggot/maggot_local.tga, heightmap(models/monsters/maggot/maggot_h.tga, 5 ) )
specularmap models/monsters/maggot/maggot_s.tga
}
models/monsters/maggot/maggot_death
{
flesh
clamp
renderbump -size 1024 1024 -aa 2 models/monsters/maggot/maggot_local.tga models/monsters/maggot/maggot_hi.lwo
{
blend diffusemap
map models/monsters/maggot/maggot.tga
alphaTest death_fade[ (time + Parm4) * Parm3 ]
}
bumpmap addnormals(models/monsters/maggot/maggot_local.tga, heightmap(models/monsters/maggot/maggot_h.tga, 5 ) )
specularmap models/monsters/maggot/maggot_s.tga
}
models/monsters/revenant/reye
{
noShadows
//deform sprite
//discrete
nonsolid
noimpact
{
if ( parm7 == 0 )
blend add
map models/monsters/revenant/reye.tga
rgb eyestable[ time * .7 ]
}
}
models/monsters/revenant/leye
{
noShadows
//deform sprite
//discrete
nonsolid
noimpact
{
if ( parm7 == 0 )
blend add
map textures\sfx\black_2
//rgb eyestable[ time * .7 ]
}
}
models/gibs/sweetmeat
{
flesh
clamp
renderbump -size 256 256 -aa 2 models/gibs/sweetmeat_local.tga models/gibs/sweetmeat_hi.lwo
diffusemap models/gibs/sweetmeat.tga
bumpmap models/gibs/sweetmeat_local.tga
specularmap models/gibs/sweetmeat_s.tga
}
models/gibs/heart
{
flesh
clamp
renderbump -size 128 128 -aa 2 models/gibs/heart_local.tga models/gibs/heart_hi.lwo
diffusemap models/gibs/heart.tga
bumpmap models/gibs/heart_local.tga
specularmap models/gibs/heart_s.tga
}
models/gibs/spine
{
flesh
clamp
renderbump -size 128 256 -aa 2 models/gibs/spine_local.tga models/gibs/spine_hi.lwo
diffusemap models/gibs/spine.tga
bumpmap models/gibs/spine_local.tga
specularmap models/gibs/spine_s.tga
}
models/monsters/mancubus/mpipe_fx
{
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/mancubus/mancubus_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/mancubus/mancubus_dis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
forceOverlays
{
blend diffusemap
map models/monsters/mancubus/mpipe_fx.tga
translate time * 0.1 , time * 0.2
scale 2, 4 //scaleTable[time * 0.2] , scaleTable[time * 0.1]
}
{
Blend bumpmap
map models/monsters/mancubus/mpipe_local.tga
}
{
Blend specularmap
map models/monsters/mancubus/mpipe_s.tga
}
}
models/monsters/mancubus/mpipe
{
renderbump -size 256 256 -aa 2 models/monsters/mancubus/mpipe_local.tga models/monsters/mancubus/mpipe_hi.lwo
forceOverlays
{
if ( parm7 == 0 )
blend diffusemap
map models/monsters/mancubus/mpipe.tga
alphaTest 0.7
}
{
if ( parm7 == 0 )
Blend bumpmap
map models/monsters/mancubus/mpipe_local.tga
}
{
if ( parm7 == 0 )
Blend specularmap
map models/monsters/mancubus/mpipe_s.tga
}
}
models/monsters/zombie/zombie01/zback01
{
noShadows
nonsolid
noimpact
twoSided
translucent
forceoverlays
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
{
blend filter
map models/monsters/zombie/zombie01/zback01.tga
}
specularmap models/monsters/zombie/zombie01/zback01_s.tga
}
models/monsters/zombie/zombie01/zback01b
{
noShadows
nonsolid
noimpact
twoSided
clamp
translucent
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
{
blend filter
map models/monsters/zombie/zombie01/zback01.tga
}
specularmap models/monsters/zombie/zombie01/zback01b_s.tga
}
models/monsters/zombie/zombie01/eyes/brown
{
translucent
noshadows
deform eyeBall
sort 1
{
blend filter
map models/monsters/zombie/zombie01/eyes/brown.tga
centerScale 0.6, 0.6
}
}
models/monsters/zombie/zombie01/eyes/dead
{
translucent
noshadows
//deform eyeBall
sort 1
{
blend add
map models/monsters/zombie/zombie01/eyes/godmode.tga
//translate time * 0.0 , time * 0.6
}
}
models/monsters/zombie/zombie01/eyes/blue
{
translucent
noshadows
deform eyeBall
sort 1
{
blend filter
map models/monsters/zombie/zombie01/eyes/blue.tga
centerScale 0.6, 0.6
}
}
models/gibs/brain
{
flesh
nonsolid
noimpact
clamp
renderbump -size 128 128 -aa 4 models/gibs/brain_local.tga models/gibs/brain_hi.lwo
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{
blend diffusemap
map models/gibs/brain.tga
//alphaTest parm6
}
bumpmap models/gibs/brain_local.tga
specularmap models/gibs/brain_s.tga
}
models/monsters/zombie/zombie01/zarms04
{
flesh
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
renderbump -size 256 256 -aa 2 models/monsters/zombie/zombie01/zarms04_local.tga models/monsters/zombie/zombie01/zarms04_hi.lwo
diffusemap models/monsters/zombie/zombie01/zarms04.tga
bumpmap addnormals(models/monsters/zombie/zombie01/zarms04_local.tga, heightmap(models/monsters/zombie/zombie01/zarms04_h.tga, 5 ) )
specularmap models/monsters/zombie/zombie01/zarms04_s.tga
}
models/monsters/zombie/zombie01/zrarms04
{
flesh
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
renderbump -size 256 256 -aa 2 models/monsters/zombie/zombie01/zarms04_local.tga models/monsters/zombie/zombie01/zarms04_hi.lwo
diffusemap models/monsters/zombie/zombie01/zarms04.tga
bumpmap addnormals(models/monsters/zombie/zombie01/zarms04_local.tga, heightmap(models/monsters/zombie/zombie01/zarms04_h.tga, 5 ) )
specularmap models/monsters/zombie/zombie01/zarms04_s.tga
}
models/monsters/zombie/zombie01/zlarms04
{
flesh
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
renderbump -size 256 256 -aa 2 models/monsters/zombie/zombie01/zarms04_local.tga models/monsters/zombie/zombie01/zarms04_hi.lwo
diffusemap models/monsters/zombie/zombie01/zarms04.tga
bumpmap addnormals(models/monsters/zombie/zombie01/zarms04_local.tga, heightmap(models/monsters/zombie/zombie01/zarms04_h.tga, 5 ) )
specularmap models/monsters/zombie/zombie01/zarms04_s.tga
}
models/monsters/zombie/zombie01/zarms03
{
flesh
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zarms03_local.tga models/monsters/zombie/zombie01/zarms03_hi.lwo
diffusemap models/monsters/zombie/zombie01/zarms03.tga
bumpmap addnormals(models/monsters/zombie/zombie01/zarms03_local.tga, heightmap(models/monsters/zombie/zombie01/zarms03_h.tga, 5 ) )
specularmap models/monsters/zombie/zombie01/zarms03_s.tga
}
models/monsters/zombie/zombie01/zrarms03
{
flesh
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zarms03_local.tga models/monsters/zombie/zombie01/zarms03_hi.lwo
diffusemap models/monsters/zombie/zombie01/zarms03.tga
bumpmap addnormals(models/monsters/zombie/zombie01/zarms03_local.tga, heightmap(models/monsters/zombie/zombie01/zarms03_h.tga, 5 ) )
specularmap models/monsters/zombie/zombie01/zarms03_s.tga
}
models/monsters/zombie/zombie01/zlarms03
{
flesh
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zarms03_local.tga models/monsters/zombie/zombie01/zarms03_hi.lwo
diffusemap models/monsters/zombie/zombie01/zarms03.tga
bumpmap addnormals(models/monsters/zombie/zombie01/zarms03_local.tga, heightmap(models/monsters/zombie/zombie01/zarms03_h.tga, 5 ) )
specularmap models/monsters/zombie/zombie01/zarms03_s.tga
}
models/monsters/zombie/zombie01/zarms02
{
flesh
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zarms02_local.tga models/monsters/zombie/zombie01/zarms02_hi.lwo
{
blend diffusemap
map models/monsters/zombie/zombie01/zarms02.tga
alphaTest 0.7
}
bumpmap addnormals(models/monsters/zombie/zombie01/zarms02_local.tga, heightmap(models/monsters/zombie/zombie01/zarms02_h.tga, 5 ) )
specularmap models/monsters/zombie/zombie01/zarms02_s.tga
}
models/monsters/zombie/zombie01/zrarms02
{
flesh
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zarms02_local.tga models/monsters/zombie/zombie01/zarms02_hi.lwo
{
blend diffusemap
map models/monsters/zombie/zombie01/zarms02.tga
alphaTest 0.7
}
bumpmap addnormals(models/monsters/zombie/zombie01/zarms02_local.tga, heightmap(models/monsters/zombie/zombie01/zarms02_h.tga, 5 ) )
specularmap models/monsters/zombie/zombie01/zarms02_s.tga
}
models/monsters/zombie/zombie01/zlarms02
{
flesh
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zarms02_local.tga models/monsters/zombie/zombie01/zarms02_hi.lwo
{
blend diffusemap
map models/monsters/zombie/zombie01/zarms02.tga
alphaTest 0.7
}
bumpmap addnormals(models/monsters/zombie/zombie01/zarms02_local.tga, heightmap(models/monsters/zombie/zombie01/zarms02_h.tga, 5 ) )
specularmap models/monsters/zombie/zombie01/zarms02_s.tga
}
models/monsters/zombie/zombie01/zarms01
{
forceoverlays
flesh
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zarms01_local.tga models/monsters/zombie/zombie01/zarms01_hi.lwo
diffusemap models/monsters/zombie/zombie01/zarms01.tga
bumpmap addnormals(models/monsters/zombie/zombie01/zarms01_local.tga, heightmap(models/monsters/zombie/zombie01/zarms01_h.tga, 5 ) )
specularmap models/monsters/zombie/zombie01/zarms01_s.tga
}
models/monsters/zombie/zombie01/zarms01b
{
flesh
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zarms01_local.tga models/monsters/zombie/zombie01/zarms01_hi.lwo
diffusemap models/monsters/zombie/zombie01/zarms01b.tga
bumpmap addnormals(models/monsters/zombie/zombie01/zarms01_local.tga, heightmap(models/monsters/zombie/zombie01/zarms01_h.tga, 5 ) )
specularmap models/monsters/zombie/zombie01/zarms01_s.tga
}
models/monsters/zombie/zombie01/zrarms01
{
flesh
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zarms01_local.tga models/monsters/zombie/zombie01/zarms01_hi.lwo
diffusemap models/monsters/zombie/zombie01/zarms01.tga
bumpmap addnormals(models/monsters/zombie/zombie01/zarms01_local.tga, heightmap(models/monsters/zombie/zombie01/zarms01_h.tga, 5 ) )
specularmap models/monsters/zombie/zombie01/zarms01_s.tga
}
models/monsters/zombie/zombie01/zlarms01
{
flesh
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zarms01_local.tga models/monsters/zombie/zombie01/zarms01_hi.lwo
diffusemap models/monsters/zombie/zombie01/zarms01.tga
bumpmap addnormals(models/monsters/zombie/zombie01/zarms01_local.tga, heightmap(models/monsters/zombie/zombie01/zarms01_h.tga, 5 ) )
specularmap models/monsters/zombie/zombie01/zarms01_s.tga
}
models/monsters/zombie/zombie01/ztorso03
{
flesh
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/ztorso03_local.tga models/monsters/zombie/zombie01/ztorso03_hi.lwo
diffusemap models/monsters/zombie/zombie01/ztorso03.tga
bumpmap addnormals(models/monsters/zombie/zombie01/ztorso03_local.tga, heightmap(models/monsters/zombie/zombie01/ztorso03_h.tga, 9 ) )
specularmap models/monsters/zombie/zombie01/ztorso03_s.tga
}
models/monsters/zombie/zombie01/ztorso02
{
flesh
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/ztorso02_local.tga models/monsters/zombie/zombie01/ztorso02_hi.lwo
diffusemap models/monsters/zombie/zombie01/ztorso02.tga
bumpmap addnormals(models/monsters/zombie/zombie01/ztorso02_local.tga, heightmap(models/monsters/zombie/zombie01/ztorso02_h.tga, 5 ) )
specularmap models/monsters/zombie/zombie01/ztorso02_s.tga
}
models/monsters/zombie/zombie01/ztorso01
{
forceoverlays
flesh
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/ztorso01_local.tga models/monsters/zombie/zombie01/ztorso01_hi.lwo
diffusemap models/monsters/zombie/zombie01/ztorso01.tga
bumpmap addnormals(models/monsters/zombie/zombie01/ztorso01_local.tga, heightmap(models/monsters/zombie/zombie01/ztorso01_h.tga, 5 ) )
specularmap models/monsters/zombie/zombie01/ztorso01_s.tga
}
models/monsters/zombie/zombie01/ztorso01b
{
flesh
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/ztorso01_local.tga models/monsters/zombie/zombie01/ztorso01_hi.lwo
diffusemap models/monsters/zombie/zombie01/ztorso01b.tga
bumpmap addnormals(models/monsters/zombie/zombie01/ztorso01_local.tga, heightmap(models/monsters/zombie/zombie01/ztorso01b_h.tga, 5 ) )
specularmap models/monsters/zombie/zombie01/ztorso01b_s.tga
}
models/monsters/zombie/zombie01/zhead03
{
forceoverlays
flesh
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zhead03_local.tga models/monsters/zombie/zombie01/zhead03_hi.lwo
diffusemap models/monsters/zombie/zombie01/zhead03.tga
bumpmap addnormals(models/monsters/zombie/zombie01/zhead03_local.tga, heightmap(models/monsters/zombie/zombie01/zhead03_h.tga, 9 ) )
specularmap models/monsters/zombie/zombie01/zhead03_s.tga
}
models/monsters/zombie/zombie01/zhead02
{
forceoverlays
flesh
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zhead02_local.tga models/monsters/zombie/zombie01/zhead02_hi.lwo
diffusemap models/monsters/zombie/zombie01/zhead02.tga
bumpmap addnormals(models/monsters/zombie/zombie01/zhead02_local.tga, heightmap(models/monsters/zombie/zombie01/zhead02_h.tga, 3 ) )
specularmap models/monsters/zombie/zombie01/zhead02_s.tga
}
models/monsters/zombie/zombie01/zhead02b
{
flesh
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zhead02_local.tga models/monsters/zombie/zombie01/zhead02_hi.lwo
diffusemap models/monsters/zombie/zombie01/zhead02b.tga
bumpmap addnormals(models/monsters/zombie/zombie01/zhead02_local.tga, heightmap(models/monsters/zombie/zombie01/zhead02b_h.tga, 3 ) )
specularmap models/monsters/zombie/zombie01/zhead02b_s.tga
}
models/monsters/zombie/zombie01/zlegs01
{
forceoverlays
flesh
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zlegs01_local.tga models/monsters/zombie/zombie01/zlegs01_hi.lwo
diffusemap models/monsters/zombie/zombie01/zlegs01.tga
bumpmap addnormals(models/monsters/zombie/zombie01/zlegs01_local.tga, heightmap(models/monsters/zombie/zombie01/zlegs01_h.tga, 5 ) )
specularmap models/monsters/zombie/zombie01/zlegs01_s.tga
}
models/monsters/zombie/zombie01/zlegs01b
{
flesh
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zlegs01_local.tga models/monsters/zombie/zombie01/zlegs01_hi.lwo
diffusemap models/monsters/zombie/zombie01/zlegs01b.tga
bumpmap addnormals(models/monsters/zombie/zombie01/zlegs01_local.tga, heightmap(models/monsters/zombie/zombie01/zlegs01_h.tga, 5 ) )
specularmap models/monsters/zombie/zombie01/zlegs01b_s.tga
}
models/monsters/zombie/zombie01/zjaw01
{
flesh
clamp
renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zjaw01_local.tga models/monsters/zombie/zombie01/zjaw01_hi.lwo
{
blend diffusemap
map models/monsters/zombie/zombie01/zjaw01.tga
alphaTest 0.5
}
bumpmap addnormals(models/monsters/zombie/zombie01/zjaw01_local.tga, heightmap(models/monsters/zombie/zombie01/zjaw01_h.tga, 5 ) )
specularmap models/monsters/zombie/zombie01/zjaw01_s.tga
}
models/monsters/zombie/zombie01/zhead01
{
flesh
clamp
forceOverlays
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zhead01_local.tga models/monsters/zombie/zombie01/zhead01_hi.lwo
diffusemap models/monsters/zombie/zombie01/zhead01.tga
bumpmap addnormals(models/monsters/zombie/zombie01/zhead01_local.tga, heightmap(models/monsters/zombie/zombie01/zhead01_h.tga, 5 ) )
specularmap models/monsters/zombie/zombie01/zhead01_s.tga
}
models/gibs/meat_strand
{
//
noshadows
twoSided
qer_editorimage models/gibs/meat_strand.tga
{
blend diffusemap
map models/gibs/meat_strand_d.tga
alphaTest 0.5
}
bumpmap heightmap(models/gibs/meat_strand_h.tga , 15 )
specularmap models/gibs/meat_strand_s.tga
}
models/monsters/sentry/adriansentry
{
ricochet
clamp
renderbump -size 1024 1024 -trace 0.07 -colorMap -aa 2 models/monsters/sentry/sentry_local.tga models/monsters/sentry/sentry_hi.lwo
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/sentry/sentrydis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/sentry/sentrydis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
diffusemap models/monsters/sentry/adriansentry_d.tga
bumpmap addnormals( models/monsters/sentry/sentry_local.tga, heightmap( models/monsters/sentry/adriansentry_h.tga, 3 ) )
specularmap models/monsters/sentry/adriansentry_s.tga
}
models/monsters/sentry/spiston_d
{
noShadows
{
blend bumpmap
map models/monsters/sentry/spiston_local.tga
}
{
blend diffuseMap //GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA
map models/monsters/sentry/spiston_d.tga
alphaTest 0.5
}
specularmap models/monsters/sentry/spiston_s.tga
}
models/monsters/sentry/sflap_d
{
noShadows
{
blend bumpmap
map models/monsters/sentry/sflap_local.tga
}
{
blend diffuseMap //GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA
map models/monsters/sentry/sflap_d.tga
alphaTest 0.5
}
specularmap models/monsters/sentry/sflap_s.tga
}
models/monsters/zombie/fatty/bloodyfatty
{
flesh
clamp
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.7 * (time - parm7)
}
diffusemap models/monsters/zombie/fatty/bloodyfatty_d.tga
bumpmap addnormals( models/monsters/zombie/fatty/fatty_local.tga, heightmap( models/monsters/zombie/fatty/fatty_h.tga, 7 ) )
specularmap models/monsters/zombie/fatty/bloodyfatty_s.tga
}
models/monsters/lost/skull
{
clamp
diffusemap models/monsters/lost/skull.tga
bumpmap addnormals( models/monsters/lost/skull_local.tga, heightmap( models/monsters/lost/skull_b.tga, 7 ) )
specularmap models/monsters/lost/skull_s.tga
}
models/monsters/lost/lost_fx
{
noshadows
twoSided
translucent
{
blend add
map models/monsters/lost/lost_fx.tga
rgb eyestable[ time * .3 ]
alphaTest 0.5
}
}
models/monsters/lost/lost_teeth
{
noshadows
twoSided
{
blend diffusemap
map models/monsters/lost/lost_teeth.tga
alphaTest 0.5
}
bumpmap heightmap(models/monsters/lost/lost_teeth_b.tga , 4 )
specularmap models/monsters/lost/lost_teeth_s.tga
}
models/monsters/pinky/teeth
{
twoSided
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
{
if ( parm7 == 0 )
blend diffusemap
map models/monsters/pinky/teeth.tga
alphaTest 0.5
}
bumpmap heightmap(models/monsters/pinky/teeth_b.tga , 6 )
specularmap models/monsters/pinky/teeth_s.tga
}
models/monsters/jethro/jarmor
{
bumpmap addnormals ( models/characters/sarge2/armor/armorhi_local.tga, heightmap ( models/characters/sarge2/armor/armor_h.tga, 3 ) )
diffusemap models/monsters/jethro/jarmor.tga
specularmap models/characters/sarge2/armor/armor_s.tga
}
models/monsters/jethro/jethro
{
bumpmap addnormals( models/monsters/jethro/jethro_local.tga, heightmap( models/monsters/jethro/jethro_h.tga, 5 ) )
diffusemap models/monsters/jethro/jethro.tga
specularmap models/monsters/jethro/jethro_s.tga
}
models/monsters/jethro/jethrohair
{
translucent
nonsolid
noimpact
twosided
noshadows
//polygonOffset
{
blend gl_dst_color,gl_zero
map models/monsters/jethro/jethrohair.tga
}
}
models/monsters/jethro/jethrohair2
{
translucent
nonsolid
noimpact
twosided
noshadows
//polygonOffset
{
blend gl_dst_color,gl_zero
map models/monsters/jethro/jethrohair2.tga
}
}
models/monsters/jethro/jethroa
{
bumpmap addnormals( models/monsters/jethro/jethro_local.tga, heightmap( models/monsters/jethro/jethro_h.tga, 5 ) )
diffusemap models/monsters/jethro/grey.tga
specularmap models/monsters/jethro/grey2.tga
}
models/monsters/jethro/jethrob
{
bumpmap addnormals( models/monsters/jethro/jethro2_local.tga, heightmap( models/monsters/jethro/jethro_h.tga, 5 ) )
diffusemap models/monsters/jethro/grey.tga
specularmap models/monsters/jethro/grey2.tga
}
models/monsters/bruiser/eyes
{
noshadows
translucent
{
blend add
map models/monsters/bruiser/eyes.tga
rgb eyestable[ time * .3 ]
}
}
models/monsters/adrian/amumble
{
bumpmap addnormals( models/monsters/adrian/amumble_hm.tga, heightmap( models/monsters/adrian/amumble_add.tga, 3 ) )
diffusemap models/monsters/adrian/amumble.tga
specularmap models/monsters/adrian/amumble_s.tga
}
models/monsters/adrian/ahmumble
{
bumpmap addnormals( models/monsters/adrian/ahmumble_hm.tga, heightmap( models/monsters/adrian/ahmumble_add.tga, 4 ) )
diffusemap models/monsters/adrian/ahmumble.tga
specularmap models/monsters/adrian/ahmumble_s.tga
}
models/monsters/adrian/atag
{
twosided
{
blend diffusemap
map models/monsters/adrian/atag.tga
alphaTest 0.5
}
}
models/monsters/mumble/tag
{
noShadows
twosided
{
blend diffusemap
map models/monsters/mumble/tag.tga
alphaTest 0.5
}
}
models/monsters/mumble/mumble
{
bumpmap addnormals( models/monsters/mumble/mumble_hm.tga, heightmap( models/monsters/mumble/mumble_add.tga, 3 ) )
diffusemap models/monsters/mumble/mumble.tga
specularmap models/monsters/mumble/mumble_s.tga
}
models/monsters/mumble/hmumble
{
bumpmap addnormals( models/monsters/mumble/hmumble_hm.tga, heightmap( models/monsters/mumble/hmumble_add.tga, 4 ) )
diffusemap models/monsters/mumble/hmumble.tga
specularmap models/monsters/mumble/hmumble_s.tga
}
models/monsters/zombie/zhead01
{
bumpmap addnormals( models/monsters/zombie/zhead01_b.tga, heightmap( models/monsters/zombie/zhead01_add.tga, 7 ) )
diffusemap models/monsters/zombie/zhead01_d.tga
specularmap models/monsters/zombie/zhead01_s.tga
}
models/monsters/zombie/zombie01
{
bumpmap addnormals( ase/zb_local.tga, heightmap( models/monsters/zombie/zombie01_add.tga, 7 ) )
diffusemap models/monsters/zombie/zombie01_d.tga
specularmap models/monsters/zombie/zombie01_s.tga
}
models/monsters/zombie/boney/adrianboney01
{
unsmoothedTangents
flesh
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.5 * (time - parm7)
}
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
forceoverlays
diffusemap models/monsters/zombie/boney/a_boney_dhell01b
{
blend bumpmap
map addnormals(models/monsters/zombie/boney/a_boney_localhell02.tga, heightmap(models/monsters/zombie/boney/a_boney_bhell01.tga, 6 ) )
}
specularmap models/monsters/zombie/boney/a_boney_shell01.tga
}
models/monsters/zombie/boney/adrianboney02
{
unsmoothedTangents
flesh
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.5 * (time - parm7)
}
renderbump -size 1024 1024 -trace 0.03 -colorMap -aa 2 models/monsters/zombie/boney/boney_local.tga models/monsters/zombie/boney/boney_hi.lwo
forceoverlays
diffusemap models/monsters/zombie/boney/a_boney_dhell02.tga
{
blend bumpmap
map addnormals(models/monsters/zombie/boney/boney_local.tga, heightmap(models/monsters/zombie/boney/a_boney_bhell02.tga, 3 ) )
}
specularmap models/monsters/zombie/boney/a_boney_shell02.tga
}
models/monsters/hellknight/a_hk_cutter
{
flesh
unsmoothedTangents
renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 1 models/monsters/hellknight/hellknight_local.tga models/monsters/hellknight/zhellknight_hi.lwo
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/hellknight/hellknight_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/hellknight/hellknight_dis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
forceOverlays
diffusemap models/monsters/hellknight/a_hellknight_04a.tga
bumpmap addnormals(models/monsters/hellknight/hellknight_local.tga, heightmap(models/monsters/hellknight/a_hellknight_b01.tga, 9 ) )
specularmap models/monsters/hellknight/a_hellknight_s04a.tga
}
models/monsters/hellknight/a_hk_branded
{
flesh
unsmoothedTangents
renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 1 models/monsters/hellknight/hellknight_local.tga models/monsters/hellknight/zhellknight_hi.lwo
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/hellknight/hellknight_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/hellknight/hellknight_dis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
forceOverlays
diffusemap models/monsters/hellknight/a_hk_branded_02b.tga
bumpmap addnormals(models/monsters/hellknight/hellknight_local.tga, heightmap(models/monsters/hellknight/a_hk_branded_b01.tga, 10 ) )
specularmap models/monsters/hellknight/a_hk_branded_s02b.tga
}
models/monsters/imp/a_hellimp
{
unsmoothedTangents
//
flesh
renderbump -size 512 512 -aa 3 models/monsters/imp/imp_local.tga models/monsters/imp/work/imp_hp.lwo
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/imp/imp_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/imp/imp_dis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
forceOverlays
bumpmap addnormals(models/monsters/imp/imp_local.tga, heightmap(models/monsters/imp/a_imp_b08a, 10 ) )
diffusemap models/monsters/imp/a_imp_d08a
specularmap models/monsters/imp/a_imp_s08a
}
models/monsters/maggot/a_hellmaggot
{
unsmoothedTangents
flesh
clamp
renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 2 models/monsters/maggot/maggot3_local.tga models/monsters/maggot/maggot3_hi.lwo
{ // burning corpse effect
if parm7 // only when dead
// make a burned away alpha test for the normal skin
blend gl_zero, gl_one // don't draw anything
map models/monsters/maggot/maggot3_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
map models/monsters/maggot/maggot3_dis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
forceOverlays
diffusemap models/monsters/maggot/a_maggot3_d02.tga
bumpmap addnormals (models/monsters/maggot/maggot3_local.tga, heightmap(models/monsters/maggot/a_maggot3_b02, 8 ) )
specularmap models/monsters/maggot/a_maggot3_s02.tga
}