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GameStar Special 2004 September
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GSSH0904CD2.iso
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Doom3
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Q3toD3
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Q3toD3 GUI.msi
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Instal01.cab
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_23A7B1199AC74CE4A9CD2D4D29A5E057
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2004-08-10
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1,339 lines
textures/REGION
{
surfaceparm nolightmap
}
// the background for the netgraph
lagometer
{
nopicmip
{
map gfx/2d/lag.tga
}
}
// blinked on top of lagometer when connection is interrupted
disconnected
{
nopicmip
{
map gfx/2d/net.tga
}
}
white
{
{
map *white
blendfunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbgen vertex
}
}
console
{
nopicmip
nomipmaps
{
map gfx/misc/console01.tga
blendFunc GL_ONE GL_ZERO
tcMod scroll .02 0
tcmod scale 2 1
}
{
map gfx/misc/console02.tga
//map textures/sfx/firegorre3.tga
blendFunc add
tcMod turb 0 .1 0 .1
tcMod scale 2 1
tcmod scroll 0.2 .1
}
}
menuback
{
nopicmip
nomipmaps
//{
// map textures/sfx/logo512.tga
//}
//{
// map textures/sfx/specular.tga
// //blendfunc add
// tcMod turb 0 .8 0 .2
// tcmod scroll -.1 -.2
//}
{
map textures/sfx/logo512.tga
// blendFunc blend
rgbgen identity
}
//{
// map textures/sfx/proto_zzzdrk.tga
// blendFunc add
// tcMod turb 0 .1 0 .9
// tcmod scale .2 .2
// tcMod scroll .02 0.7
// rgbgen identity
//}
}
menubacknologo
{
nopicmip
nomipmaps
{
map gfx/colors/black.tga
//map textures/sfx/proto_zzzdrk.tga
// tcMod turb 0 .1 0 .9
// tcmod scale .2 .2
// tcMod scroll .02 0.7
}
}
menubackRagePro // blends turn to shit on rage pro, so skip it
{
nopicmip
nomipmaps
{
map textures/sfx/logo512.tga
}
}
levelShotDetail
// used to break up the blur on levelshots
{
nopicmip
{
map textures/sfx/detail.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
rgbgen identity
}
}
//
// special effects as seen on players
//
powerups/battleSuit
{
deformVertexes wave 100 sin 1 0 0 0
{
map textures/effects/envmapgold2.tga
//map textures/sfx/specular.tga
tcGen environment
tcMod turb 0 0.15 0 0.3
tcmod rotate 333
tcmod scroll .3 .3
blendfunc GL_ONE GL_ONE
}
}
powerups/battleWeapon
{
deformVertexes wave 100 sin 0.5 0 0 0
{
map textures/effects/envmapgold2.tga
//map textures/sfx/specular.tga
tcGen environment
tcMod turb 0 0.15 0 0.3
tcmod rotate 333
tcmod scroll .3 .3
blendfunc GL_ONE GL_ONE
}
}
powerups/invisibility
{
{
map textures/effects/invismap.tga
//map textures/sfx/specular.tga
blendfunc GL_ONE GL_ONE
tcMod turb 0 0.15 0 0.25
tcGen environment
}
}
powerups/quad
{
deformVertexes wave 100 sin 3 0 0 0
{
map textures/effects/quadmap2.tga
blendfunc GL_ONE GL_ONE
tcGen environment
tcmod rotate 30
//tcMod turb 0 0.2 0 .2
tcmod scroll 1 .1
}
}
powerups/quadWeapon
{
deformVertexes wave 100 sin 0.5 0 0 0
{
map textures/effects/quadmap2.tga
blendfunc GL_ONE GL_ONE
tcGen environment
tcmod rotate 30
//tcMod turb 0 0.2 0 .2
tcmod scroll 1 .1
}
}
powerups/regen
{
deformVertexes wave 100 sin 3 0 0 0
{
map textures/effects/regenmap2.tga
blendfunc GL_ONE GL_ONE
tcGen environment
tcmod rotate 30
//tcMod turb 0 0.2 0 .2
tcmod scroll 1 .1
}
}
//=========================
//
// holdable item icons
//
icons/teleporter
{
nopicmip
{
map icons/teleporter.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
icons/medkit
{
nopicmip
{
map icons/medkit.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
//
// powerup icons
//
icons/envirosuit
{
nopicmip
{
map icons/envirosuit.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
icons/quad
{
nopicmip
{
map icons/quad.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
icons/haste
{
nopicmip
{
map icons/haste.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
icons/invis
{
nopicmip
{
map icons/invis.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
icons/regen
{
nopicmip
{
map icons/regen.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
icons/flight
{
nopicmip
{
map icons/flight.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
// reward medals used in the game floating over client's heads
medal_impressive
{
nopicmip
{
clampmap menu/medals/medal_impressive.tga
blendFunc blend
}
}
medal_excellent
{
nopicmip
{
clampmap menu/medals/medal_excellent.tga
blendFunc blend
}
}
medal_gauntlet
{
nopicmip
{
clampmap menu/medals/medal_gauntlet.tga
blendFunc blend
}
}
//
// weapon icons
//
icons/iconw_gauntlet
{
nopicmip
{
map icons/iconw_gauntlet.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
icons/iconw_machinegun
{
nopicmip
{
map icons/iconw_machinegun.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
icons/iconw_rocket
{
nopicmip
{
map icons/iconw_rocket.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
icons/iconw_shotgun
{
nopicmip
{
map icons/iconw_shotgun.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbgen identitylighting
}
}
icons/iconw_grenade
{
nopicmip
{
map icons/iconw_grenade.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
icons/iconw_lightning
{
nopicmip
{
map icons/iconw_lightning.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
icons/iconw_plasma
{
nopicmip
{
map icons/iconw_plasma.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
icons/iconw_railgun
{
nopicmip
{
map icons/iconw_railgun.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
icons/iconw_bfg
{
nopicmip
{
map icons/iconw_bfg.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
icons/iconw_grapple
{
nopicmip
{
map icons/iconw_grapple.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
//
// ammo icons
//
icons/icona_machinegun
{
nopicmip
{
map icons/icona_machinegun.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
icons/icona_rocket
{
nopicmip
{
map icons/icona_rocket.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
icons/icona_shotgun
{
nopicmip
{
map icons/icona_shotgun.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbgen identitylighting
}
}
icons/icona_grenade
{
nopicmip
{
map icons/icona_grenade.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
icons/icona_lightning
{
nopicmip
{
map icons/icona_lightning.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
icons/icona_plasma
{
nopicmip
{
map icons/icona_plasma.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
icons/icona_railgun
{
nopicmip
{
map icons/icona_railgun.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
icons/icona_bfg
{
nopicmip
{
map icons/icona_bfg.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
//
// armor icons
//
icons/iconr_shard
{
nopicmip
{
map icons/iconr_shard.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
icons/iconr_yellow
{
nopicmip
{
map icons/iconr_yellow.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
icons/iconr_red
{
nopicmip
{
map icons/iconr_red.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
//
// health icons
//
icons/iconh_green
{
nopicmip
{
map icons/iconh_green.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
icons/iconh_yellow
{
nopicmip
{
map icons/iconh_yellow.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
icons/iconh_red
{
nopicmip
{
map icons/iconh_red.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
//{
// clampmap icons/iconh_red2.tga
// blendFunc blend
// tcMod stretch sin .04 1 0 1
//}
}
icons/iconh_mega
{
nopicmip
{
map icons/iconh_mega.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
//
// CTF icons
//
icons/iconf_red
{
nopicmip
{
map icons/iconf_red.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
icons/iconf_blu
{
nopicmip
{
map icons/iconf_blu.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
//===================================================
gfx/2d/menuinfo
{
nopicmip
{
map gfx/2d/menuinfo.tga
}
}
gfx/2d/menuinfo2
{
nopicmip
{
map gfx/2d/menuinfo2.tga
}
}
gfx/2d/quit
{
nopicmip
nomipmaps
{
map gfx/2d/quit.tga
}
}
gfx/2d/cursor
{
nopicmip
nomipmaps
{
map gfx/2d/cursor.tga
}
}
//==========================================================================
sprites/balloon3
{
{
map sprites/balloon4.tga
blendfunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
// this is an example of a crossfaded animation cycle
textures/animationTest
{
qer_editorimage textures/liquids/bloodwater1.tga
{
animMap 0.5 textures/liquids/bloodwater1.tga textures/liquids/pool.tga textures/liquids/slime7.tga
}
{
animMap 0.5 textures/liquids/pool.tga textures/liquids/slime7.tga textures/liquids/bloodwater1.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen wave sawtooth 0 1 0 0.5
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
}
teleportEffect
{
cull none
{
map gfx/misc/teleportEffect2.tga
blendFunc GL_ONE GL_ONE
rgbGen entity
tcMod scale 1 4
tcMod scroll 0 2
}
}
// markShadow is the very cheap blurry blob underneat the player
markShadow
{
polygonOffset
{
map gfx/damage/shadow.tga
blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
rgbGen exactVertex
}
}
// projectionShadow is used for cheap squashed model shadows
projectionShadow
{
polygonOffset
deformVertexes projectionShadow
{
map *white
blendFunc GL_ONE GL_ZERO
rgbGen wave square 0 0 0 0 // just solid black
}
}
// wake is the mark on water surfaces for paddling players
wake
{
{
clampmap sprites/splash.tga
blendFunc GL_ONE GL_ONE
rgbGen vertex
tcmod rotate 250
tcMod stretch sin .9 0.1 0 0.7
rgbGen wave sin .7 .3 .25 .5
}
{
clampmap sprites/splash.tga
blendFunc GL_ONE GL_ONE
rgbGen vertex
tcmod rotate -230
tcMod stretch sin .9 0.05 0 0.9
rgbGen wave sin .7 .3 .25 .4
}
}
// viewBloodBlend gives the blended directional cue when you get hit
viewBloodBlend
{
sort nearest
{
//map models/weaphits/blood201.tga
map gfx/damage/blood_screen.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identityLighting
alphaGen vertex
}
}
waterBubble
{
sort underwater
cull none
entityMergable // allow all the sprites to be merged together
{
map sprites/bubble.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen vertex
alphaGen vertex
}
}
smokePuff
{
cull none
entityMergable // allow all the sprites to be merged together
{
map gfx/misc/smokepuff3.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen vertex
alphaGen vertex
}
}
hasteSmokePuff // drops behind player's feet when speeded
{
cull none
entityMergable // allow all the sprites to be merged together
{
map gfx/misc/smokepuff3.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
//blendfunc GL_ONE GL_ONE
rgbGen vertex
alphaGen vertex
}
}
smokePuffRagePro
{
cull none
entityMergable // allow all the sprites to be merged together
{
map gfx/misc/smokepuffragepro.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
shotgunSmokePuff
{
cull none
{
map gfx/misc/smokepuff2b.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen entity
rgbGen entity
}
}
flareShader
{
cull none
{
map gfx/misc/flare.tga
blendFunc GL_ONE GL_ONE
rgbGen vertex
}
}
sun
{
cull none
{
map gfx/misc/sun.tga
blendFunc GL_ONE GL_ONE
rgbGen vertex
}
}
railDisc
{
sort nearest
cull none
deformVertexes wave 100 sin 0 .5 0 2.4
{
clampmap gfx/misc/raildisc_mono2.tga
blendFunc GL_ONE GL_ONE
rgbGen vertex
tcMod rotate -30
}
}
railCore
{
sort nearest
cull none
{
map gfx/misc/railcorethin_mono.tga
blendFunc GL_ONE GL_ONE
rgbGen vertex
tcMod scroll -1 0
}
}
lightningBolt
{
cull none
{
map gfx/misc/lightning3.tga
blendFunc GL_ONE GL_ONE
// rgbgen wave sin 1 5.1 0 7.1
rgbgen wave sin 1 0.5 0 7.1
tcmod scale 2 1
tcMod scroll -5 0
}
{
map gfx/misc/lightning3.tga
blendFunc GL_ONE GL_ONE
// rgbgen wave sin 1 8.3 0 8.1
rgbgen wave sin 1 0.8 0 8.1
tcmod scale -1.3 -1
tcMod scroll -7.2 0
}
}
// shader used on the occasional machinegun bullet tracers
gfx/misc/tracer
{
cull none
{
map gfx/misc/tracer2.tga
blendFunc GL_ONE GL_ONE
}
}
//
// wall marks
// use blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR so that
// their "contribution" can be damped down in fog volumes
// with distance
bloodMark
{
nopicmip // make sure a border remains
polygonOffset
{
clampmap gfx/damage/blood_stain.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identityLighting
alphaGen vertex
}
}
bloodTrail
{
nopicmip // make sure a border remains
entityMergable // allow all the sprites to be merged together
{
//clampmap gfx/misc/blood.tga
clampmap gfx/damage/blood_spurt.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen vertex
alphaGen vertex
}
}
gfx/damage/bullet_mrk
{
polygonOffset
{
map gfx/damage/bullet_mrk.tga
blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
rgbGen exactVertex
}
}
gfx/damage/burn_med_mrk
{
polygonOffset
{
map gfx/damage/burn_med_mrk.tga
blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
rgbGen exactVertex
}
}
gfx/damage/hole_lg_mrk
{
polygonOffset
{
map gfx/damage/hole_lg_mrk.tga
blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
rgbGen exactVertex
}
}
gfx/damage/plasma_mrk
{
polygonOffset
{
map gfx/damage/plasma_mrk.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen vertex
alphaGen vertex
}
}
//===============================================================
// scoreboard header tabs
scoreboardName
{
nopicmip
nomipmaps
{
clampmap menu/tab/name.tga
blendfunc blend
}
}
scoreboardScore
{
nopicmip
nomipmaps
{
clampmap menu/tab/score.tga
blendfunc blend
}
}
scoreboardTime
{
nopicmip
nomipmaps
{
clampmap menu/tab/time.tga
blendfunc blend
}
}
scoreboardPing
{
nopicmip
nomipmaps
{
clampmap menu/tab/ping.tga
blendfunc blend
}
}
//===============================================================
gfx/2d/crosshair
{
nopicmip
{
map gfx/2d/crosshair.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
}
}
gfx/2d/crosshairb
{
nopicmip
{
map gfx/2d/crosshairb.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
}
}
gfx/2d/crosshairc
{
nopicmip
{
map gfx/2d/crosshairc.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
}
}
gfx/2d/crosshaird
{
nopicmip
{
map gfx/2d/crosshaird.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
}
}
gfx/2d/crosshaire
{
nopicmip
{
map gfx/2d/crosshaire.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
}
}
gfx/2d/crosshairf
{
nopicmip
{
map gfx/2d/crosshairf.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
}
}
gfx/2d/crosshairg
{
nopicmip
{
map gfx/2d/crosshairg.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
}
}
gfx/2d/crosshairh
{
nopicmip
{
map gfx/2d/crosshairh.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
}
}
gfx/2d/crosshairi
{
nopicmip
{
map gfx/2d/crosshairi.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
}
}
gfx/2d/crosshairj
{
nopicmip
{
map gfx/2d/crosshairj.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
}
}
gfx/2d/crosshairk
{
nopicmip
{
map gfx/2d/crosshairk.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
}
}
gfx/2d/bigchars
{
nopicmip
nomipmaps
{
map gfx/2d/bigchars.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbgen vertex
}
}
gfx/2d/select
{
nopicmip
{
map gfx/2d/select.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
rgbgen vertex
}
}
gfx/2d/assault1d
{
nopicmip
{
map gfx/2d/assault1d.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
gfx/2d/armor1h
{
nopicmip
{
map gfx/2d/armor1h.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
gfx/2d/health
{
nopicmip
{
map gfx/2d/health.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
gfx/2d/blank
{
nopicmip
{
map gfx/2d/blank.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
gfx/2d/numbers/zero_32b
{
nopicmip
{
map gfx/2d/numbers/zero_32b.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbgen vertex
}
}
gfx/2d/numbers/one_32b
{
nopicmip
{
map gfx/2d/numbers/one_32b.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbgen vertex
}
}
gfx/2d/numbers/two_32b
{
nopicmip
{
map gfx/2d/numbers/two_32b.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbgen vertex
}
}
gfx/2d/numbers/three_32b
{
nopicmip
{
map gfx/2d/numbers/three_32b.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbgen vertex
}
}
gfx/2d/numbers/four_32b
{
nopicmip
{
map gfx/2d/numbers/four_32b.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbgen vertex
}
}
gfx/2d/numbers/five_32b
{
nopicmip
{
map gfx/2d/numbers/five_32b.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbgen vertex
}
}
gfx/2d/numbers/six_32b
{
nopicmip
{
map gfx/2d/numbers/six_32b.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbgen vertex
}
}
gfx/2d/numbers/seven_32b
{
nopicmip
{
map gfx/2d/numbers/seven_32b.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbgen vertex
}
}
gfx/2d/numbers/eight_32b
{
nopicmip
{
map gfx/2d/numbers/eight_32b.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbgen vertex
}
}
gfx/2d/numbers/nine_32b
{
nopicmip
{
map gfx/2d/numbers/nine_32b.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbgen vertex
}
}
gfx/2d/numbers/minus_32b
{
nopicmip
{
map gfx/2d/numbers/minus_32b.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbgen vertex
}
}
//
// weapon hits
// All of these will be put on entities with a shaderTime offset, so they
// can be expected to start at time 0 for each separate explosion
//
// Many of these are use smoothly morphed animating textures by pairing
// sawtooth and iverse sawtooth rgbGens
plasmaExplosion
{
cull disable
{
clampmap models/weaphits/plasmaboom.tga
blendfunc add
tcMod stretch triangle .6 0.1 0 8
tcmod rotate 999
rgbGen wave inversesawtooth 0 1 0 1.5
}
}
railExplosion
{
cull disable
{
animmap 5 models/weaphits/ring02_1.tga models/weaphits/ring02_2.tga models/weaphits/ring02_3.tga models/weaphits/ring02_4.tga gfx/colors/black.tga
alphaGen wave inversesawtooth 0 1 0 5
blendfunc blend
}
{
animmap 5 models/weaphits/ring02_2.tga models/weaphits/ring02_3.tga models/weaphits/ring02_4.tga gfx/colors/black.tga gfx/colors/black.tga
alphaGen wave sawtooth 0 1 0 5
blendfunc blend
}
}
lightningExplosion
{
cull disable
{
animmap 5 models/weaphits/ring02_1.tga models/weaphits/ring02_3.tga models/weaphits/ring02_3.tga gfx/colors/black.tga
rgbGen wave inversesawtooth 0 1 0 5
blendfunc add
}
{
animmap 5 models/weaphits/ring02_2.tga models/weaphits/ring02_3.tga gfx/colors/black.tga gfx/colors/black.tga
rgbGen wave sawtooth 0 1 0 5
blendfunc add
}
}
bulletExplosion
{
cull disable
{
animmap 5 models/weaphits/bullet1.tga models/weaphits/bullet2.tga models/weaphits/bullet3.tga gfx/colors/black.tga
rgbGen wave inversesawtooth 0 1 0 5
blendfunc add
}
{
animmap 5 models/weaphits/bullet2.tga models/weaphits/bullet3.tga gfx/colors/black.tga gfx/colors/black.tga
rgbGen wave sawtooth 0 1 0 5
blendfunc add
}
}
rocketExplosion
{
cull disable
{
animmap 8 models/weaphits/rlboom/rlboom_1.tga models/weaphits/rlboom/rlboom_2.tga models/weaphits/rlboom/rlboom_3.tga models/weaphits/rlboom/rlboom_4.tga models/weaphits/rlboom/rlboom_5.tga models/weaphits/rlboom/rlboom_6.tga models/weaphits/rlboom/rlboom_7.tga models/weaphits/rlboom/rlboom_8.tga
rgbGen wave inversesawtooth 0 1 0 8
blendfunc add
}
{
animmap 8 models/weaphits/rlboom/rlboom_2.tga models/weaphits/rlboom/rlboom_3.tga models/weaphits/rlboom/rlboom_4.tga models/weaphits/rlboom/rlboom_5.tga models/weaphits/rlboom/rlboom_6.tga models/weaphits/rlboom/rlboom_7.tga models/weaphits/rlboom/rlboom_8.tga gfx/colors/black.tga
rgbGen wave sawtooth 0 1 0 8
blendfunc add
}
}
grenadeExplosion
{
cull disable
{
animmap 5 models/weaphits/glboom/glboom_1.tga models/weaphits/glboom/glboom_2.tga models/weaphits/glboom/glboom_3.tga
rgbGen wave inversesawtooth 0 1 0 5
blendfunc add
}
{
animmap 5 models/weaphits/glboom/glboom_2.tga models/weaphits/glboom/glboom_3.tga gfx/colors/black.tga
rgbGen wave sawtooth 0 1 0 5
blendfunc add
}
}
bfgExplosion
{
cull disable
{
animmap 5 models/weaphits/bfgboom/bfgboom_1.tga models/weaphits/bfgboom/bfgboom_2.tga models/weaphits/bfgboom/bfgboom_3.tga
rgbGen wave inversesawtooth 0 1 0 5
blendfunc add
}
{
animmap 5 models/weaphits/bfgboom/bfgboom_2.tga models/weaphits/bfgboom/bfgboom_3.tga gfx/colors/black.tga
rgbGen wave sawtooth 0 1 0 5
blendfunc add
}
}
bloodExplosion // spurt of blood at point of impact
{
cull disable
{
animmap 5 models/weaphits/blood201.tga models/weaphits/blood202.tga models/weaphits/blood203.tga models/weaphits/blood204.tga models/weaphits/blood205.tga
blendfunc blend
}
}