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Text File | 2002-04-07 | 227.5 KB | 7,638 lines |
- QQRKSRC1
- // Configuration file for Quake 2
-
- // This file contains :
- //
- // * List of Quake 2 textures
- // By: Akuma (AKUMA@BTinternet.com)
- // http://www.btinternet.com/~akuma/
- //
- // * List of Quake 2 entities
- // and formatting for Quake 2 entities' Specifics
- // By: Kasper Kystol Andersen (SpaceDog) <spacedog@get2net.dk>
- // Reviewed by: Richard Hatch <wernbowl@airmail.net>
- //
- // Thanks to these three person. - Armin -
- //
- // See comments in file Defaults.qrk.
-
- //$Header: /cvsroot/quark/runtime/addons/Quake_2/DataQ2.qrk,v 1.6 2002/04/07 12:43:48 decker_dk Exp $
- // ----------- REVISION HISTORY ------------
- //$Log: DataQ2.qrk,v $
- //Revision 1.6 2002/04/07 12:43:48 decker_dk
- //Purified texture-flags
- //
- //Revision 1.5 2001/10/05 18:00:04 decker_dk
- //Removed 'bbox' for non-visible point-entities
- //
- //Revision 1.4 2001/06/08 20:16:34 decker_dk
- //Small HTTP-URL change.
- //
- //Revision 1.3 2001/04/23 18:39:23 decker_dk
- //Modified translucent/transparent (Thanks to Gary A. Chojnowski <noxia@cityisp.net>)
- //
- //Revision 1.2 2001/03/20 21:56:49 decker_dk
- //Added log-header / misc.
- //
- //Revision 1.1 2001/02/11 11:08:40 decker_dk
- //Moved from addons directory
- //
-
- {
- QuArKProtected = "1" // Additionnal user warnings to prevents accidental change of this file
- Description = "Base Quake 2 data"
-
- // RunGame:incl =
- // {
- // Typ = "G"
- // CheckFileCfg = ":Program"
- // Exec[] = "[::Program] +set game [::tmpQuArK] +map [~map]"
- // Dir[] = "[::Directory]"
- // }
-
- Quake 2 setup.qctx =
- {
- Game = "Quake 2"
- SFSkills = '256 512 1024 2048' // must be 4 or 6 values : easy/medium/hard/deathm.[/coop/single]
- HTML = "help\index.html"
- TexFlagsTransparent = '16 0.6667 32 0.3333' // bit of value 16 (resp 32) means "66% transparent" (resp 33%)
- // DrawMap: =
- // {
- // Spec = "light"
- // Circle: = {center[]="[~origin]" radius[]="[~light]*0.9" color[]="[~_color]"}
- // }
- // Textured: =
- // {
- // Bkgnd = $03 // gray (color indices in the Quake palette)
- // Normal = $FF // rose-brown
- // GroupSel = $0F // white
- // UniqueSel = $DD // yellow
- // HiddenSel = $E2 // orange
- // Duplicator = $F1 // blue
- // Model = $00 // black (for the lines)
- // ModelNoSkin= $05 // gray
- // }
- TextureFlags:form = // a form for setting Quake 2 texture flags on polyhedron faces
- {
- Style = "5"
-
- Reset: = // Reset button
- {
- Cap = "Reset to default" // button caption
- Typ = "B" // "B"utton
- Hint = "Reset all flags to the texture's default"
- Delete: =
- {
- Flags = "" // the button deletes these Specifics
- Contents = ""
- Value = ""
- }
- }
-
- Sep: ={Txt="" Typ="S"} // separator
-
- Contents:={Txt="Brush" Cap="water" Typ="X32" Hint="water"}
- Contents:={Txt="" Cap="slime" Typ="X16" Hint="mildly damaging"}
- Contents:={Txt="" Cap="lava" Typ="X8" Hint="very damaging"}
- Contents:={Txt="" Cap="window" Typ="X2" Hint="transparent (the opposite face of windows are not drawn)"}
- Contents:={Txt="" Cap="translucent" Typ="X268435456" Hint="translucent (allows light to pass, not vision - e.g. use for water)"}
- Contents:={Txt="" Cap="mist" Typ="X64" Hint="non-solid window (Player can walk through it)"}
- Contents:={Txt="" Cap="origin" Typ="X16777216" Hint="use as centrepoint, for rotating objects only"}
- Contents:={Txt="" Cap="playerclip" Typ="X65536" Hint="Stops Players from passing through"}
- Contents:={Txt="" Cap="monsterclip" Typ="X131072" Hint="Stops monsters passing through"}
- Contents:={Txt="" Cap="detail" Typ="X134217728" Hint="for small, detail brushes that QVIS3 can ignore"}
- Contents:={Txt="" Cap="ladder" Typ="X536870912" Hint="Player can climb up this"}
- Contents:={Txt="" Cap="auxi" Typ="X4" Hint="??"}
-
- Sep: ={Txt="" Typ="S"} // separator
-
- Contents:={Txt="Flowing" Cap="current_0" Typ="X262144" Hint="Flowing water pushes to 0 west"}
- Contents:={Txt="" Cap="current_90" Typ="X524288" Hint="Flowing water pushes to 90 north"}
- Contents:={Txt="" Cap="current_180" Typ="X1048576" Hint="Flowing water pushes to 180 east"}
- Contents:={Txt="" Cap="current_270" Typ="X2097152" Hint="Flowing water pushes to 270 south"}
- Contents:={Txt="" Cap="current_up" Typ="X4194304" Hint="Flowing water pushes Upwards"}
- Contents:={Txt="" Cap="current_dn" Typ="X8388608" Hint="Flowing water pushes Down"}
-
- Sep: ={Txt="" Typ="S"} // separator
-
- Flags: ={Txt="Face" Cap="hint" Typ="X256" Hint="tell QBSP3 to cut along this plane first"}
- Flags: ={Txt="" Cap="skip" Typ="X512" Hint="completely ignore, allowing non-closed brushes"}
- Flags: ={Txt="" Cap="light" Typ="X1" Hint="'value' is the light quantity"}
- Flags: ={Txt="" Cap="slick" Typ="X2" Hint="slidy surface"}
- Flags: ={Txt="" Cap="sky" Typ="X4" Hint="sky -can be used with 'light'"}
- Flags: ={Txt="" Cap="warping" Typ="X8" Hint="turbulent water warp (for 64x64 textures only)"}
- Flags: ={Txt="" Cap="trans33" Typ="X16" Hint="transparent, 33% (more see-through than 50%)"}
- Flags: ={Txt="" Cap="trans66" Typ="X32" Hint="transparent, 66% (less see-through than 50%)"}
- Flags: ={Txt="" Cap="flowing" Typ="X64" Hint="flow direction towards angle 0"}
- Flags: ={Txt="" Cap="nodraw" Typ="X128" Hint="for clip textures and trigger textures"}
-
- Sep: ={Txt="" Typ="S"} // separator
-
- Value: ={Txt="Value" Typ="E" Hint="The meaning of this depends on the other flags"}
- }
- }
-
- NewFiles.qtx =
- {
- ToolBox = "New files..."
- Root = "Quake 2 file types.qtxfolder"
- Quake 2 file types.qtxfolder =
- {
- Texture.wal = { ;incl="EmptyTexture" }
- CIN Video.cin = { }
-
- }
- }
-
- walltex:incl= {tex="e1u1/damage1_1"} // Default texture for walls
- floortex:incl={tex="e1u1/c_met51a"} // Default texture for floor
- ceiltex:incl= {tex="e1u1/sky1"} // Default texture for ceiling (sky)
- NewMap:incl = // the map has all its data (there is a whole room to start with)
- {
- Game = "Quake 2"
- Root = "worldspawn:b"
- worldspawn:b =
- {
- Border walls:g =
- {
- East wall:p =
- {
- west:f = { v = '256 0 272 256 -128 272 256 0 400' walltex = ! }
- east:f = { v = '272 0 272 272 128 272 272 0 400' walltex = ! }
- south:f = { v = '432 -192 272 560 -192 272 432 -192 400' walltex = ! }
- north:f = { v = '432 192 272 304 192 272 432 192 400' walltex = ! }
- down:f = { v = '432 0 -96 560 0 -96 432 -128 -96' walltex = ! }
- up:f = { v = '432 0 96 560 0 96 432 128 96' walltex = ! }
- }
- West wall:p =
- {
- west:f = { v = '-272 0 272 -272 -128 272 -272 0 400' walltex = ! }
- east:f = { v = '-256 0 272 -256 128 272 -256 0 400' walltex = ! }
- south:f = { v = '432 -192 272 560 -192 272 432 -192 400' walltex = ! }
- north:f = { v = '432 192 272 304 192 272 432 192 400' walltex = ! }
- down:f = { v = '432 0 -96 560 0 -96 432 -128 -96' walltex = ! }
- up:f = { v = '432 0 96 560 0 96 432 128 96' walltex = ! }
- }
- North wall:p =
- {
- west:f = { v = '-256 0 272 -256 -128 272 -256 0 400' walltex = ! }
- east:f = { v = '256 0 272 256 128 272 256 0 400' walltex = ! }
- south:f = { v = '432 192 272 560 192 272 432 192 400' walltex = ! }
- north:f = { v = '432 208 272 304 208 272 432 208 400' walltex = ! }
- down:f = { v = '432 0 -96 560 0 -96 432 -128 -96' walltex = ! }
- up:f = { v = '432 0 96 560 0 96 432 128 96' walltex = ! }
- }
- South wall:p =
- {
- west:f = { v = '-256 0 272 -256 -128 272 -256 0 400' walltex = ! }
- east:f = { v = '256 0 272 256 128 272 256 0 400' walltex = ! }
- south:f = { v = '432 -208 272 560 -208 272 432 -208 400' walltex = ! }
- north:f = { v = '432 -192 272 304 -192 272 432 -192 400' walltex = ! }
- down:f = { v = '432 0 -96 560 0 -96 432 -128 -96' walltex = ! }
- up:f = { v = '432 0 96 560 0 96 432 128 96' walltex = ! }
- }
- Sky:p =
- {
- west:f = { v = '-256 0 272 -256 -128 272 -256 0 400' ceiltex = ! }
- east:f = { v = '256 0 272 256 128 272 256 0 400' ceiltex = ! }
- south:f = { v = '432 -192 272 560 -192 272 432 -192 400' ceiltex = ! }
- north:f = { v = '432 192 272 304 192 272 432 192 400' ceiltex = ! }
- down:f = { v = '432 0 96 560 0 96 432 -128 96' ceiltex = ! }
- up:f = { v = '432 0 112 560 0 112 432 128 112' ceiltex = ! }
- }
- Floor:p =
- {
- west:f = { v = '-256 0 272 -256 -128 272 -256 0 400' floortex = ! }
- east:f = { v = '256 0 272 256 128 272 256 0 400' floortex = ! }
- south:f = { v = '432 -192 272 560 -192 272 432 -192 400' floortex = ! }
- north:f = { v = '432 192 272 304 192 272 432 192 400' floortex = ! }
- down:f = { v = '432 0 -112 560 0 -112 432 -128 -112' floortex = ! }
- up:f = { v = '432 0 -96 560 0 -96 432 128 -96' floortex = ! }
- }
- }
- info_player_start:e =
- {
- origin = "-144 0 -72"
- angle = "360"
- }
- light:e = {
- origin = "0 0 0"
- light = "400"
- }
- }
- }
-
- //
- // *** TEXTURES *** Thanks Akuma !
- //
-
- Textures.qtx = // the textures !
- {
- ToolBox = "Texture Browser..."
- Root = "id Software Textures.qtxfolder"
- Left = '170' // this is needed because Quake 2 texture names can be quite wide
- id Software Textures.qtxfolder =
- {
- // "baseq2" is simply the source path under the
- // Quake 2 directory ("textures/" is implicit)
- // Right now, just put "baseq2" everywhere.
- Basic.txlist = // each texture page is a ".txlist" object
- { // If you want to complete this list, I recommend
- // you to use QuArK 4.07's existing texture pages
- // basic // (see indications in file DataQ1.qrk).
-
- // If you are going to re-organise these texures then please use TAB instead
- // of SPACE. Using TAB will keep the file size down, as it's already very large
- // because of all these textures! I've only used TAB for the first few bits.
- // so you can finish what I started :) (Keep that text aligned soldier!)
-
- e1u2/basic1_2.wl ={w="baseq2"}
- e1u2/basic1_3.wl ={w="baseq2"}
- e1u2/basic1_4.wl ={w="baseq2"}
- e1u2/basic1_5.wl ={w="baseq2"}
- e1u2/basic1_7.wl ={w="baseq2"}
- e1u2/basic1_8.wl ={w="baseq2"}
- e2u1/blbk2_1.wl ={w="baseq2"}
- e3u2/block1_5.wl ={w="baseq2"}
- e3u2/block1_6.wl ={w="baseq2"}
- e3u2/block1_7.wl ={w="baseq2"}
- e2u2/bmetal12_1.wl={w="baseq2"}
- e3u3/color1_2.wl ={w="baseq2"}
- e3u3/color1_4.wl ={w="baseq2"}
- e3u3/color1_5.wl ={w="baseq2"}
- e3u3/color1_7.wl ={w="baseq2"}
- e3u3/color1_8.wl ={w="baseq2"}
- e3u3/c_met10_1.wl ={w="baseq2"}
- e1u1/c_met11_2.wl ={w="baseq2"}
- e2u1/c_met14_1.wl ={w="baseq2"}
- e2u2/metal18_2.wl ={w="baseq2"}
- e2u2/metal22_2.wl ={w="baseq2"}
- e3u3/metal23_3.wl ={w="baseq2"}
- e3u3/metal23_4.wl ={w="baseq2"}
- e2u2/metal27_1.wl ={w="baseq2"}
- e2u2/metal28_1.wl ={w="baseq2"}
- e2u2/metal29_2.wl ={w="baseq2"}
- e2u1/metal32_2.wl ={w="baseq2"}
- e3u1/palmet1_1.wl ={w="baseq2"}
- e3u1/palmet3_1.wl ={w="baseq2"}
- e3u1/palmet3_2.wl ={w="baseq2"}
- e3u1/palmet5_2.wl ={w="baseq2"}
- e3u1/palmet7_1.wl ={w="baseq2"}
- e1u1/wbasic1_1.wl ={w="baseq2"}
- e1u1/wbasic1_4.wl ={w="baseq2"}
- e1u1/wbasic1_7.wl ={w="baseq2"}
-
- }
- Brick.txlist = // each texture page is a ".txlist" object
- {
- // brick
-
- e3u1/brick1_1.wl ={w="baseq2"}
- e3u1/brick1_2.wl ={w="baseq2"}
- e1u3/cindb2_1.wl ={w="baseq2"}
- e1u3/cindb2_2.wl ={w="baseq2"}
- e1u3/cinder1_2.wl ={w="baseq2"}
- e1u3/cinder1_3.wl ={w="baseq2"}
- e1u3/cinder1_5.wl ={w="baseq2"}
- e1u3/cinder1_6.wl ={w="baseq2"}
- e1u3/cinder1_7.wl ={w="baseq2"}
- e1u3/cinder1_8.wl ={w="baseq2"}
- e1u3/cindr2_1.wl ={w="baseq2"}
- e1u3/cindr2_2.wl ={w="baseq2"}
- e1u3/cindr3_1.wl ={w="baseq2"}
- e1u3/cindr3_2.wl ={w="baseq2"}
- e1u3/cindr4_1.wl ={w="baseq2"}
- e1u3/cindr4_2.wl ={w="baseq2"}
- e1u3/cindr5_1.wl ={w="baseq2"}
- e1u3/cindr5_2.wl ={w="baseq2"}
- e1u3/cindr6_1.wl ={w="baseq2"}
- e1u3/cindr7_1.wl ={w="baseq2"}
- e1u3/cindr8_1.wl ={w="baseq2"}
- e2u1/cindr8_2.wl ={w="baseq2"}
- e1u3/cin_flr1_1.wl ={w="baseq2"}
- e1u3/cin_flr1_2.wl ={w="baseq2"}
-
- }
- Computer.txlist = // each texture page is a ".txlist" object
- {
- // computer
-
- e1u3/+0butn1.wl ={w="baseq2"}
- e1u2/+0butn4.wl ={w="baseq2"}
- e2u2/+0butn8.wl ={w="baseq2"}
- e1u1/+0comp10_1.wl ={w="baseq2"}
- e3u2/+0lcomp.wl ={w="baseq2"}
- e3u2/+0lcompa.wl ={w="baseq2"}
- e3u2/+10lcomp.wl ={w="baseq2"}
- e3u2/+11lcomp.wl ={w="baseq2"}
- e3u2/+12lcomp.wl ={w="baseq2"}
- e3u2/+13lcomp.wl ={w="baseq2"}
- e3u2/+14lcomp.wl ={w="baseq2"}
- e3u2/+15lcomp.wl ={w="baseq2"}
- e3u2/+16lcomp.wl ={w="baseq2"}
- e3u2/+17lcomp.wl ={w="baseq2"}
- e3u2/+18lcomp.wl ={w="baseq2"}
- e3u2/+19lcomp.wl ={w="baseq2"}
- e1u1/+1comp10_1.wl ={w="baseq2"}
- e3u2/+1lcomp.wl ={w="baseq2"}
- e3u2/+1lcompa.wl ={w="baseq2"}
- e1u1/+2comp10_1.wl ={w="baseq2"}
- e3u2/+2lcomp.wl ={w="baseq2"}
- e3u2/+2lcompa.wl ={w="baseq2"}
- e1u1/+3comp10_1.wl ={w="baseq2"}
- e3u2/+3lcomp.wl ={w="baseq2"}
- e3u2/+3lcompa.wl ={w="baseq2"}
- e1u1/+4comp10_1.wl ={w="baseq2"}
- e3u2/+4lcomp.wl ={w="baseq2"}
- e3u2/+4lcompa.wl ={w="baseq2"}
- e3u2/+5lcomp.wl ={w="baseq2"}
- e3u2/+5lcompa.wl ={w="baseq2"}
- e3u2/+6lcomp.wl ={w="baseq2"}
- e3u2/+6lcompa.wl ={w="baseq2"}
- e3u2/+7lcomp.wl ={w="baseq2"}
- e3u2/+7lcompa.wl ={w="baseq2"}
- e3u2/+8lcomp.wl ={w="baseq2"}
- e3u2/+8lcompa.wl ={w="baseq2"}
- e3u2/+9lcomp.wl ={w="baseq2"}
- e3u2/+9lcompa.wl ={w="baseq2"}
- e3u1/citycomp1.wl ={w="baseq2"}
- e3u1/citycomp2.wl ={w="baseq2"}
- e3u1/citycomp3.wl ={w="baseq2"}
- e3u2/comp01_2.wl ={w="baseq2"}
- e1u1/comp1_1.wl ={w="baseq2"}
- e1u1/comp1_2.wl ={w="baseq2"}
- e2u3/comp1_3.wl ={w="baseq2"}
- e1u1/comp1_4.wl ={w="baseq2"}
- e1u1/comp1_5.wl ={w="baseq2"}
- e1u1/comp1_7.wl ={w="baseq2"}
- e1u1/comp1_8.wl ={w="baseq2"}
- e1u2/comp2_1.wl ={w="baseq2"}
- e1u1/comp2_1.wl ={w="baseq2"}
- e1u2/comp2_3.wl ={w="baseq2"}
- e1u1/comp2_3.wl ={w="baseq2"}
- e1u2/comp2_4.wl ={w="baseq2"}
- e1u1/comp2_5.wl ={w="baseq2"}
- e2u2/comp2_6.wl ={w="baseq2"}
- e1u3/comp2_d.wl ={w="baseq2"}
- e1u1/comp3_1.wl ={w="baseq2"}
- e1u1/comp3_2.wl ={w="baseq2"}
- e1u1/comp3_3.wl ={w="baseq2"}
- e1u1/comp3_4.wl ={w="baseq2"}
- e1u1/comp3_5.wl ={w="baseq2"}
- e1u1/comp3_6.wl ={w="baseq2"}
- e1u1/comp3_7.wl ={w="baseq2"}
- e1u1/comp3_8.wl ={w="baseq2"}
- e1u1/comp4_1.wl ={w="baseq2"}
- e1u1/comp4_2.wl ={w="baseq2"}
- e1u3/comp4_3.wl ={w="baseq2"}
- e1u1/comp5_1.wl ={w="baseq2"}
- e1u1/comp5_2.wl ={w="baseq2"}
- e1u1/comp5_3.wl ={w="baseq2"}
- e1u1/comp5_4.wl ={w="baseq2"}
- e1u1/comp7_1.wl ={w="baseq2"}
- e2u1/comp7_2.wl ={w="baseq2"}
- e2u1/comp7_3.wl ={w="baseq2"}
- e1u1/comp8_1.wl ={w="baseq2"}
- e1u1/comp9_1.wl ={w="baseq2"}
- e1u1/comp9_2.wl ={w="baseq2"}
- e1u1/comp9_3.wl ={w="baseq2"}
- e2u1/compu1_2.wl ={w="baseq2"}
- e2u2/compu1_3.wl ={w="baseq2"}
- e2u1/compu2_1.wl ={w="baseq2"}
- e1u3/mon1_2.wl ={w="baseq2"}
- e1u3/mon1_3.wl ={w="baseq2"}
- e1u3/mon1_6.wl ={w="baseq2"}
- e1u3/mon1_8.wl ={w="baseq2"}
- e2u3/mont1_1.wl ={w="baseq2"}
- e2u3/mont1_3.wl ={w="baseq2"}
- e2u3/mont1_4.wl ={w="baseq2"}
- e2u3/mont1_4tr.wl ={w="baseq2"}
- e2u1/mont3_1.wl ={w="baseq2"}
- e2u1/mont3_2.wl ={w="baseq2"}
- e2u1/rcomp1_4.wl ={w="baseq2"}
- e1u1/wincomp3_5.wl ={w="baseq2"}
- e1u1/wincomp3_7.wl ={w="baseq2"}
-
- }
- Crate.txlist = // each texture page is a ".txlist" object
- {
- // crate
-
- e1u2/box02_3.wl ={w="baseq2"}
- e1u1/box1_1.wl ={w="baseq2"}
- e1u2/box1_2.wl ={w="baseq2"}
- e1u1/box1_3.wl ={w="baseq2"}
- e1u1/box1_4.wl ={w="baseq2"}
- e1u1/box1_5.wl ={w="baseq2"}
- e1u1/box1_6.wl ={w="baseq2"}
- e1u1/box3_1.wl ={w="baseq2"}
- e1u1/box3_2.wl ={w="baseq2"}
- e1u1/box3_3.wl ={w="baseq2"}
- e1u1/box3_4.wl ={w="baseq2"}
- e1u1/box3_5.wl ={w="baseq2"}
- e1u1/box3_6.wl ={w="baseq2"}
- e1u1/box3_7.wl ={w="baseq2"}
- e1u1/box3_8.wl ={w="baseq2"}
- e1u2/box4_1.wl ={w="baseq2"}
- e1u2/box4_2.wl ={w="baseq2"}
- e1u2/box4_3.wl ={w="baseq2"}
- e1u2/box4_4.wl ={w="baseq2"}
- e1u1/crate1_1.wl ={w="baseq2"}
- e1u1/crate1_3.wl ={w="baseq2"}
- e1u1/crate1_4.wl ={w="baseq2"}
- e1u2/crate1_5.wl ={w="baseq2"}
- e1u1/crate1_6.wl ={w="baseq2"}
- e1u1/crate1_7.wl ={w="baseq2"}
- e1u2/crate1_8.wl ={w="baseq2"}
- e1u2/crate2_2.wl ={w="baseq2"}
- e1u2/crate2_6.wl ={w="baseq2"}
- e2u3/dump1_1.wl ={w="baseq2"}
- e2u3/dump1_2.wl ={w="baseq2"}
- e2u3/dump3_1.wl ={w="baseq2"}
- e2u3/dump3_2.wl ={w="baseq2"}
- e1u3/wbox3_1.wl ={w="baseq2"}
- e1u3/wbox3_2.wl ={w="baseq2"}
- e1u3/wbox3_4.wl ={w="baseq2"}
- e1u3/wbox3_5.wl ={w="baseq2"}
-
- }
- Doors.txlist = // each texture page is a ".txlist" object
- {
- // doors
-
- e3u1/bigred1_1.wl ={w="baseq2"}
- e3u1/bigred1_2.wl ={w="baseq2"}
- e3u1/bigred8_1.wl ={w="baseq2"}
- e2u3/bossdr1.wl ={w="baseq2"}
- e2u3/bossdr2.wl ={w="baseq2"}
- e2u3/door01.wl ={w="baseq2"}
- e3u3/door1_1.wl ={w="baseq2"}
- e3u3/door1_2.wl ={w="baseq2"}
- e3u1/door2_2.wl ={w="baseq2"}
- e1u1/doorbot.wl ={w="baseq2"}
- e1u3/doorfc1_1.wl ={w="baseq2"}
- e1u3/doorfc1_3.wl ={w="baseq2"}
- e1u3/doorfc1_4.wl ={w="baseq2"}
- e3u3/dr01_2.wl ={w="baseq2"}
- e1u1/dr02_1.wl ={w="baseq2"}
- e1u1/dr02_2.wl ={w="baseq2"}
- e2u3/dr03_1.wl ={w="baseq2"}
- e2u3/dr03_2.wl ={w="baseq2"}
- e1u1/dr04_1.wl ={w="baseq2"}
- e2u3/drsew1_1.wl ={w="baseq2"}
- e2u3/drsew2_1.wl ={w="baseq2"}
- e2u3/drsew2_2.wl ={w="baseq2"}
- e3u3/elevdoor.wl ={w="baseq2"}
- e1u2/elev_dr1.wl ={w="baseq2"}
- e1u2/elev_dr2.wl ={w="baseq2"}
- e1u1/exitdr01_1.wl ={w="baseq2"}
- e1u1/exitdr01_2.wl ={w="baseq2"}
- e1u2/fusedr1.wl ={w="baseq2"}
- e2u1/hdoor1_1.wl ={w="baseq2"}
- e2u1/hdoor1_2.wl ={w="baseq2"}
- e1u2/hvy_dr1_2.wl ={w="baseq2"}
- e1u2/hvy_dr2_1.wl ={w="baseq2"}
- e1u2/hvy_dr3_1.wl ={w="baseq2"}
- e1u2/hvy_dr3_2.wl ={w="baseq2"}
- e1u2/hvy_dr4_1.wl ={w="baseq2"}
- e1u3/jaildr1_1.wl ={w="baseq2"}
- e1u3/jaildr1_2.wl ={w="baseq2"}
- e1u3/jaildr2_1.wl ={w="baseq2"}
- e1u3/jaildr2_2.wl ={w="baseq2"}
- e1u1/keydr1_1.wl ={w="baseq2"}
- e1u2/keydran1_1.wl ={w="baseq2"}
- e1u2/keydran2_1.wl ={w="baseq2"}
- e2u1/mindr1_1.wl ={w="baseq2"}
- e3u2/or01_1.wl ={w="baseq2"}
- e3u2/or01_2.wl ={w="baseq2"}
- e3u2/or01_3.wl ={w="baseq2"}
- e3u2/or01_4.wl ={w="baseq2"}
- e3u2/or02_1.wl ={w="baseq2"}
- e3u2/or02_2.wl ={w="baseq2"}
- e3u2/or02_3.wl ={w="baseq2"}
- e1u3/pdor1_1.wl ={w="baseq2"}
- e1u3/pdor1_2.wl ={w="baseq2"}
- e2u3/pwr_dr1_1.wl ={w="baseq2"}
- e2u3/pwr_dr1_2.wl ={w="baseq2"}
- e3u1/reddr8_1.wl ={w="baseq2"}
- e3u1/reddr8_2.wl ={w="baseq2"}
- e2u2/refdr1_1.wl ={w="baseq2"}
- e1u3/refdr3_1.wl ={w="baseq2"}
- e2u2/refdr4_4.wl ={w="baseq2"}
- e2u2/refdr9_2.wl ={w="baseq2"}
- e2u2/refdr9_3.wl ={w="baseq2"}
- e1u2/subdr1_1.wl ={w="baseq2"}
- e1u2/subdr2_1.wl ={w="baseq2"}
- e1u2/subdr2_2.wl ={w="baseq2"}
- e1u2/subdr3_1.wl ={w="baseq2"}
- e1u2/subdr3_2.wl ={w="baseq2"}
-
- }
- Dupes.qtxfolder = {
- Dupes1.txlist = // each texture page is a ".txlist" object
- {
- // dupes-1
-
- e2u2/+0butn4.wl ={w="baseq2"}
- e3u1/+0butn4.wl ={w="baseq2"}
- e3u3/arrow4.wl ={w="baseq2"}
- e3u3/baselt_7.wl ={w="baseq2"}
- e3u3/baselt_c.wl ={w="baseq2"}
- e2u3/baselt_c.wl ={w="baseq2"}
- e2u1/basic1_1.wl ={w="baseq2"}
- e2u1/basic1_2.wl ={w="baseq2"}
- e2u1/basic1_4.wl ={w="baseq2"}
- e2u1/basic1_5.wl ={w="baseq2"}
- e2u1/basic1_7.wl ={w="baseq2"}
- e2u1/basic1_8.wl ={w="baseq2"}
- e3u3/baslt3_1.wl ={w="baseq2"}
- e2u3/belt1_2.wl ={w="baseq2"}
- e2u2/belt1_2.wl ={w="baseq2"}
- e2u1/bigmet1_2.wl ={w="baseq2"}
- e3u1/black.wl ={w="baseq2"}
- e2u3/blbk2_1.wl ={w="baseq2"}
- e1u3/bluekeypad.wl ={w="baseq2"}
- e3u2/bluekeypad.wl ={w="baseq2"}
- e1u3/bluwter.wl ={w="baseq2"}
- e2u2/bluwter.wl ={w="baseq2"}
- e1u2/bluwter.wl ={w="baseq2"}
- e2u3/bluwter.wl ={w="baseq2"}
- e3u1/bluwter.wl ={w="baseq2"}
- e2u3/bmetal11_1.wl ={w="baseq2"}
- e2u2/bmetal11_1.wl ={w="baseq2"}
- e2u3/bmetal11_2.wl ={w="baseq2"}
- e2u3/bmetal12_1.wl ={w="baseq2"}
- e2u3/bmetal13_2.wl ={w="baseq2"}
- e1u2/box1_1.wl ={w="baseq2"}
- e1u2/box1_3.wl ={w="baseq2"}
- e1u2/box1_4.wl ={w="baseq2"}
- e1u2/box1_5.wl ={w="baseq2"}
- e3u1/box1_5.wl ={w="baseq2"}
- e1u2/box1_6.wl ={w="baseq2"}
- e3u1/box1_6.wl ={w="baseq2"}
- e2u1/box3_1.wl ={w="baseq2"}
- e1u2/box3_1.wl ={w="baseq2"}
- e2u1/box3_2.wl ={w="baseq2"}
- e1u2/box3_2.wl ={w="baseq2"}
- e2u1/box3_3.wl ={w="baseq2"}
- e1u2/box3_3.wl ={w="baseq2"}
- e2u1/box3_4.wl ={w="baseq2"}
- e1u2/box3_4.wl ={w="baseq2"}
- e1u2/box3_5.wl ={w="baseq2"}
- e1u2/box3_6.wl ={w="baseq2"}
- e2u1/box3_6.wl ={w="baseq2"}
- e1u2/box3_7.wl ={w="baseq2"}
- e1u2/box3_8.wl ={w="baseq2"}
- e1u2/brlava.wl ={w="baseq2"}
- e2u2/brlava.wl ={w="baseq2"}
- e2u1/brlava.wl ={w="baseq2"}
- e3u1/brlava.wl ={w="baseq2"}
- e2u2/broken1_1.wl ={w="baseq2"}
- e1u3/broken1_1.wl ={w="baseq2"}
- e3u3/broken1_1.wl ={w="baseq2"}
- e2u2/broken2_2.wl ={w="baseq2"}
- e3u1/broken2_2.wl ={w="baseq2"}
- e3u3/broken2_3.wl ={w="baseq2"}
- e1u2/broken2_3.wl ={w="baseq2"}
- e2u3/broken2_3.wl ={w="baseq2"}
- e2u1/broken2_3.wl ={w="baseq2"}
- e3u2/broken2_4.wl ={w="baseq2"}
- e1u3/broken2_4.wl ={w="baseq2"}
- e3u1/brwater.wl ={w="baseq2"}
- e1u3/brwater.wl ={w="baseq2"}
- e2u2/brwind5_2.wl ={w="baseq2"}
- e3u1/btactmach.wl ={w="baseq2"}
- e1u3/btactmach.wl ={w="baseq2"}
- e3u1/btdoor_op.wl ={w="baseq2"}
- e3u3/btdoor_op.wl ={w="baseq2"}
- e2u2/btf_off.wl ={w="baseq2"}
- e3u1/btf_off.wl ={w="baseq2"}
- e2u3/btf_off.wl ={w="baseq2"}
- e1u2/ceil1_1.wl ={w="baseq2"}
- e2u3/ceil1_1.wl ={w="baseq2"}
- e3u1/ceil1_1.wl ={w="baseq2"}
- e3u3/ceil1_1.wl ={w="baseq2"}
- e2u2/ceil1_1.wl ={w="baseq2"}
- e1u3/ceil1_1.wl ={w="baseq2"}
- e2u1/ceil1_1.wl ={w="baseq2"}
- e3u1/ceil1_13.wl ={w="baseq2"}
- e3u3/ceil1_13.wl ={w="baseq2"}
- e3u2/ceil1_16.wl ={w="baseq2"}
- e3u2/ceil1_2.wl ={w="baseq2"}
- e2u3/ceil1_2.wl ={w="baseq2"}
- e2u2/ceil1_2.wl ={w="baseq2"}
- e3u1/ceil1_2.wl ={w="baseq2"}
- e3u3/ceil1_2.wl ={w="baseq2"}
- e1u3/ceil1_2.wl ={w="baseq2"}
- e2u3/ceil1_22.wl ={w="baseq2"}
- e3u1/ceil1_22.wl ={w="baseq2"}
- e3u3/ceil1_24.wl ={w="baseq2"}
- e3u1/ceil1_25.wl ={w="baseq2"}
- e2u3/ceil1_28.wl ={w="baseq2"}
- e3u1/ceil1_28.wl ={w="baseq2"}
- e3u1/ceil1_3.wl ={w="baseq2"}
- e1u3/ceil1_3.wl ={w="baseq2"}
- e2u3/ceil1_3.wl ={w="baseq2"}
- e1u2/ceil1_3.wl ={w="baseq2"}
- e2u2/ceil1_3.wl ={w="baseq2"}
- e2u1/ceil1_3.wl ={w="baseq2"}
- e3u3/ceil1_3.wl ={w="baseq2"}
- e1u3/ceil1_4.wl ={w="baseq2"}
- e3u2/ceil1_4.wl ={w="baseq2"}
- e2u2/ceil1_4.wl ={w="baseq2"}
- e3u1/ceil1_4.wl ={w="baseq2"}
- e2u3/ceil1_4.wl ={w="baseq2"}
- e3u3/ceil1_4.wl ={w="baseq2"}
-
- }
- Dupes2.txlist = // each texture page is a ".txlist" object
- {
- // dupes-2
-
- e2u2/ceil1_5.wl ={w="baseq2"}
- e3u1/ceil1_5.wl ={w="baseq2"}
- e3u3/ceil1_5.wl ={w="baseq2"}
- e2u3/ceil1_5.wl ={w="baseq2"}
- e3u3/ceil1_6.wl ={w="baseq2"}
- e2u2/ceil1_6.wl ={w="baseq2"}
- e2u3/ceil1_6.wl ={w="baseq2"}
- e3u1/ceil1_6.wl ={w="baseq2"}
- e3u1/ceil1_7.wl ={w="baseq2"}
- e1u3/ceil1_7.wl ={w="baseq2"}
- e2u3/ceil1_7.wl ={w="baseq2"}
- e2u3/ceil1_8.wl ={w="baseq2"}
- e1u3/ceil1_8.wl ={w="baseq2"}
- e3u3/ceil1_8.wl ={w="baseq2"}
- e3u1/ceil1_8.wl ={w="baseq2"}
- e3u2/ceil1_8.wl ={w="baseq2"}
- e2u2/ceil1_8.wl ={w="baseq2"}
- e1u2/ceil1_8.wl ={w="baseq2"}
- e2u1/cindr5_2.wl ={w="baseq2"}
- e2u2/clip.wl ={w="baseq2"}
- e3u2/clip.wl ={w="baseq2"}
- e2u1/clip.wl ={w="baseq2"}
- e1u2/clip.wl ={w="baseq2"}
- e2u3/clip.wl ={w="baseq2"}
- e1u3/clip.wl ={w="baseq2"}
- e3u3/clip.wl ={w="baseq2"}
- e1u4/clip.wl ={w="baseq2"}
- e3u1/clip.wl ={w="baseq2"}
- e2u3/comp1_1.wl ={w="baseq2"}
- e1u2/comp1_1.wl ={w="baseq2"}
- e1u3/comp1_1.wl ={w="baseq2"}
- e1u3/comp1_2.wl ={w="baseq2"}
- e1u3/comp1_4.wl ={w="baseq2"}
- e3u3/comp1_4.wl ={w="baseq2"}
- e2u3/comp1_5.wl ={w="baseq2"}
- e1u3/comp1_5.wl ={w="baseq2"}
- e3u3/comp1_7.wl ={w="baseq2"}
- e2u3/comp1_8.wl ={w="baseq2"}
- e1u3/comp2_1.wl ={w="baseq2"}
- e2u2/comp2_1.wl ={w="baseq2"}
- e1u3/comp3_1.wl ={w="baseq2"}
- e1u3/comp3_2.wl ={w="baseq2"}
- e3u3/comp3_2.wl ={w="baseq2"}
- e2u2/comp3_2.wl ={w="baseq2"}
- e3u3/comp3_3.wl ={w="baseq2"}
- e3u2/comp3_3.wl ={w="baseq2"}
- e1u3/comp3_3.wl ={w="baseq2"}
- e1u3/comp3_4.wl ={w="baseq2"}
- e3u3/comp3_4.wl ={w="baseq2"}
- e1u3/comp3_5.wl ={w="baseq2"}
- e3u3/comp3_5.wl ={w="baseq2"}
- e1u3/comp3_6.wl ={w="baseq2"}
- e3u2/comp3_7.wl ={w="baseq2"}
- e3u3/comp3_7.wl ={w="baseq2"}
- e1u3/comp3_7.wl ={w="baseq2"}
- e2u2/comp3_7.wl ={w="baseq2"}
- e1u3/comp3_8.wl ={w="baseq2"}
- e3u2/comp3_8.wl ={w="baseq2"}
- e3u3/comp3_8.wl ={w="baseq2"}
- e2u2/comp3_8.wl ={w="baseq2"}
- e1u3/comp4_1.wl ={w="baseq2"}
- e1u3/comp4_2.wl ={w="baseq2"}
- e2u2/comp4_2.wl ={w="baseq2"}
- e3u3/comp4_2.wl ={w="baseq2"}
- e3u3/comp4_3.wl ={w="baseq2"}
- e2u2/comp4_3.wl ={w="baseq2"}
- e2u2/comp5_1.wl ={w="baseq2"}
- e1u3/comp5_1.wl ={w="baseq2"}
- e3u3/comp5_1.wl ={w="baseq2"}
- e3u2/comp5_2.wl ={w="baseq2"}
- e1u3/comp5_2.wl ={w="baseq2"}
- e3u3/comp5_2.wl ={w="baseq2"}
- e1u3/comp5_3.wl ={w="baseq2"}
- e3u3/comp5_3.wl ={w="baseq2"}
- e3u2/comp5_3.wl ={w="baseq2"}
- e1u3/comp5_4.wl ={w="baseq2"}
- e3u2/comp5_4.wl ={w="baseq2"}
- e3u3/comp7_1.wl ={w="baseq2"}
- e2u1/comp7_1.wl ={w="baseq2"}
- e3u3/comp7_3.wl ={w="baseq2"}
- e3u3/comp8_1.wl ={w="baseq2"}
- e2u1/comp8_1.wl ={w="baseq2"}
- e3u3/comp9_1.wl ={w="baseq2"}
- e2u2/comp9_2.wl ={w="baseq2"}
- e2u1/comp9_2.wl ={w="baseq2"}
- e3u3/comp9_3.wl ={w="baseq2"}
- e2u1/comp9_3.wl ={w="baseq2"}
- e2u2/comp9_3.wl ={w="baseq2"}
- e2u2/compu1_2.wl ={w="baseq2"}
- e1u2/crate1_1.wl ={w="baseq2"}
- e1u2/crate1_3.wl ={w="baseq2"}
- e1u2/crate1_4.wl ={w="baseq2"}
- e1u2/crate1_6.wl ={w="baseq2"}
- e2u2/crush1_1.wl ={w="baseq2"}
- e3u3/c_met51a.wl ={w="baseq2"}
- e3u1/c_met51a.wl ={w="baseq2"}
- e3u1/c_met51b.wl ={w="baseq2"}
- e3u1/c_met51c.wl ={w="baseq2"}
- e3u3/c_met5_1.wl ={w="baseq2"}
- e3u1/c_met5_1.wl ={w="baseq2"}
- e3u3/c_met5_2.wl ={w="baseq2"}
- e3u1/c_met5_2.wl ={w="baseq2"}
- e3u1/c_met7_2.wl ={w="baseq2"}
- e3u3/c_met7_2.wl ={w="baseq2"}
- e3u3/c_met8_2.wl ={w="baseq2"}
-
- }
- Dupes3.txlist = // each texture page is a ".txlist" object
- {
- // dupes-3
-
- e3u3/door2_2.wl ={w="baseq2"}
- e2u2/doorbot.wl ={w="baseq2"}
- e1u3/doorbot.wl ={w="baseq2"}
- e2u1/doorbot.wl ={w="baseq2"}
- e1u2/doorbot.wl ={w="baseq2"}
- e3u3/doorbot.wl ={w="baseq2"}
- e3u2/doorbot.wl ={w="baseq2"}
- e1u3/dr02_1.wl ={w="baseq2"}
- e3u3/dr03_2.wl ={w="baseq2"}
- e3u3/dr04_1.wl ={w="baseq2"}
- e3u3/elev_dr1.wl ={w="baseq2"}
- e3u3/elev_dr2.wl ={w="baseq2"}
- e1u2/exit1.wl ={w="baseq2"}
- e1u3/exit1.wl ={w="baseq2"}
- e3u1/exit1.wl ={w="baseq2"}
- e2u1/exit1.wl ={w="baseq2"}
- e2u2/exit1.wl ={w="baseq2"}
- e1u4/exit1.wl ={w="baseq2"}
- e2u3/exit1.wl ={w="baseq2"}
- e3u3/flat1_1.wl ={w="baseq2"}
- e1u3/flat1_1.wl ={w="baseq2"}
- e3u3/flat1_2.wl ={w="baseq2"}
- e1u3/flat1_2.wl ={w="baseq2"}
- e3u3/floor1_3.wl ={w="baseq2"}
- e3u3/floor3_1.wl ={w="baseq2"}
- e3u3/floor3_2.wl ={w="baseq2"}
- e3u3/floor3_3.wl ={w="baseq2"}
- e2u3/floor3_7.wl ={w="baseq2"}
- e2u1/floorswno.wl ={w="baseq2"}
- e2u3/floorswno.wl ={w="baseq2"}
- e2u3/florr1_1.wl ={w="baseq2"}
- e3u1/florr1_1.wl ={w="baseq2"}
- e2u1/florr1_2.wl ={w="baseq2"}
- e2u3/florr1_2.wl ={w="baseq2"}
- e2u3/florr1_4.wl ={w="baseq2"}
- e2u3/florr1_5.wl ={w="baseq2"}
- e3u1/florr1_5.wl ={w="baseq2"}
- e2u1/florr1_5.wl ={w="baseq2"}
- e3u1/florr1_7.wl ={w="baseq2"}
- e3u1/florr1_8.wl ={w="baseq2"}
- e2u3/florr1_8.wl ={w="baseq2"}
- e2u1/florr1_8.wl ={w="baseq2"}
- e2u3/florr2_5.wl ={w="baseq2"}
- e3u1/florr2_8.wl ={w="baseq2"}
- e2u3/flr1_1.wl ={w="baseq2"}
- e2u2/flr1_1.wl ={w="baseq2"}
- e2u3/flr1_2.wl ={w="baseq2"}
- e2u2/flr1_2.wl ={w="baseq2"}
- e2u3/flr1_3.wl ={w="baseq2"}
- e2u2/flr1_3.wl ={w="baseq2"}
- e2u1/fmet1_2.wl ={w="baseq2"}
- e2u1/fmet1_3.wl ={w="baseq2"}
- e3u2/fmet2_3.wl ={w="baseq2"}
- e1u4/fmet3_1.wl ={w="baseq2"}
- e3u2/fmet3_7.wl ={w="baseq2"}
- e1u3/ggrat2_1.wl ={w="baseq2"}
- e3u3/grass1_2.wl ={w="baseq2"}
- e3u1/grass1_3.wl ={w="baseq2"}
- e3u1/grass1_4.wl ={w="baseq2"}
- e3u3/grass1_4.wl ={w="baseq2"}
- e3u3/grass1_5.wl ={w="baseq2"}
- e3u3/grass1_7.wl ={w="baseq2"}
- e2u1/grass1_7.wl ={w="baseq2"}
- e1u3/grass1_7.wl ={w="baseq2"}
- e3u1/grass1_8.wl ={w="baseq2"}
- e3u3/grate1_1.wl ={w="baseq2"}
- e2u3/grate1_2.wl ={w="baseq2"}
- e3u3/grate1_3.wl ={w="baseq2"}
- e1u3/grate1_4.wl ={w="baseq2"}
- e3u1/grate1_4.wl ={w="baseq2"}
- e3u3/grate1_5.wl ={w="baseq2"}
- e1u3/grate1_5.wl ={w="baseq2"}
- e3u1/grate1_6.wl ={w="baseq2"}
- e1u3/grate2_1.wl ={w="baseq2"}
- e3u3/grate2_4.wl ={w="baseq2"}
- e1u3/grate2_4.wl ={w="baseq2"}
- e3u1/grate2_4.wl ={w="baseq2"}
- e3u1/grndoor1.wl ={w="baseq2"}
- e3u1/grnx2_3.wl ={w="baseq2"}
- e1u3/grnx2_3.wl ={w="baseq2"}
- e2u3/grnx2_3.wl ={w="baseq2"}
- e3u1/grnx2_4.wl ={w="baseq2"}
- e2u3/grnx2_5.wl ={w="baseq2"}
- e3u1/grnx2_5.wl ={w="baseq2"}
- e1u3/grnx2_5.wl ={w="baseq2"}
- e3u3/grnx2_5.wl ={w="baseq2"}
- e2u1/grnx2_5.wl ={w="baseq2"}
- e1u3/grnx2_7.wl ={w="baseq2"}
- e3u1/grnx2_7.wl ={w="baseq2"}
- e2u3/grnx2_8.wl ={w="baseq2"}
- e3u1/grnx2_8.wl ={w="baseq2"}
- e3u1/grnx2_9.wl ={w="baseq2"}
- e3u1/hint.wl ={w="baseq2"}
- e2u2/hint.wl ={w="baseq2"}
- e3u3/hint.wl ={w="baseq2"}
- e2u3/hint.wl ={w="baseq2"}
- e1u2/hint.wl ={w="baseq2"}
- e3u1/jaildr1_3.wl ={w="baseq2"}
- e1u3/jaildr1_3.wl ={w="baseq2"}
- e3u2/jaildr2_1.wl ={w="baseq2"}
- e2u1/jaildr2_2.wl ={w="baseq2"}
- e1u3/jaildr2_3.wl ={w="baseq2"}
- e3u1/jaildr2_3.wl ={w="baseq2"}
- e1u3/keydr1_1.wl ={w="baseq2"}
- e3u3/keydr1_1.wl ={w="baseq2"}
- e3u1/keysign1.wl ={w="baseq2"}
- e3u1/laserside.wl ={w="baseq2"}
- e2u3/laserside.wl ={w="baseq2"}
-
- }
- Dupes4.txlist = // each texture page is a ".txlist" object
- {
- // dupes-4
-
- e2u2/lava.wl ={w="baseq2"}
- e2u1/lava.wl ={w="baseq2"}
- e1u3/light03_8.wl ={w="baseq2"}
- e2u3/mach1_1.wl ={w="baseq2"}
- e2u3/mach1_2.wl ={w="baseq2"}
- e2u1/mach1_2.wl ={w="baseq2"}
- e2u1/met1_1.wl ={w="baseq2"}
- e3u3/metal14_1.wl ={w="baseq2"}
- e3u3/metal1_1.wl ={w="baseq2"}
- e3u3/metal1_2.wl ={w="baseq2"}
- e3u3/metal1_3.wl ={w="baseq2"}
- e1u3/metal1_3.wl ={w="baseq2"}
- e1u3/metal1_4.wl ={w="baseq2"}
- e3u3/metal1_4.wl ={w="baseq2"}
- e1u3/metal1_5.wl ={w="baseq2"}
- e3u3/metal1_5.wl ={w="baseq2"}
- e2u2/metal24_1.wl ={w="baseq2"}
- e2u3/metal24_2.wl ={w="baseq2"}
- e2u3/metal25_2.wl ={w="baseq2"}
- e2u2/metal25_3.wl ={w="baseq2"}
- e2u3/metal25_3.wl ={w="baseq2"}
- e3u3/metal2_1.wl ={w="baseq2"}
- e2u3/metal33_2.wl ={w="baseq2"}
- e2u3/metal35_1.wl ={w="baseq2"}
- e2u2/metal35_1.wl ={w="baseq2"}
- e2u2/metal36_3.wl ={w="baseq2"}
- e2u2/metal36_4.wl ={w="baseq2"}
- e2u2/metal37_1.wl ={w="baseq2"}
- e2u2/metal37_2.wl ={w="baseq2"}
- e2u2/metal37_3.wl ={w="baseq2"}
- e1u3/metal3_1.wl ={w="baseq2"}
- e1u3/metal3_2.wl ={w="baseq2"}
- e1u3/metal3_3.wl ={w="baseq2"}
- e3u1/metal3_3.wl ={w="baseq2"}
- e3u3/metal3_3.wl ={w="baseq2"}
- e1u3/metal3_5.wl ={w="baseq2"}
- e3u3/metal3_5.wl ={w="baseq2"}
- e3u1/metal3_6.wl ={w="baseq2"}
- e3u1/metal4_1.wl ={w="baseq2"}
- e3u1/metl5b_1.wl ={w="baseq2"}
- e2u2/mine03_1.wl ={w="baseq2"}
- e2u2/mine03_2.wl ={w="baseq2"}
- e2u2/mine04_1.wl ={w="baseq2"}
- e2u2/mine04_2.wl ={w="baseq2"}
- e2u2/mine05_1.wl ={w="baseq2"}
- e2u3/origin.wl ={w="baseq2"}
- e2u2/origin.wl ={w="baseq2"}
- e1u4/origin.wl ={w="baseq2"}
- e2u1/origin.wl ={w="baseq2"}
- e1u2/origin.wl ={w="baseq2"}
- e3u1/origin.wl ={w="baseq2"}
- e1u3/origin.wl ={w="baseq2"}
- e3u2/origin.wl ={w="baseq2"}
- e3u3/origin.wl ={w="baseq2"}
- e2u2/pilr01_1.wl ={w="baseq2"}
- e2u2/pilr01_3.wl ={w="baseq2"}
- e2u2/pilr02_2.wl ={w="baseq2"}
- e1u3/pip01_2.wl ={w="baseq2"}
- e3u3/pip01_2.wl ={w="baseq2"}
- e3u3/pip01_4.wl ={w="baseq2"}
- e1u3/pip01_4.wl ={w="baseq2"}
- e3u1/pip02_1.wl ={w="baseq2"}
- e1u3/pip02_5.wl ={w="baseq2"}
- e1u3/pip02_6.wl ={w="baseq2"}
- e1u3/pip03_4.wl ={w="baseq2"}
- e1u3/pipe1_1.wl ={w="baseq2"}
- e3u2/pipe1_3.wl ={w="baseq2"}
- e1u3/pipe1_3.wl ={w="baseq2"}
- e3u3/pipe1_4.wl ={w="baseq2"}
- e1u3/pipe1_4.wl ={w="baseq2"}
- e1u3/plite1_1.wl ={w="baseq2"}
- e1u3/plite1_3.wl ={w="baseq2"}
- e3u1/pow2_1.wl ={w="baseq2"}
- e3u1/pow3_1.wl ={w="baseq2"}
- e2u3/pow3_2.wl ={w="baseq2"}
- e3u1/pow4_2.wl ={w="baseq2"}
- e3u1/p_tub2_3.wl ={w="baseq2"}
- e2u1/red1_4.wl ={w="baseq2"}
- e3u1/red1_4.wl ={w="baseq2"}
- e2u2/red1_4.wl ={w="baseq2"}
- e1u3/redfield.wl ={w="baseq2"}
- e3u1/redfield.wl ={w="baseq2"}
- e3u3/redfield.wl ={w="baseq2"}
- e1u3/redkeypad.wl ={w="baseq2"}
- e3u3/reds1_2.wl ={w="baseq2"}
- e2u2/reds1_2.wl ={w="baseq2"}
- e3u1/reds1_2.wl ={w="baseq2"}
- e3u3/reds1_4.wl ={w="baseq2"}
- e3u1/reds1_4.wl ={w="baseq2"}
- e2u2/reflt1_10.wl ={w="baseq2"}
- e2u2/reflt3_10.wl ={w="baseq2"}
- e2u3/reflt3_10.wl ={w="baseq2"}
- e2u2/reflt3_11.wl ={w="baseq2"}
- e2u2/reflt3_2.wl ={w="baseq2"}
- e2u2/reflt3_9.wl ={w="baseq2"}
- e2u3/rflr2_1.wl ={w="baseq2"}
- e2u2/rock0_1.wl ={w="baseq2"}
- e2u2/rocks15_2.wl ={w="baseq2"}
- e2u1/rocks16_1.wl ={w="baseq2"}
- e3u3/rocks17_2.wl ={w="baseq2"}
- e1u3/rocks19_1.wl ={w="baseq2"}
- e2u3/rocks19_1.wl ={w="baseq2"}
- e2u2/rocks19_1.wl ={w="baseq2"}
- e2u1/rocks19_1.wl ={w="baseq2"}
- e3u3/rocks19_1.wl ={w="baseq2"}
- e1u2/rocks19_1.wl ={w="baseq2"}
- e3u1/rocks19_1.wl ={w="baseq2"}
- e2u1/rocks22_1.wl ={w="baseq2"}
- e3u1/rocks22_1.wl ={w="baseq2"}
-
- }
- Dupes5.txlist = // each texture page is a ".txlist" object
- {
- // dupes-5
-
- e2u2/rpip2_2.wl ={w="baseq2"}
- e1u3/rpip2_2.wl ={w="baseq2"}
- e2u3/rpip2_2.wl ={w="baseq2"}
- e3u3/rpip2_2.wl ={w="baseq2"}
- e3u2/sflr1_1.wl ={w="baseq2"}
- e1u2/shooter1.wl ={w="baseq2"}
- e3u3/shooter2.wl ={w="baseq2"}
- e1u3/shooter2.wl ={w="baseq2"}
- e1u2/shooter2.wl ={w="baseq2"}
- e3u1/shooter2.wl ={w="baseq2"}
- e3u2/shooter2.wl ={w="baseq2"}
- e1u4/shooter2.wl ={w="baseq2"}
- e3u1/skip.wl ={w="baseq2"}
- e3u1/sky1.wl ={w="baseq2"}
- e3u3/sky1.wl ={w="baseq2"}
- e1u2/sky1.wl ={w="baseq2"}
- e2u1/sky1.wl ={w="baseq2"}
- e1u3/sky1.wl ={w="baseq2"}
- e1u4/sky1.wl ={w="baseq2"}
- e2u3/sky1.wl ={w="baseq2"}
- e2u2/sky1.wl ={w="baseq2"}
- e3u2/slots1_1.wl ={w="baseq2"}
- e3u2/slots1_4.wl ={w="baseq2"}
- e2u1/sltfl2_2.wl ={w="baseq2"}
- e3u3/stairs1_3.wl ={w="baseq2"}
- e3u2/stflr1_4.wl ={w="baseq2"}
- e2u2/support1_1.wl ={w="baseq2"}
- e2u3/support1_1.wl ={w="baseq2"}
- e1u2/support1_1.wl ={w="baseq2"}
- e2u1/support1_1.wl ={w="baseq2"}
- e1u3/support1_1.wl ={w="baseq2"}
- e3u1/support1_1.wl ={w="baseq2"}
- e1u3/support1_3.wl ={w="baseq2"}
- e2u1/support1_3.wl ={w="baseq2"}
- e1u4/tcmet4_4.wl ={w="baseq2"}
- e1u4/tcmet5_2.wl ={w="baseq2"}
- e3u2/tcmet5_4.wl ={w="baseq2"}
- e3u2/tcmt9_4.wl ={w="baseq2"}
- e1u4/tcmt9_7.wl ={w="baseq2"}
- e2u2/temp1_1.wl ={w="baseq2"}
- e2u3/thinm1_1.wl ={w="baseq2"}
- e3u1/trigger.wl ={w="baseq2"}
- e2u1/trigger.wl ={w="baseq2"}
- e2u2/trigger.wl ={w="baseq2"}
- e1u4/trigger.wl ={w="baseq2"}
- e3u2/trigger.wl ={w="baseq2"}
- e3u3/trigger.wl ={w="baseq2"}
- e1u3/trigger.wl ={w="baseq2"}
- e2u3/trigger.wl ={w="baseq2"}
- e1u2/trigger.wl ={w="baseq2"}
- e1u4/troof4_2.wl ={w="baseq2"}
- e2u1/troof4_2.wl ={w="baseq2"}
- e1u3/troof4_2.wl ={w="baseq2"}
- e1u3/troof4_5.wl ={w="baseq2"}
- e1u3/troof4_7.wl ={w="baseq2"}
- e3u2/troof5_3.wl ={w="baseq2"}
- e1u4/troof5_4.wl ={w="baseq2"}
- e2u3/water8.wl ={w="baseq2"}
- e3u3/watrt1_1.wl ={w="baseq2"}
- e1u3/watrt1_1.wl ={w="baseq2"}
- e1u3/watrt1_2.wl ={w="baseq2"}
- e1u3/watrt2_1.wl ={w="baseq2"}
- e1u3/watrt2_2.wl ={w="baseq2"}
- e3u3/watrt2_2.wl ={w="baseq2"}
- e1u3/watrt3_2.wl ={w="baseq2"}
- e3u1/window1.wl ={w="baseq2"}
- e3u2/window4_1.wl ={w="baseq2"}
- e2u2/window4_2.wl ={w="baseq2"}
- e3u2/window4_2.wl ={w="baseq2"}
- e2u3/wires2_1.wl ={w="baseq2"}
- e1u4/wires2_1.wl ={w="baseq2"}
- e1u4/wires2_2.wl ={w="baseq2"}
- e3u3/wires2_2.wl ={w="baseq2"}
- e1u3/wmtal3_5.wl ={w="baseq2"}
- e2u2/wndow0_1.wl ={w="baseq2"}
- e3u1/wndow0_1.wl ={w="baseq2"}
- e1u3/wndow0_3.wl ={w="baseq2"}
- e3u1/wndow0_3.wl ={w="baseq2"}
- e2u2/wndow1_2.wl ={w="baseq2"}
- e3u3/wndow1_2.wl ={w="baseq2"}
- e3u2/wndow1_2.wl ={w="baseq2"}
- e1u3/wndow1_2.wl ={w="baseq2"}
- e3u3/wplat1_1.wl ={w="baseq2"}
- e2u3/wplat1_2.wl ={w="baseq2"}
- e3u3/wplat1_2.wl ={w="baseq2"}
- e1u3/wplat1_2.wl ={w="baseq2"}
- e3u3/wplat1_3.wl ={w="baseq2"}
- e2u3/wplat1_3.wl ={w="baseq2"}
- e1u2/wslt1_1.wl ={w="baseq2"}
- e1u2/wslt1_2.wl ={w="baseq2"}
- e1u2/wslt1_3.wl ={w="baseq2"}
- e1u2/wslt1_4.wl ={w="baseq2"}
- e1u2/wslt1_5.wl ={w="baseq2"}
- e1u2/wslt1_6.wl ={w="baseq2"}
- e2u2/yelfield.wl ={w="baseq2"}
- e2u3/yelfield.wl ={w="baseq2"}
- e3u1/yelfield.wl ={w="baseq2"}
- e3u3/yellow1_2.wl ={w="baseq2"}
- e2u2/yellow1_2.wl ={w="baseq2"}
- e1u2/yellow1_4.wl ={w="baseq2"}
- e3u3/yellow1_4.wl ={w="baseq2"}
- e3u1/yellow1_4.wl ={w="baseq2"}
- e2u2/yellow1_4.wl ={w="baseq2"}
- e2u3/yellow1_4.wl ={w="baseq2"}
- e1u3/yellow1_4.wl ={w="baseq2"}
- e1u2/yellow1_6.wl ={w="baseq2"}
- e2u2/yellow1_6.wl ={w="baseq2"}
-
- }
- }
- Electric.txlist = // each texture page is a ".txlist" object
- {
- // electric
-
- e1u1/bluekeypad.wl ={w="baseq2"}
- e1u1/broken1_1.wl ={w="baseq2"}
- e1u1/broken2_1.wl ={w="baseq2"}
- e1u1/broken2_2.wl ={w="baseq2"}
- e1u1/broken2_3.wl ={w="baseq2"}
- e1u1/broken2_4.wl ={w="baseq2"}
- e1u2/cable1_1.wl ={w="baseq2"}
- e2u3/core1_1.wl ={w="baseq2"}
- e2u3/core1_3.wl ={w="baseq2"}
- e2u3/core1_4.wl ={w="baseq2"}
- e2u3/core2_3.wl ={w="baseq2"}
- e2u3/core2_4.wl ={w="baseq2"}
- e2u3/core3_1.wl ={w="baseq2"}
- e2u3/core3_3.wl ={w="baseq2"}
- e2u3/core4_1.wl ={w="baseq2"}
- e2u3/core4_3.wl ={w="baseq2"}
- e2u3/core4_4.wl ={w="baseq2"}
- e2u3/core5_1.wl ={w="baseq2"}
- e2u3/core5_3.wl ={w="baseq2"}
- e2u3/core5_4.wl ={w="baseq2"}
- e2u3/core6_1.wl ={w="baseq2"}
- e2u3/core6_3.wl ={w="baseq2"}
- e2u3/core7_3.wl ={w="baseq2"}
- e2u3/core7_4.wl ={w="baseq2"}
- e1u2/fuse1_1.wl ={w="baseq2"}
- e1u2/fuse1_2.wl ={w="baseq2"}
- e1u2/fuse1_3.wl ={w="baseq2"}
- e1u2/fuse1_4.wl ={w="baseq2"}
- e3u1/geowalm1_1.wl ={w="baseq2"}
- e3u1/geowalm1_2.wl ={w="baseq2"}
- e3u1/geowaln1_2.wl ={w="baseq2"}
- e3u1/geowalo1_1.wl ={w="baseq2"}
- e3u1/geowalp1_1.wl ={w="baseq2"}
- e1u1/pip01_1.wl ={w="baseq2"}
- e1u1/pip01_2.wl ={w="baseq2"}
- e1u1/pip01_4.wl ={w="baseq2"}
- e1u1/pip02_1.wl ={w="baseq2"}
- e1u3/pip02_3.wl ={w="baseq2"}
- e1u3/pip02_4.wl ={w="baseq2"}
- e1u1/pip02_5.wl ={w="baseq2"}
- e1u1/pip02_6.wl ={w="baseq2"}
- e3u3/pip03_1.wl ={w="baseq2"}
- e1u1/pip03_4.wl ={w="baseq2"}
- e1u1/PIP04_3.wl ={w="baseq2"}
- e1u1/PIP04_4.wl ={w="baseq2"}
- e1u1/PIP04_5.wl ={w="baseq2"}
- e1u1/PIP04_6.wl ={w="baseq2"}
- e1u1/pip05_1.wl ={w="baseq2"}
- e1u1/pipe1_1.wl ={w="baseq2"}
- e1u1/pipe1_2.wl ={w="baseq2"}
- e1u1/pipe1_3.wl ={w="baseq2"}
- e1u1/pipe1_4.wl ={w="baseq2"}
- e1u1/pipe1_5.wl ={w="baseq2"}
- e3u2/pipe1_6.wl ={w="baseq2"}
- e2u3/pipe3_2.wl ={w="baseq2"}
- e2u3/pipes1_2.wl ={w="baseq2"}
- e2u3/pwpip1_1.wl ={w="baseq2"}
- e2u3/pwpip1_2.wl ={w="baseq2"}
- e1u1/redkeypad.wl ={w="baseq2"}
- e2u1/rpip2_1.wl ={w="baseq2"}
- e1u1/rpip2_2.wl ={w="baseq2"}
- e1u3/wire1_3.wl ={w="baseq2"}
- e1u3/wires2_1.wl ={w="baseq2"}
- e1u3/wires2_2.wl ={w="baseq2"}
-
- }
- Enviroment.txlist = // each texture page is a ".txlist" object
- {
- // enviroment
-
- e3u3/awater.wl ={w="baseq2"}
- e1u1/bluwter.wl ={w="baseq2"}
- e1u1/brlava.wl ={w="baseq2"}
- e1u1/brwater.wl ={w="baseq2"}
- e3u3/coolant.wl ={w="baseq2"}
- e2u1/crys1_1.wl ={w="baseq2"}
- e2u1/crys1_2.wl ={w="baseq2"}
- e2u1/crys1_3.wl ={w="baseq2"}
- e2u2/flesh1_1.wl ={w="baseq2"}
- e3u1/glocrys_1.wl ={w="baseq2"}
- e3u1/glocrys_2.wl ={w="baseq2"}
- e3u1/grass1_2.wl ={w="baseq2"}
- e1u1/grass1_3.wl ={w="baseq2"}
- e1u1/grass1_4.wl ={w="baseq2"}
- e1u3/grass1_5.wl ={w="baseq2"}
- e3u3/grass1_6.wl ={w="baseq2"}
- e1u1/grass1_7.wl ={w="baseq2"}
- e1u1/grass1_8.wl ={w="baseq2"}
- e3u3/grocks22_1.wl ={w="baseq2"}
- e1u3/lava.wl ={w="baseq2"}
- e2u1/mud1_1.wl ={w="baseq2"}
- e2u2/pipe1_4.wl ={w="baseq2"}
- e2u1/rock0_1.wl ={w="baseq2"}
- e2u1/rock1_1.wl ={w="baseq2"}
- e2u2/rock25_1.wl ={w="baseq2"}
- e2u3/rock2_1.wl ={w="baseq2"}
- e2u1/rock6_4.wl ={w="baseq2"}
- e1u3/rocks14_2.wl ={w="baseq2"}
- e2u1/rocks15_2.wl ={w="baseq2"}
- e1u3/rocks16_1.wl ={w="baseq2"}
- e1u1/rocks16_2.wl ={w="baseq2"}
- e2u3/rocks17_2.wl ={w="baseq2"}
- e1u1/rocks19_1.wl ={w="baseq2"}
- e2u1/rocks21_1.wl ={w="baseq2"}
- e1u1/rocks22_1.wl ={w="baseq2"}
- e2u1/rocks23_2.wl ={w="baseq2"}
- e2u2/rocks24_1.wl ={w="baseq2"}
- e2u1/rocks24_2.wl ={w="baseq2"}
- e2u1/rrock1_2.wl ={w="baseq2"}
- e1u1/sewer1.wl ={w="baseq2"}
- e2u3/sewer1_300.wl ={w="baseq2"}
- e1u1/sky1.wl ={w="baseq2"}
- e1u2/sky2.wl ={w="baseq2"}
- e2u3/tlava1_3.wl ={w="baseq2"}
- e1u1/water1_8.wl ={w="baseq2"}
- e1u1/water4.wl ={w="baseq2"}
- e3u3/water7.wl ={w="baseq2"}
- e1u1/water8.wl ={w="baseq2"}
- e1u3/yelfield.wl ={w="baseq2"}
-
- }
- Floor.txlist = // each texture page is a ".txlist" object
- {
- // floor
-
- e1u3/bflor3_1.wl ={w="baseq2"}
- e1u3/bflor3_2.wl ={w="baseq2"}
- e1u3/bflor3_3.wl ={w="baseq2"}
- e1u3/con_flr1_1.wl ={w="baseq2"}
- e1u3/con_flr1_2.wl ={w="baseq2"}
- e3u1/dfloor10_1.wl ={w="baseq2"}
- e3u1/dfloor10_2.wl ={w="baseq2"}
- e3u1/dfloor1_1.wl ={w="baseq2"}
- e3u1/dfloor1_2.wl ={w="baseq2"}
- e3u1/dfloor1_3.wl ={w="baseq2"}
- e3u1/dfloor1_4.wl ={w="baseq2"}
- e3u1/dfloor2_1.wl ={w="baseq2"}
- e3u1/dfloor2_2.wl ={w="baseq2"}
- e3u1/dfloor3_1.wl ={w="baseq2"}
- e3u1/dfloor3_2.wl ={w="baseq2"}
- e3u1/dfloor4_1.wl ={w="baseq2"}
- e3u1/dfloor5_2.wl ={w="baseq2"}
- e3u1/dfloor6_1.wl ={w="baseq2"}
- e3u1/dfloor6_2.wl ={w="baseq2"}
- e3u1/dfloor7_1.wl ={w="baseq2"}
- e3u1/dfloor7_2.wl ={w="baseq2"}
- e3u1/dfloor8_1.wl ={w="baseq2"}
- e3u1/dfloor8_2.wl ={w="baseq2"}
- e3u1/dfloor9_2.wl ={w="baseq2"}
- e1u1/flat1_1.wl ={w="baseq2"}
- e1u1/flat1_2.wl ={w="baseq2"}
- e1u3/floor1_1.wl ={w="baseq2"}
- e2u3/floor1_2.wl ={w="baseq2"}
- e2u2/floor1_2.wl ={w="baseq2"}
- e1u1/floor1_3.wl ={w="baseq2"}
- e2u3/floor1_3.wl ={w="baseq2"}
- e2u2/floor1_3.wl ={w="baseq2"}
- e2u3/floor1_4.wl ={w="baseq2"}
- e2u2/floor1_4.wl ={w="baseq2"}
- e2u3/floor1_5.wl ={w="baseq2"}
- e2u2/floor1_5.wl ={w="baseq2"}
- e2u3/floor1_6.wl ={w="baseq2"}
- e2u3/floor1_7.wl ={w="baseq2"}
- e2u2/floor1_7.wl ={w="baseq2"}
- e2u3/floor1_8.wl ={w="baseq2"}
- e2u2/floor1_8.wl ={w="baseq2"}
- e2u3/floor2_1.wl ={w="baseq2"}
- e3u1/floor2_2.wl ={w="baseq2"}
- e3u1/floor2_3.wl ={w="baseq2"}
- e2u2/floor2_4.wl ={w="baseq2"}
- e2u3/floor2_5.wl ={w="baseq2"}
- e2u2/floor2_5.wl ={w="baseq2"}
- e2u2/floor2_6.wl ={w="baseq2"}
- e2u3/floor2_6.wl ={w="baseq2"}
- e2u3/floor2_7.wl ={w="baseq2"}
- e2u2/floor2_7.wl ={w="baseq2"}
- e2u3/floor2_8.wl ={w="baseq2"}
- e2u2/floor2_8.wl ={w="baseq2"}
- e1u1/floor3_1.wl ={w="baseq2"}
- e1u1/floor3_2.wl ={w="baseq2"}
- e1u1/floor3_3.wl ={w="baseq2"}
- e2u3/floor3_3.wl ={w="baseq2"}
- e2u3/floor3_5.wl ={w="baseq2"}
- e2u3/floor3_6.wl ={w="baseq2"}
- e2u1/floor3_7.wl ={w="baseq2"}
- e2u1/florr1_1.wl ={w="baseq2"}
- e1u1/florr1_2.wl ={w="baseq2"}
- e2u1/florr1_4.wl ={w="baseq2"}
- e1u1/florr1_5.wl ={w="baseq2"}
- e1u1/florr1_6.wl ={w="baseq2"}
- e2u3/florr1_7.wl ={w="baseq2"}
- e1u1/florr1_8.wl ={w="baseq2"}
- e2u1/florr2_5.wl ={w="baseq2"}
- e2u1/florr2_6.wl ={w="baseq2"}
- e2u3/florr2_7.wl ={w="baseq2"}
- e1u1/florr2_8.wl ={w="baseq2"}
- e2u1/flr1_1.wl ={w="baseq2"}
- e2u1/flr1_2.wl ={w="baseq2"}
- e2u1/flr1_3.wl ={w="baseq2"}
- e1u1/metal5_1.wl ={w="baseq2"}
- e1u1/metal5_2.wl ={w="baseq2"}
- e1u1/metal6_1.wl ={w="baseq2"}
- e1u1/metal6_2.wl ={w="baseq2"}
- e2u2/rflr2_1.wl ={w="baseq2"}
- e1u1/stairs1_1.wl ={w="baseq2"}
- e1u3/stairs1_2.wl ={w="baseq2"}
- e1u3/stairs1_3.wl ={w="baseq2"}
- e1u3/stflr1_4.wl ={w="baseq2"}
- e1u3/stflr1_5.wl ={w="baseq2"}
- e1u3/wstfl2_5.wl ={w="baseq2"}
- e1u3/wstfl2_6.wl ={w="baseq2"}
-
- }
- Grate.txlist = // each texture page is a ".txlist" object
- {
- // grate
-
- e1u3/airduc1_1.wl ={w="baseq2"}
- e1u3/airduc1_2.wl ={w="baseq2"}
- e1u3/airduc1_3.wl ={w="baseq2"}
- e1u2/angle1_1.wl ={w="baseq2"}
- e1u2/angle1_2.wl ={w="baseq2"}
- e3u3/arvnt1_2.wl ={w="baseq2"}
- e3u3/arvnt1_3.wl ={w="baseq2"}
- e3u3/arvnt1_4.wl ={w="baseq2"}
- e1u1/ggrat12_2.wl ={w="baseq2"}
- e1u1/ggrat12_4.wl ={w="baseq2"}
- e1u1/ggrat2_1.wl ={w="baseq2"}
- e1u1/ggrat2_2.wl ={w="baseq2"}
- e1u1/ggrat2_7.wl ={w="baseq2"}
- e1u1/ggrat4_1.wl ={w="baseq2"}
- e1u1/ggrat4_2.wl ={w="baseq2"}
- e1u1/ggrat4_3.wl ={w="baseq2"}
- e1u1/ggrat4_4.wl ={w="baseq2"}
- e1u1/ggrat5_1.wl ={w="baseq2"}
- e1u1/ggrat5_2.wl ={w="baseq2"}
- e1u1/ggrat6_1.wl ={w="baseq2"}
- e1u1/ggrat6_2.wl ={w="baseq2"}
- e1u1/ggrate7_1.wl ={w="baseq2"}
- e1u1/ggrate8_1.wl ={w="baseq2"}
- e1u1/ggrate9_2.wl ={w="baseq2"}
- e1u1/grate1_1.wl ={w="baseq2"}
- e1u2/grate1_1.wl ={w="baseq2"}
- e1u1/grate1_2.wl ={w="baseq2"}
- e1u2/grate1_3.wl ={w="baseq2"}
- e1u1/grate1_3.wl ={w="baseq2"}
- e1u2/grate1_4.wl ={w="baseq2"}
- e1u1/grate1_4.wl ={w="baseq2"}
- e1u1/grate1_5.wl ={w="baseq2"}
- e1u2/grate1_5.wl ={w="baseq2"}
- e1u1/grate1_6.wl ={w="baseq2"}
- e1u2/grate1_6.wl ={w="baseq2"}
- e1u2/grate1_8.wl ={w="baseq2"}
- e1u3/grate1_8.wl ={w="baseq2"}
- e1u1/grate2_1.wl ={w="baseq2"}
- e1u1/grate2_2.wl ={w="baseq2"}
- e1u1/grate2_3.wl ={w="baseq2"}
- e1u1/grate2_4.wl ={w="baseq2"}
- e1u1/grate2_5.wl ={w="baseq2"}
- e1u1/grate2_6.wl ={w="baseq2"}
- e1u1/grate2_7.wl ={w="baseq2"}
- e1u1/grate2_8.wl ={w="baseq2"}
- e1u1/grlt1_1.wl ={w="baseq2"}
- e1u1/grlt2_1.wl ={w="baseq2"}
- e1u1/grndoor1.wl ={w="baseq2"}
- e1u1/grnmt1_1.wl ={w="baseq2"}
- e1u1/grnmt2_2.wl ={w="baseq2"}
- e1u1/grnx1_1.wl ={w="baseq2"}
- e1u1/grnx1_2.wl ={w="baseq2"}
- e1u1/grnx2_1.wl ={w="baseq2"}
- e1u1/grnx2_2.wl ={w="baseq2"}
- e1u1/grnx2_3.wl ={w="baseq2"}
- e1u3/grnx2_4.wl ={w="baseq2"}
- e1u1/grnx2_5.wl ={w="baseq2"}
- e1u1/grnx2_6.wl ={w="baseq2"}
- e1u1/grnx2_7.wl ={w="baseq2"}
- e1u1/grnx2_8.wl ={w="baseq2"}
- e1u1/grnx2_9.wl ={w="baseq2"}
- e1u1/grnx3_1.wl ={w="baseq2"}
- e1u1/grnx3_2.wl ={w="baseq2"}
- e1u1/grnx3_3.wl ={w="baseq2"}
- e1u1/red1_1.wl ={w="baseq2"}
- e1u1/red1_2.wl ={w="baseq2"}
- e3u1/red1_3.wl ={w="baseq2"}
- e1u1/red1_3.wl ={w="baseq2"}
- e1u3/sflr1_1.wl ={w="baseq2"}
- e1u3/sflr1_2.wl ={w="baseq2"}
- e1u3/sflr1_3.wl ={w="baseq2"}
- e1u3/slots1_1.wl ={w="baseq2"}
- e1u3/slots1_2.wl ={w="baseq2"}
- e1u3/slots1_4.wl ={w="baseq2"}
- e1u3/slots1_5.wl ={w="baseq2"}
- e1u3/slots1_6.wl ={w="baseq2"}
- e1u3/sltfl2_1.wl ={w="baseq2"}
- e1u3/sltfl2_2.wl ={w="baseq2"}
- e1u3/sltfl2_6.wl ={w="baseq2"}
- e1u3/sltfr2_4.wl ={w="baseq2"}
- e1u1/wgrate1_1.wl ={w="baseq2"}
- e1u1/wgrate1_2.wl ={w="baseq2"}
- e1u1/wgrate1_3.wl ={w="baseq2"}
- e1u1/wgrate1_4.wl ={w="baseq2"}
- e1u1/wgrate1_5.wl ={w="baseq2"}
- e1u1/wgrate1_6.wl ={w="baseq2"}
- e1u1/wgrate1_7.wl ={w="baseq2"}
- e1u1/wgrate1_8.wl ={w="baseq2"}
- e1u3/wngle1_2.wl ={w="baseq2"}
-
- }
- Light.txlist = // each texture page is a ".txlist" object
- {
- // light
-
- e1u1/+0comp11_1.wl ={w="baseq2"}
- e1u1/+1comp11_1.wl ={w="baseq2"}
- e1u1/+2comp11_1.wl ={w="baseq2"}
- e1u1/+3comp11_1.wl ={w="baseq2"}
- e1u1/+4comp11_1.wl ={w="baseq2"}
- e1u1/+5comp11_1.wl ={w="baseq2"}
- e1u1/+6comp11_1.wl ={w="baseq2"}
- e1u1/+7comp11_1.wl ={w="baseq2"}
- e1u1/+8comp11_1.wl ={w="baseq2"}
- e1u1/+9comp11_1.wl ={w="baseq2"}
- e1u1/baselt_2.wl ={w="baseq2"}
- e1u1/baselt_3.wl ={w="baseq2"}
- e1u1/baselt_4.wl ={w="baseq2"}
- e1u1/baselt_5.wl ={w="baseq2"}
- e2u3/baselt_6.wl ={w="baseq2"}
- e1u1/baselt_7.wl ={w="baseq2"}
- e2u3/baselt_a.wl ={w="baseq2"}
- e1u1/baselt_b.wl ={w="baseq2"}
- e2u3/baselt_blu.wl ={w="baseq2"}
- e1u1/baselt_c.wl ={w="baseq2"}
- e2u3/baselt_d.wl ={w="baseq2"}
- e2u3/baselt_dx.wl ={w="baseq2"}
- e2u3/baselt_wht.wl ={w="baseq2"}
- e2u3/baselt_whte.wl ={w="baseq2"}
- e1u1/baslt3_1.wl ={w="baseq2"}
- e3u3/baslt3_8.wl ={w="baseq2"}
- e3u3/bluelite.wl ={w="baseq2"}
- e1u1/ceil1_1.wl ={w="baseq2"}
- e2u3/ceil1_11.wl ={w="baseq2"}
- e1u2/ceil1_12.wl ={w="baseq2"}
- e2u3/ceil1_13.wl ={w="baseq2"}
- e3u1/ceil1_14.wl ={w="baseq2"}
- e1u2/ceil1_15.wl ={w="baseq2"}
- e1u3/ceil1_16.wl ={w="baseq2"}
- e1u3/ceil1_17.wl ={w="baseq2"}
- e1u1/ceil1_2.wl ={w="baseq2"}
- e1u3/ceil1_21.wl ={w="baseq2"}
- e1u2/ceil1_22.wl ={w="baseq2"}
- e1u2/ceil1_23.wl ={w="baseq2"}
- e3u1/ceil1_24.wl ={w="baseq2"}
- e1u2/ceil1_25.wl ={w="baseq2"}
- e3u3/ceil1_27.wl ={w="baseq2"}
- e1u1/ceil1_28.wl ={w="baseq2"}
- e1u1/ceil1_3.wl ={w="baseq2"}
- e1u1/ceil1_4.wl ={w="baseq2"}
- e1u3/ceil1_5.wl ={w="baseq2"}
- e1u3/ceil1_6.wl ={w="baseq2"}
- e1u1/ceil1_7.wl ={w="baseq2"}
- e1u1/ceil1_8.wl ={w="baseq2"}
- e3u1/citlit1_1.wl ={w="baseq2"}
- e3u1/citlit1_4.wl ={w="baseq2"}
- e3u1/ctylt1_1.wl ={w="baseq2"}
- e1u3/fmet3_5.wl ={w="baseq2"}
- e1u3/fmet3_6.wl ={w="baseq2"}
- e1u3/fmet3_7.wl ={w="baseq2"}
- e3u1/geolitc1_1.wl ={w="baseq2"}
- e3u1/jaildr03_1.wl ={w="baseq2"}
- e3u1/jaildr03_2.wl ={w="baseq2"}
- e1u1/jaildr1_3.wl ={w="baseq2"}
- e3u2/jaildr2_3.wl ={w="baseq2"}
- e1u1/jaildr2_3.wl ={w="baseq2"}
- e1u3/light03_1.wl ={w="baseq2"}
- e1u2/light03_2.wl ={w="baseq2"}
- e1u3/light03_5.wl ={w="baseq2"}
- e1u3/light03_6.wl ={w="baseq2"}
- e1u2/light03_8.wl ={w="baseq2"}
- e1u2/light2_2.wl ={w="baseq2"}
- e2u1/lsrlt1.wl ={w="baseq2"}
- e1u3/met4_5.wl ={w="baseq2"}
- e1u2/metal12_4.wl ={w="baseq2"}
- e2u1/minlt1_1.wl ={w="baseq2"}
- e3u1/pallt_7.wl ={w="baseq2"}
- e1u1/plite1_1.wl ={w="baseq2"}
- e1u3/plite1_2.wl ={w="baseq2"}
- e1u1/plite1_3.wl ={w="baseq2"}
- e1u1/p_lit_02.wl ={w="baseq2"}
- e1u1/p_lit_03.wl ={w="baseq2"}
- e2u1/redlt1_1.wl ={w="baseq2"}
- e2u1/redlt1_3.wl ={w="baseq2"}
- e2u2/reflt1_1.wl ={w="baseq2"}
- e2u1/reflt1_10.wl ={w="baseq2"}
- e2u2/reflt1_11.wl ={w="baseq2"}
- e2u1/reflt1_9.wl ={w="baseq2"}
- e2u3/reflt3_1.wl ={w="baseq2"}
- e2u1/reflt3_10.wl ={w="baseq2"}
- e2u1/reflt3_11.wl ={w="baseq2"}
- e2u1/reflt3_2.wl ={w="baseq2"}
- e2u1/reflt3_5.wl ={w="baseq2"}
- e2u3/reflt3_8.wl ={w="baseq2"}
- e1u3/reflt3_9.wl ={w="baseq2"}
- e2u3/rlight1_1.wl ={w="baseq2"}
- e2u3/rlight1_2.wl ={w="baseq2"}
- e1u2/support1_8.wl ={w="baseq2"}
- e2u1/tlight03.wl ={w="baseq2"}
- e1u1/wslt1_5.wl ={w="baseq2"}
- e1u1/wslt1_6.wl ={w="baseq2"}
- e2u3/wstlt1_1.wl ={w="baseq2"}
- e2u3/wstlt1_2.wl ={w="baseq2"}
- e2u3/wstlt1_3.wl ={w="baseq2"}
- e2u3/wstlt1_5.wl ={w="baseq2"}
- e2u3/wstlt1_8.wl ={w="baseq2"}
- e1u1/wsupprt1_14.wl ={w="baseq2"}
-
- }
- Machine.txlist = // each texture page is a ".txlist" object
- {
- // machine
-
- e1u1/belt1_2.wl ={w="baseq2"}
- e2u2/belt2_1.wl ={w="baseq2"}
- e2u2/belt2_2.wl ={w="baseq2"}
- e2u2/belt2_3.wl ={w="baseq2"}
- e2u1/belt2_4.wl ={w="baseq2"}
- e2u2/belt2_5.wl ={w="baseq2"}
- e2u1/bigmet1_1.wl ={w="baseq2"}
- e1u2/bigmet1_2.wl ={w="baseq2"}
- e1u3/mach1_1.wl ={w="baseq2"}
- e1u3/mach1_2.wl ={w="baseq2"}
- e2u2/mach1_3.wl ={w="baseq2"}
- e2u2/mach1_5.wl ={w="baseq2"}
- e2u3/machine1.wl ={w="baseq2"}
- e3u1/plat1_1.wl ={w="baseq2"}
- e3u1/plat1_2.wl ={w="baseq2"}
- e3u1/plat1_3.wl ={w="baseq2"}
- e1u2/plate1_2.wl ={w="baseq2"}
- e1u2/plate1_3.wl ={w="baseq2"}
- e1u2/plate1_4.wl ={w="baseq2"}
- e1u2/plate1_6.wl ={w="baseq2"}
- e2u2/plate2_1.wl ={w="baseq2"}
- e2u2/plate2_5.wl ={w="baseq2"}
- e2u1/plate5_2.wl ={w="baseq2"}
- e1u3/wplat1_1.wl ={w="baseq2"}
- e1u1/wplat1_2.wl ={w="baseq2"}
- e2u1/wplat1_3.wl ={w="baseq2"}
-
- }
- Metal1.txlist = // each texture page is a ".txlist" object
- {
- // metal-1
-
- e2u3/blbk1_1.wl ={w="baseq2"}
- e2u3/blbk1_2.wl ={w="baseq2"}
- e2u1/bmetal11_1.wl ={w="baseq2"}
- e2u2/bmetal11_2.wl ={w="baseq2"}
- e2u2/bmetal13_1.wl ={w="baseq2"}
- e2u2/bmetal13_2.wl ={w="baseq2"}
- e2u3/bmetl2_1.wl ={w="baseq2"}
- e2u3/bmtb13_1.wl ={w="baseq2"}
- e3u1/darkmet1_1.wl ={w="baseq2"}
- e3u1/darkmet1_2.wl ={w="baseq2"}
- e1u3/fmet1_2.wl ={w="baseq2"}
- e1u3/fmet1_3.wl ={w="baseq2"}
- e1u3/fmet1_4.wl ={w="baseq2"}
- e1u3/fmet2_2.wl ={w="baseq2"}
- e1u3/fmet2_3.wl ={w="baseq2"}
- e1u3/fmet2_4.wl ={w="baseq2"}
- e1u3/fmet3_1.wl ={w="baseq2"}
- e1u3/fmet3_2.wl ={w="baseq2"}
- e3u2/fmet3_3.wl ={w="baseq2"}
- e1u3/met1_1.wl ={w="baseq2"}
- e1u3/met1_2.wl ={w="baseq2"}
- e1u3/met1_3.wl ={w="baseq2"}
- e1u3/met1_4.wl ={w="baseq2"}
- e1u3/met1_5.wl ={w="baseq2"}
- e1u3/met2_1.wl ={w="baseq2"}
- e1u3/met2_2.wl ={w="baseq2"}
- e1u3/met2_3.wl ={w="baseq2"}
- e1u3/met2_4.wl ={w="baseq2"}
- e1u3/met4_3.wl ={w="baseq2"}
- e1u3/met4_4.wl ={w="baseq2"}
- e2u3/metal14_1.wl ={w="baseq2"}
- e1u1/metal14_1.wl ={w="baseq2"}
- e3u3/metal15_2.wl ={w="baseq2"}
- e2u2/metal16_4.wl ={w="baseq2"}
- e3u3/metal17_1.wl ={w="baseq2"}
- e3u3/metal17_2.wl ={w="baseq2"}
- e3u3/metal18_1.wl ={w="baseq2"}
- e3u3/metal18_2.wl ={w="baseq2"}
- e3u3/metal19_1.wl ={w="baseq2"}
- e3u3/metal19_2.wl ={w="baseq2"}
- e3u3/metal20_1.wl ={w="baseq2"}
- e3u3/metal20_2.wl ={w="baseq2"}
- e3u3/metal21_1.wl ={w="baseq2"}
- e3u3/metal21_2.wl ={w="baseq2"}
- e3u3/metal22_1.wl ={w="baseq2"}
- e3u3/metal22_2.wl ={w="baseq2"}
- e3u3/metal23_1.wl ={w="baseq2"}
- e3u3/metal23_2.wl ={w="baseq2"}
- e2u1/metal24_1.wl ={w="baseq2"}
- e2u2/metal24_2.wl ={w="baseq2"}
- e2u2/metal24_3.wl ={w="baseq2"}
- e2u2/metal24_4.wl ={w="baseq2"}
- e2u2/metal25_2.wl ={w="baseq2"}
- e2u1/metal25_3.wl ={w="baseq2"}
- e2u2/metal33_1.wl ={w="baseq2"}
- e2u1/metal33_2.wl ={w="baseq2"}
- e2u2/metal34_2.wl ={w="baseq2"}
- e2u1/metal35_1.wl ={w="baseq2"}
- e2u1/metal3_1.wl ={w="baseq2"}
- e2u1/metal3_2.wl ={w="baseq2"}
- e2u1/metal3_3.wl ={w="baseq2"}
- e1u2/metal4_2.wl ={w="baseq2"}
- e3u3/metal4_4.wl ={w="baseq2"}
- e2u1/metal6_1.wl ={w="baseq2"}
- e2u1/mmtl19_1.wl ={w="baseq2"}
- e2u1/mmtl19_2.wl ={w="baseq2"}
- e2u1/mmtl20_1.wl ={w="baseq2"}
- e1u2/pillar1_1.wl ={w="baseq2"}
- e1u2/pillar1_2.wl ={w="baseq2"}
- e2u1/pilr01_1.wl ={w="baseq2"}
- e2u1/pilr01_2.wl ={w="baseq2"}
- e2u1/pilr01_3.wl ={w="baseq2"}
- e2u2/pilr02_1.wl ={w="baseq2"}
- e2u1/pilr02_2.wl ={w="baseq2"}
- e2u1/pilr03_1.wl ={w="baseq2"}
- e2u1/pilr03_3.wl ={w="baseq2"}
- e2u3/rmetal3_1.wl ={w="baseq2"}
- e2u3/rmetal3_2.wl ={w="baseq2"}
- e2u3/rmetal3_3.wl ={w="baseq2"}
- e2u3/rmetal3_4.wl ={w="baseq2"}
- e2u3/rmetal4_1.wl ={w="baseq2"}
- e2u3/rmetal4_2.wl ={w="baseq2"}
- e2u3/rmetal5_1.wl ={w="baseq2"}
- e2u3/rmetal6_1.wl ={w="baseq2"}
- e2u3/rmtl36_4.wl ={w="baseq2"}
- e1u1/support1_1.wl ={w="baseq2"}
- e3u1/support1_2.wl ={w="baseq2"}
- e1u1/support1_3.wl ={w="baseq2"}
- e1u2/support1_5.wl ={w="baseq2"}
- e3u3/support1_6.wl ={w="baseq2"}
- e1u1/wmtal3_5.wl ={w="baseq2"}
- e1u1/wsupprt1_3.wl ={w="baseq2"}
- e1u1/wsupprt1_5.wl ={w="baseq2"}
- e1u1/wsupprt1_6.wl ={w="baseq2"}
-
- }
- Metal2.txlist = // each texture page is a ".txlist" object
- {
- // metal-2
-
- e1u1/c_met51a.wl ={w="baseq2"}
- e1u1/c_met51b.wl ={w="baseq2"}
- e1u1/c_met51c.wl ={w="baseq2"}
- e1u1/c_met52a.wl ={w="baseq2"}
- e1u1/c_met5_1.wl ={w="baseq2"}
- e1u1/c_met5_2.wl ={w="baseq2"}
- e1u1/c_met7_1.wl ={w="baseq2"}
- e1u1/c_met7_2.wl ={w="baseq2"}
- e1u1/c_met8_2.wl ={w="baseq2"}
- e1u3/fmet3_4.wl ={w="baseq2"}
- e1u2/metal10_1.wl ={w="baseq2"}
- e1u2/metal10_3.wl ={w="baseq2"}
- e1u2/metal12_1.wl ={w="baseq2"}
- e1u2/metal12_2.wl ={w="baseq2"}
- e1u2/metal13_1.wl ={w="baseq2"}
- e1u2/metal13_2.wl ={w="baseq2"}
- e1u2/metal13_3.wl ={w="baseq2"}
- e1u2/metal14_1.wl ={w="baseq2"}
- e1u2/metal14_2.wl ={w="baseq2"}
- e1u2/metal3_1.wl ={w="baseq2"}
- e1u2/metal3_2.wl ={w="baseq2"}
- e1u2/metal3_4.wl ={w="baseq2"}
- e2u2/metal42_2.wl ={w="baseq2"}
- e2u2/metal43_2.wl ={w="baseq2"}
- e2u1/metal46_1.wl ={w="baseq2"}
- e2u1/metal46_4.wl ={w="baseq2"}
- e2u2/metal47_1.wl ={w="baseq2"}
- e2u2/metal47_2.wl ={w="baseq2"}
- e3u3/metal4_1.wl ={w="baseq2"}
- e2u1/metal4_2.wl ={w="baseq2"}
- e1u2/metal5_1.wl ={w="baseq2"}
- e1u2/metal5_2.wl ={w="baseq2"}
- e1u2/metal5_3.wl ={w="baseq2"}
- e1u2/metal5_4.wl ={w="baseq2"}
- e1u2/metal5_5.wl ={w="baseq2"}
- e1u2/metal5_6.wl ={w="baseq2"}
- e1u2/metal5_7.wl ={w="baseq2"}
- e1u2/metal5_8.wl ={w="baseq2"}
- e1u2/metal6_1.wl ={w="baseq2"}
- e1u2/metal6_2.wl ={w="baseq2"}
- e1u2/metal6_3.wl ={w="baseq2"}
- e1u2/metal8_1.wl ={w="baseq2"}
- e1u2/metal8_2.wl ={w="baseq2"}
- e1u2/metal8_3.wl ={w="baseq2"}
- e1u2/metal8_4.wl ={w="baseq2"}
- e1u2/metal8_5.wl ={w="baseq2"}
- e1u2/metal9_1.wl ={w="baseq2"}
- e1u2/metal9_2.wl ={w="baseq2"}
- e1u2/metal9_3.wl ={w="baseq2"}
- e1u2/metal9_4.wl ={w="baseq2"}
- e1u2/metal9_6.wl ={w="baseq2"}
- e1u2/metals_1.wl ={w="baseq2"}
- e1u2/metals_3.wl ={w="baseq2"}
- e3u1/palmet10_1.wl ={w="baseq2"}
- e3u1/palmet10_2.wl ={w="baseq2"}
- e3u1/palmet12_1.wl ={w="baseq2"}
- e3u1/palmet12_2.wl ={w="baseq2"}
- e3u1/palmet12_3.wl ={w="baseq2"}
- e3u1/palmet13_4.wl ={w="baseq2"}
- e3u1/palmet14_1.wl ={w="baseq2"}
- e3u1/palmet14_2.wl ={w="baseq2"}
- e3u1/palmet14_3.wl ={w="baseq2"}
- e3u1/palmet14_4.wl ={w="baseq2"}
- e3u1/palmet9_2.wl ={w="baseq2"}
- e3u1/palsup1_5.wl ={w="baseq2"}
- e2u1/wmetl2_4.wl ={w="baseq2"}
- e2u1/wmetl6_1.wl ={w="baseq2"}
- e1u3/wmtal3_1.wl ={w="baseq2"}
- e1u3/wmtal3_3.wl ={w="baseq2"}
- e1u3/wmtal3_4.wl ={w="baseq2"}
- e1u3/wmtal4_2.wl ={w="baseq2"}
- e1u3/wmtal4_4.wl ={w="baseq2"}
- e1u3/wmtal5_1.wl ={w="baseq2"}
- e1u3/wmtal5_4.wl ={w="baseq2"}
- e1u3/wmtal9_1.wl ={w="baseq2"}
- e1u3/wmtal9_2.wl ={w="baseq2"}
- e1u3/wmtal9_3.wl ={w="baseq2"}
-
- }
- Mine.txlist = // each texture page is a ".txlist" object
- {
- // mine
-
- e2u1/mine02_1.wl ={w="baseq2"}
- e2u1/mine02_2.wl ={w="baseq2"}
- e2u1/mine03_1.wl ={w="baseq2"}
- e2u1/mine03_2.wl ={w="baseq2"}
- e2u1/mine04_1.wl ={w="baseq2"}
- e2u1/mine04_2.wl ={w="baseq2"}
- e2u1/mine05_1.wl ={w="baseq2"}
- e2u1/mine05_2.wl ={w="baseq2"}
- e2u1/mine06_1.wl ={w="baseq2"}
- e2u1/mine06_2.wl ={w="baseq2"}
- e2u1/mine06_3.wl ={w="baseq2"}
- e2u1/mine06_4.wl ={w="baseq2"}
- e2u1/mine07_1.wl ={w="baseq2"}
- e2u1/mine07_2.wl ={w="baseq2"}
- e2u1/mine07_3.wl ={w="baseq2"}
- e2u1/mine07_4.wl ={w="baseq2"}
- e2u1/mine08_1.wl ={w="baseq2"}
- e2u1/mine08_3.wl ={w="baseq2"}
- e2u1/mine08_4.wl ={w="baseq2"}
- e2u1/mine10_1.wl ={w="baseq2"}
- e2u1/mine10_2.wl ={w="baseq2"}
- e2u1/mine13_1.wl ={w="baseq2"}
- e2u1/mine13_2.wl ={w="baseq2"}
- e2u1/mine14_1.wl ={w="baseq2"}
- e2u1/mine9_1.wl ={w="baseq2"}
- e2u1/minlt1_2.wl ={w="baseq2"}
- e2u1/minlt1_3.wl ={w="baseq2"}
-
- }
- Misc.txlist = // each texture page is a ".txlist" object
- {
- // misc
-
- e3u2/bed01_1.wl ={w="baseq2"}
- e3u2/bed02_2.wl ={w="baseq2"}
- e3u2/bed3_2.wl ={w="baseq2"}
- e3u2/bed3_3.wl ={w="baseq2"}
- e3u2/bed3_4.wl ={w="baseq2"}
- e3u2/bed4_3.wl ={w="baseq2"}
- e3u2/bed4_4.wl ={w="baseq2"}
- e3u2/bed4_7.wl ={w="baseq2"}
- e1u3/blood1.wl ={w="baseq2"}
- e1u3/blood2.wl ={w="baseq2"}
- e1u3/laserside.wl ={w="baseq2"}
- e2u1/lzr01_1.wl ={w="baseq2"}
- e2u1/lzr01_2.wl ={w="baseq2"}
- e2u1/lzr01_4.wl ={w="baseq2"}
- e2u1/lzr01_5.wl ={w="baseq2"}
- e2u1/lzr02_1.wl ={w="baseq2"}
- e2u1/lzr02_2.wl ={w="baseq2"}
- e2u1/lzr03_1.wl ={w="baseq2"}
- e2u1/minpn3_1.wl ={w="baseq2"}
- e3u1/reddr2_1.wl ={w="baseq2"}
- e1u1/shooter1.wl ={w="baseq2"}
- e1u1/shooter2.wl ={w="baseq2"}
- e3u3/shutl1_1.wl ={w="baseq2"}
- e3u3/shutl21_1.wl ={w="baseq2"}
- e3u3/shutl22_2.wl ={w="baseq2"}
- e3u3/shutl22_3.wl ={w="baseq2"}
- e3u3/shutl2_2.wl ={w="baseq2"}
- e1u1/timpod.wl ={w="baseq2"}
- e1u1/timpod2.wl ={w="baseq2"}
- e1u1/timpod3.wl ={w="baseq2"}
- e2u3/timpod3_1.wl ={w="baseq2"}
- e2u3/timpod3_2.wl ={w="baseq2"}
- e1u1/timpod4.wl ={w="baseq2"}
- e1u1/timpod5.wl ={w="baseq2"}
- e2u2/timpod5_1.wl ={w="baseq2"}
- e1u1/timpod6.wl ={w="baseq2"}
- e1u1/timpod7.wl ={w="baseq2"}
- e1u1/timpod8.wl ={w="baseq2"}
- e1u1/timpod9.wl ={w="baseq2"}
- e1u2/train1_1.wl ={w="baseq2"}
- e1u2/train1_2.wl ={w="baseq2"}
- e1u2/train1_3.wl ={w="baseq2"}
- e1u2/train1_4.wl ={w="baseq2"}
- e1u2/train1_5.wl ={w="baseq2"}
- e1u2/train1_6.wl ={w="baseq2"}
- e1u2/train1_7.wl ={w="baseq2"}
- e1u2/train1_8.wl ={w="baseq2"}
- e1u1/tram01_1.wl ={w="baseq2"}
- e1u1/tram01_2.wl ={w="baseq2"}
- e1u1/tram01_3.wl ={w="baseq2"}
- e1u1/tram01_4.wl ={w="baseq2"}
- e1u1/tram01_5.wl ={w="baseq2"}
- e1u1/tram01_6.wl ={w="baseq2"}
- e1u1/tram01_8.wl ={w="baseq2"}
- e1u1/tram02_1.wl ={w="baseq2"}
- e1u1/tram02_2.wl ={w="baseq2"}
- e1u1/tram02_3.wl ={w="baseq2"}
- e1u1/tram03_1.wl ={w="baseq2"}
- e1u1/tram03_2.wl ={w="baseq2"}
- e2u1/tunl1_5.wl ={w="baseq2"}
- e2u1/tunl1_7.wl ={w="baseq2"}
- e2u1/tunl1_8.wl ={w="baseq2"}
- e2u1/tunl2_1.wl ={w="baseq2"}
- e2u1/tunl2_3.wl ={w="baseq2"}
- e2u1/tunl3_1.wl ={w="baseq2"}
- e2u1/tunl3_2.wl ={w="baseq2"}
- e2u1/tunl3_3.wl ={w="baseq2"}
- e2u1/tunl3_4.wl ={w="baseq2"}
- e2u1/tunl3_5.wl ={w="baseq2"}
- e2u1/tunl3_6.wl ={w="baseq2"}
- e1u3/turret2_1.wl ={w="baseq2"}
- e1u3/turret3_1.wl ={w="baseq2"}
- e1u3/turret5_1.wl ={w="baseq2"}
- e1u3/turret6_1.wl ={w="baseq2"}
- e1u3/turret7_1.wl ={w="baseq2"}
- e1u3/turret8_1.wl ={w="baseq2"}
- e1u3/turret9_1.wl ={w="baseq2"}
-
- }
- Ornament.txlist = // each texture page is a ".txlist" object
- {
- // ornament
-
- e3u1/bannerc.wl ={w="baseq2"}
- e3u1/bannerd.wl ={w="baseq2"}
- e3u1/bannere.wl ={w="baseq2"}
- e3u1/bannerf.wl ={w="baseq2"}
- e3u1/damn1_1.wl ={w="baseq2"}
- e3u1/darkmet2_1.wl ={w="baseq2"}
- e3u1/darkmet2_2.wl ={w="baseq2"}
- e3u1/drag1_1.wl ={w="baseq2"}
- e3u1/drag1_2.wl ={w="baseq2"}
- e3u1/drag1_3.wl ={w="baseq2"}
- e3u1/drag2_1.wl ={w="baseq2"}
- e3u1/drag2_2.wl ={w="baseq2"}
- e3u1/drag2_3.wl ={w="baseq2"}
- e3u1/drag3_2.wl ={w="baseq2"}
- e3u1/drag3_3.wl ={w="baseq2"}
- e3u1/drag3_4.wl ={w="baseq2"}
- e3u1/drag4_1.wl ={w="baseq2"}
- e3u1/drag4_3.wl ={w="baseq2"}
- e3u1/drag4_4.wl ={w="baseq2"}
- e2u3/head1_1.wl ={w="baseq2"}
- e3u3/lever1.wl ={w="baseq2"}
- e1u1/lever2.wl ={w="baseq2"}
- e1u1/lever3.wl ={w="baseq2"}
- e3u3/lever6.wl ={w="baseq2"}
- e1u1/lever7.wl ={w="baseq2"}
- e1u1/lever8.wl ={w="baseq2"}
- e1u1/p_swr1_7.wl ={w="baseq2"}
- e2u3/rmetal10_1.wl ={w="baseq2"}
- e1u1/sign1_1.wl ={w="baseq2"}
- e1u1/sign1_2.wl ={w="baseq2"}
- e1u2/sym6_2.wl ={w="baseq2"}
-
- }
- Power.txlist = // each texture page is a ".txlist" object
- {
- // power
-
- e1u3/met3_1.wl ={w="baseq2"}
- e1u3/met3_2.wl ={w="baseq2"}
- e1u3/met3_3.wl ={w="baseq2"}
- e1u3/met4_1.wl ={w="baseq2"}
- e1u3/met4_2.wl ={w="baseq2"}
- e3u3/metal5_1.wl ={w="baseq2"}
- e3u3/metal5_2.wl ={w="baseq2"}
- e3u3/metal6_1.wl ={w="baseq2"}
- e3u3/metal6_2.wl ={w="baseq2"}
- e3u1/pmetal3_1.wl ={w="baseq2"}
- e3u1/pmetal3_2.wl ={w="baseq2"}
- e3u1/pmetal3_3.wl ={w="baseq2"}
- e3u1/pmetal3_4.wl ={w="baseq2"}
- e3u1/pmetal4_1.wl ={w="baseq2"}
- e3u1/pmetal4_2.wl ={w="baseq2"}
- e3u1/pmetal5_1.wl ={w="baseq2"}
- e3u1/pmetal6_1.wl ={w="baseq2"}
- e2u3/pow10_1.wl ={w="baseq2"}
- e3u1/pow11_2.wl ={w="baseq2"}
- e3u1/pow12_1.wl ={w="baseq2"}
- e2u3/pow15_1.wl ={w="baseq2"}
- e2u3/pow15_2.wl ={w="baseq2"}
- e2u3/pow17_1.wl ={w="baseq2"}
- e2u3/pow17_2.wl ={w="baseq2"}
- e2u3/pow18_1.wl ={w="baseq2"}
- e2u3/pow18_2.wl ={w="baseq2"}
- e2u3/pow1_1.wl ={w="baseq2"}
- e2u3/pow1_2.wl ={w="baseq2"}
- e2u3/pow2_1.wl ={w="baseq2"}
- e2u3/pow3_1.wl ={w="baseq2"}
- e1u3/pow3_2.wl ={w="baseq2"}
- e2u3/pow4_2.wl ={w="baseq2"}
- e2u3/pow5_1.wl ={w="baseq2"}
- e2u3/pow5_2.wl ={w="baseq2"}
- e2u3/pow6_2.wl ={w="baseq2"}
- e2u3/pow8_2.wl ={w="baseq2"}
- e2u3/powr21_1.wl ={w="baseq2"}
- e2u3/powr21_2.wl ={w="baseq2"}
- e2u3/prwlt1_2.wl ={w="baseq2"}
- e2u3/prwlt1_4.wl ={w="baseq2"}
- e2u3/prwlt2_2.wl ={w="baseq2"}
- e2u3/prwlt2_3.wl ={w="baseq2"}
- e3u1/pthnm1_1.wl ={w="baseq2"}
- e3u1/pthnm1_2.wl ={w="baseq2"}
- e3u1/pthnm2_1.wl ={w="baseq2"}
- e3u1/p_flr_05.wl ={w="baseq2"}
- e3u1/p_flr_10.wl ={w="baseq2"}
- e1u1/p_tub1_1.wl ={w="baseq2"}
- e3u3/p_tub2_1.wl ={w="baseq2"}
- e1u1/p_tub2_3.wl ={w="baseq2"}
- e2u3/smpow1.wl ={w="baseq2"}
- e2u3/smpow2.wl ={w="baseq2"}
- e2u3/smpow3.wl ={w="baseq2"}
- e1u3/tcmet4_1.wl ={w="baseq2"}
- e1u3/tcmet4_2.wl ={w="baseq2"}
- e1u3/tcmet4_3.wl ={w="baseq2"}
- e1u3/tcmet4_4.wl ={w="baseq2"}
- e1u3/tcmet5_2.wl ={w="baseq2"}
- e1u3/tcmet5_4.wl ={w="baseq2"}
- e1u3/tcmt9_1.wl ={w="baseq2"}
- e1u3/tcmt9_2.wl ={w="baseq2"}
- e1u3/tcmt9_4.wl ={w="baseq2"}
- e1u3/tcmt9_7.wl ={w="baseq2"}
- e2u1/thinm1_1.wl ={w="baseq2"}
- e2u3/thinm1_2.wl ={w="baseq2"}
- e2u3/thinm1_3.wl ={w="baseq2"}
- e2u3/thinm2_3.wl ={w="baseq2"}
-
- }
- Roof.txlist = // each texture page is a ".txlist" object
- {
- // roof
-
- e1u3/troof1_1.wl ={w="baseq2"}
- e3u2/troof1_1.wl ={w="baseq2"}
- e1u3/troof1_2.wl ={w="baseq2"}
- e1u3/troof1_3.wl ={w="baseq2"}
- e1u3/troof1_4.wl ={w="baseq2"}
- e1u3/troof1_6.wl ={w="baseq2"}
- e1u3/troof3_1.wl ={w="baseq2"}
- e1u3/troof3_2.wl ={w="baseq2"}
- e1u3/troof4_1.wl ={w="baseq2"}
- e1u2/troof4_2.wl ={w="baseq2"}
- e1u3/troof4_3.wl ={w="baseq2"}
- e1u2/troof4_4.wl ={w="baseq2"}
- e1u2/troof4_5.wl ={w="baseq2"}
- e1u3/troof4_6.wl ={w="baseq2"}
- e1u4/troof4_6.wl ={w="baseq2"}
- e1u2/troof4_7.wl ={w="baseq2"}
- e1u3/troof4_8.wl ={w="baseq2"}
- e3u2/troof5_1.wl ={w="baseq2"}
- e1u3/troof5_3.wl ={w="baseq2"}
- e1u3/troof5_4.wl ={w="baseq2"}
- e1u1/wtroof1_5.wl ={w="baseq2"}
- e1u1/wtroof4_2.wl ={w="baseq2"}
- e1u1/wtroof4_3.wl ={w="baseq2"}
- e1u1/wtroof4_5.wl ={w="baseq2"}
- e1u1/wtroof4_6.wl ={w="baseq2"}
- e1u1/wtroof4_8.wl ={w="baseq2"}
-
- }
- Sign.txlist = // each texture page is a ".txlist" object
- {
- // sign
-
- e3u1/+0cgrate1_1.wl ={w="baseq2"}
- e1u1/+0cgrate1_1.wl ={w="baseq2"}
- e1u1/+0cgrate2_1.wl ={w="baseq2"}
- e1u1/+0cgrate3_1.wl ={w="baseq2"}
- e1u1/+1cgrate1_1.wl ={w="baseq2"}
- e1u1/+1cgrate2_1.wl ={w="baseq2"}
- e1u1/+1cgrate3_1.wl ={w="baseq2"}
- e1u1/basemap.wl ={w="baseq2"}
- e1u2/caution1_1.wl ={w="baseq2"}
- e1u1/cgrbase1_1.wl ={w="baseq2"}
- e1u2/endsign1_1.wl ={w="baseq2"}
- e1u2/endsign1_2.wl ={w="baseq2"}
- e1u2/endsign1_7.wl ={w="baseq2"}
- e1u2/endsign1_8.wl ={w="baseq2"}
- e1u2/endsign1_9.wl ={w="baseq2"}
- e1u1/endsign2.wl ={w="baseq2"}
- e1u1/endsign3.wl ={w="baseq2"}
- e1u1/endsign5.wl ={w="baseq2"}
- e1u1/endsign6.wl ={w="baseq2"}
- e1u1/exit1.wl ={w="baseq2"}
- e1u3/exitsin1_1.wl ={w="baseq2"}
- e1u1/exitsymbol2.wl ={w="baseq2"}
- e1u1/face.wl ={w="baseq2"}
- e1u2/fusedr2.wl ={w="baseq2"}
- e1u3/jsign1_1.wl ={w="baseq2"}
- e1u3/jsign2_1.wl ={w="baseq2"}
- e1u1/kcsign4.wl ={w="baseq2"}
- e1u3/keysign1.wl ={w="baseq2"}
- e1u1/keysign2.wl ={w="baseq2"}
- e3u3/labsign1.wl ={w="baseq2"}
- e3u3/labsign2.wl ={w="baseq2"}
- e3u2/lnum1_1.wl ={w="baseq2"}
- e3u2/lnum1_2.wl ={w="baseq2"}
- e1u3/location.wl ={w="baseq2"}
- e3u2/lsign1_1.wl ={w="baseq2"}
- e3u2/lsign1_2.wl ={w="baseq2"}
- e3u2/lsign1_3.wl ={w="baseq2"}
- e1u2/metal11_3.wl ={w="baseq2"}
- e1u2/metal11_4.wl ={w="baseq2"}
- e1u2/mvr1_2.wl ={w="baseq2"}
- e1u2/red1_4.wl ={w="baseq2"}
- e2u2/red1_6.wl ={w="baseq2"}
- e1u3/reds1_2.wl ={w="baseq2"}
- e1u2/reds1_4.wl ={w="baseq2"}
- e3u1/reds1_6.wl ={w="baseq2"}
- e3u3/sign1.wl ={w="baseq2"}
- e2u2/sign1_1.wl ={w="baseq2"}
- e2u2/sign1_4.wl ={w="baseq2"}
- e3u3/sign2.wl ={w="baseq2"}
- e1u3/sign3_1.wl ={w="baseq2"}
- e1u3/sign3_2.wl ={w="baseq2"}
- e1u1/station1.wl ={w="baseq2"}
- e1u1/station5.wl ={w="baseq2"}
- e2u3/wastemap.wl ={w="baseq2"}
- e1u1/yellow1_2.wl ={w="baseq2"}
- e1u1/yellow1_4.wl ={w="baseq2"}
- e1u1/yellow1_6.wl ={w="baseq2"}
-
- }
- Similar.txlist = // each texture page is a ".txlist" object
- {
- // similar
-
- e2u2/+0btshoot1.wl ={w="baseq2"}
- e1u2/+0btshoot1.wl ={w="baseq2"}
- e1u3/+0btshoot1.wl ={w="baseq2"}
- e3u1/+0btshoot1.wl ={w="baseq2"}
- e1u3/+0btshoot2.wl ={w="baseq2"}
- e1u2/+0btshoot2.wl ={w="baseq2"}
- e2u2/+0btshoot2.wl ={w="baseq2"}
- e3u1/+0btshoot2.wl ={w="baseq2"}
- e3u1/+abtshoot2.wl ={w="baseq2"}
- e1u2/+abtshoot2.wl ={w="baseq2"}
- e2u2/+abtshoot2.wl ={w="baseq2"}
- e1u3/+abtshoot2.wl ={w="baseq2"}
- e3u1/+abtshoot3.wl ={w="baseq2"}
- e2u2/+abtshoot3.wl ={w="baseq2"}
- e1u3/+abtshoot3.wl ={w="baseq2"}
- e1u2/+abtshoot3.wl ={w="baseq2"}
- e1u4/alarm0.wl ={w="baseq2"}
- e1u4/alarm1.wl ={w="baseq2"}
- e1u4/alarm2.wl ={w="baseq2"}
- e1u4/alarm3.wl ={w="baseq2"}
- e3u1/arrow0.wl ={w="baseq2"}
- e1u3/arrow0.wl ={w="baseq2"}
- e1u2/arrow0.wl ={w="baseq2"}
- e1u2/arrow1.wl ={w="baseq2"}
- e3u1/arrow1.wl ={w="baseq2"}
- e1u3/arrow1.wl ={w="baseq2"}
- e1u3/arrow2.wl ={w="baseq2"}
- e3u1/arrow2.wl ={w="baseq2"}
- e1u2/arrow2.wl ={w="baseq2"}
- e1u3/arrow3.wl ={w="baseq2"}
- e3u1/arrow3.wl ={w="baseq2"}
- e1u2/arrow3.wl ={w="baseq2"}
- e1u3/arrowup0.wl ={w="baseq2"}
- e3u1/arrowup0.wl ={w="baseq2"}
- e1u3/arrowup1.wl ={w="baseq2"}
- e3u1/arrowup1.wl ={w="baseq2"}
- e3u1/arrowup2.wl ={w="baseq2"}
- e1u3/arrowup2.wl ={w="baseq2"}
- e1u3/arrowup3.wl ={w="baseq2"}
- e3u1/arrowup3.wl ={w="baseq2"}
- e3u2/btactmach0.wl ={w="baseq2"}
- e2u1/btactmach0.wl ={w="baseq2"}
- e3u3/btactmach0.wl ={w="baseq2"}
- e1u3/btactmach0.wl ={w="baseq2"}
- e2u2/btactmach0.wl ={w="baseq2"}
- e1u2/btactmach0.wl ={w="baseq2"}
- e3u1/btactmach0.wl ={w="baseq2"}
- e2u3/btactmach0.wl ={w="baseq2"}
- e2u2/btactmach1.wl ={w="baseq2"}
- e1u3/btactmach1.wl ={w="baseq2"}
- e2u3/btactmach1.wl ={w="baseq2"}
- e1u2/btactmach1.wl ={w="baseq2"}
- e2u1/btactmach1.wl ={w="baseq2"}
- e3u1/btactmach1.wl ={w="baseq2"}
- e3u2/btactmach1.wl ={w="baseq2"}
- e3u3/btactmach1.wl ={w="baseq2"}
- e2u3/btactmach2.wl ={w="baseq2"}
- e3u3/btactmach2.wl ={w="baseq2"}
- e3u2/btactmach2.wl ={w="baseq2"}
- e2u1/btactmach2.wl ={w="baseq2"}
- e1u3/btactmach2.wl ={w="baseq2"}
- e1u2/btactmach2.wl ={w="baseq2"}
- e2u2/btactmach2.wl ={w="baseq2"}
- e3u1/btactmach2.wl ={w="baseq2"}
- e2u1/btactmach3.wl ={w="baseq2"}
- e3u3/btactmach3.wl ={w="baseq2"}
- e2u2/btactmach3.wl ={w="baseq2"}
- e2u3/btactmach3.wl ={w="baseq2"}
- e1u2/btactmach3.wl ={w="baseq2"}
- e3u2/btactmach3.wl ={w="baseq2"}
- e3u1/btactmach3.wl ={w="baseq2"}
- e1u3/btactmach3.wl ={w="baseq2"}
- e2u1/btelev_dn.wl ={w="baseq2"}
- e3u3/btelev_dn.wl ={w="baseq2"}
- e1u2/btelev_dn.wl ={w="baseq2"}
- e1u3/btelev_dn.wl ={w="baseq2"}
- e3u2/btelev_dn.wl ={w="baseq2"}
- e3u2/btelev_dn3.wl ={w="baseq2"}
- e1u3/btelev_dn3.wl ={w="baseq2"}
- e1u2/btelev_dn3.wl ={w="baseq2"}
- e3u3/btelev_dn3.wl ={w="baseq2"}
- e2u1/btelev_dn3.wl ={w="baseq2"}
- e1u2/btelev_up.wl ={w="baseq2"}
- e3u3/btelev_up.wl ={w="baseq2"}
- e3u2/btelev_up.wl ={w="baseq2"}
- e2u1/btelev_up.wl ={w="baseq2"}
- e2u3/btelev_up.wl ={w="baseq2"}
- e1u3/btelev_up.wl ={w="baseq2"}
- e1u2/btelev_up3.wl ={w="baseq2"}
- e2u1/btelev_up3.wl ={w="baseq2"}
- e3u2/btelev_up3.wl ={w="baseq2"}
- e3u3/btelev_up3.wl ={w="baseq2"}
- e1u3/btelev_up3.wl ={w="baseq2"}
- e2u3/btelev_up3.wl ={w="baseq2"}
- e3u3/con1_1.wl ={w="baseq2"}
- e1u2/doorswt0.wl ={w="baseq2"}
- e3u1/doorswt0.wl ={w="baseq2"}
- e1u3/doorswt0.wl ={w="baseq2"}
- e3u1/doorswt1.wl ={w="baseq2"}
- e1u3/doorswt1.wl ={w="baseq2"}
- e1u2/doorswt1.wl ={w="baseq2"}
- e1u3/doorswt2.wl ={w="baseq2"}
- e3u1/doorswt2.wl ={w="baseq2"}
- e1u2/doorswt2.wl ={w="baseq2"}
- e1u2/doorswt3.wl ={w="baseq2"}
- e3u1/doorswt3.wl ={w="baseq2"}
- e1u3/doorswt3.wl ={w="baseq2"}
- e3u1/floor2_6.wl ={w="baseq2"}
- e3u1/floor2_7.wl ={w="baseq2"}
- e3u1/floor2_8.wl ={w="baseq2"}
- e1u3/floorsw0.wl ={w="baseq2"}
- e3u3/floorsw0.wl ={w="baseq2"}
- e2u3/floorsw0.wl ={w="baseq2"}
- e2u1/floorsw0.wl ={w="baseq2"}
- e3u1/floorsw0.wl ={w="baseq2"}
- e1u3/floorsw1.wl ={w="baseq2"}
- e3u3/floorsw1.wl ={w="baseq2"}
- e3u1/floorsw1.wl ={w="baseq2"}
- e2u1/floorsw1.wl ={w="baseq2"}
- e2u3/floorsw1.wl ={w="baseq2"}
- e2u3/floorsw2.wl ={w="baseq2"}
- e2u1/floorsw2.wl ={w="baseq2"}
- e3u1/floorsw2.wl ={w="baseq2"}
- e1u3/floorsw2.wl ={w="baseq2"}
- e3u3/floorsw2.wl ={w="baseq2"}
- e3u1/floorsw3.wl ={w="baseq2"}
- e2u1/floorsw3.wl ={w="baseq2"}
- e2u3/floorsw3.wl ={w="baseq2"}
- e1u3/floorsw3.wl ={w="baseq2"}
- e3u3/floorsw3.wl ={w="baseq2"}
- e3u2/fmet1_2.wl ={w="baseq2"}
- e1u4/fmet1_2.wl ={w="baseq2"}
- e3u3/hbut1_1.wl ={w="baseq2"}
- e3u3/hbut1_2.wl ={w="baseq2"}
- e1u4/jaildr2_2.wl ={w="baseq2"}
- e1u3/keydran1_1.wl ={w="baseq2"}
- e3u2/keydran1_1.wl ={w="baseq2"}
- e2u3/keydran1_1.wl ={w="baseq2"}
- e3u3/keydran1_1.wl ={w="baseq2"}
- e3u2/keydran2_1.wl ={w="baseq2"}
- e2u3/keydran2_1.wl ={w="baseq2"}
- e3u3/keydran2_1.wl ={w="baseq2"}
- e1u3/keydran2_1.wl ={w="baseq2"}
- e3u1/laserbut0.wl ={w="baseq2"}
- e1u3/laserbut0.wl ={w="baseq2"}
- e2u3/laserbut0.wl ={w="baseq2"}
- e1u2/laserbut0.wl ={w="baseq2"}
- e3u2/laserbut0.wl ={w="baseq2"}
- e3u1/laserbut1.wl ={w="baseq2"}
- e2u3/laserbut1.wl ={w="baseq2"}
- e3u2/laserbut1.wl ={w="baseq2"}
- e1u2/laserbut1.wl ={w="baseq2"}
- e1u3/laserbut1.wl ={w="baseq2"}
- e2u3/laserbut2.wl ={w="baseq2"}
- e3u1/laserbut2.wl ={w="baseq2"}
- e1u3/laserbut2.wl ={w="baseq2"}
- e1u2/laserbut2.wl ={w="baseq2"}
- e3u2/laserbut2.wl ={w="baseq2"}
- e2u3/laserbut3.wl ={w="baseq2"}
- e1u3/laserbut3.wl ={w="baseq2"}
- e3u2/laserbut3.wl ={w="baseq2"}
- e1u2/laserbut3.wl ={w="baseq2"}
- e3u1/laserbut3.wl ={w="baseq2"}
- e2u2/metal18_1.wl ={w="baseq2"}
- e3u1/metal1_2.wl ={w="baseq2"}
- e2u3/metal2_1.wl ={w="baseq2"}
- e3u1/metal2_2.wl ={w="baseq2"}
- e2u2/metal3_1.wl ={w="baseq2"}
- e3u1/metal4_2.wl ={w="baseq2"}
- e3u1/metal6_1.wl ={w="baseq2"}
- e2u3/pipe1_4.wl ={w="baseq2"}
- e2u3/sewer1.wl ={w="baseq2"}
- e3u2/troof3_2.wl ={w="baseq2"}
-
- }
- Switch.txlist = // each texture page is a ".txlist" object
- {
- // switch
-
- e1u1/+0btshoot1.wl ={w="baseq2"}
- e1u1/+0btshoot2.wl ={w="baseq2"}
- e1u1/+abtshoot2.wl ={w="baseq2"}
- e1u1/+abtshoot3.wl ={w="baseq2"}
- e1u1/alarm0.wl ={w="baseq2"}
- e1u1/alarm1.wl ={w="baseq2"}
- e1u1/alarm2.wl ={w="baseq2"}
- e1u1/alarm3.wl ={w="baseq2"}
- e1u1/arrow0.wl ={w="baseq2"}
- e1u1/arrow1.wl ={w="baseq2"}
- e1u1/arrow2.wl ={w="baseq2"}
- e1u1/arrow3.wl ={w="baseq2"}
- e1u1/arrow4.wl ={w="baseq2"}
- e1u1/arrowup0.wl ={w="baseq2"}
- e1u1/arrowup1.wl ={w="baseq2"}
- e1u1/arrowup2.wl ={w="baseq2"}
- e1u1/arrowup3.wl ={w="baseq2"}
- e1u1/btactmach.wl ={w="baseq2"}
- e1u1/btactmach0.wl ={w="baseq2"}
- e1u1/btactmach1.wl ={w="baseq2"}
- e1u1/btactmach2.wl ={w="baseq2"}
- e1u1/btactmach3.wl ={w="baseq2"}
- e1u1/btdoor.wl ={w="baseq2"}
- e1u1/btdoor_op.wl ={w="baseq2"}
- e1u1/btelev_dn.wl ={w="baseq2"}
- e1u1/btelev_dn3.wl ={w="baseq2"}
- e1u1/btelev_up.wl ={w="baseq2"}
- e1u1/btelev_up3.wl ={w="baseq2"}
- e2u1/btf_off.wl ={w="baseq2"}
- e1u3/butn01_1.wl ={w="baseq2"}
- e1u1/doorswt0.wl ={w="baseq2"}
- e1u1/doorswt1.wl ={w="baseq2"}
- e1u1/doorswt2.wl ={w="baseq2"}
- e1u1/doorswt3.wl ={w="baseq2"}
- e1u1/floorsw0.wl ={w="baseq2"}
- e1u1/floorsw1.wl ={w="baseq2"}
- e1u1/floorsw2.wl ={w="baseq2"}
- e1u1/floorsw3.wl ={w="baseq2"}
- e1u1/floorswno.wl ={w="baseq2"}
- e3u2/hbut1_1.wl ={w="baseq2"}
- e3u2/hbut1_2.wl ={w="baseq2"}
- e1u1/laserbut0.wl ={w="baseq2"}
- e1u1/laserbut1.wl ={w="baseq2"}
- e1u1/laserbut2.wl ={w="baseq2"}
- e1u1/laserbut3.wl ={w="baseq2"}
- e1u1/lbutt5_3.wl ={w="baseq2"}
- e2u3/lbutt5_4.wl ={w="baseq2"}
- e2u3/pyramid0.wl ={w="baseq2"}
- e2u3/pyramid1.wl ={w="baseq2"}
- e2u3/pyramid2.wl ={w="baseq2"}
- e2u3/pyramid3.wl ={w="baseq2"}
-
- }
- Wall.txlist = // each texture page is a ".txlist" object
- {
- // wall
-
- e2u3/blum11_1.wl ={w="baseq2"}
- e2u3/blum12_1.wl ={w="baseq2"}
- e2u3/blum12_2.wl ={w="baseq2"}
- e2u3/blum13_1.wl ={w="baseq2"}
- e2u3/blum15_1.wl ={w="baseq2"}
- e2u3/blume3_1.wl ={w="baseq2"}
- e2u3/blume4_1.wl ={w="baseq2"}
- e2u3/blume4_2.wl ={w="baseq2"}
- e2u3/blume5_1.wl ={w="baseq2"}
- e2u3/blume5_2.wl ={w="baseq2"}
- e2u3/blume6_1.wl ={w="baseq2"}
- e2u3/blume6_2.wl ={w="baseq2"}
- e2u3/blume7_2.wl ={w="baseq2"}
- e2u3/blume8_1.wl ={w="baseq2"}
- e2u3/blume9_1.wl ={w="baseq2"}
- e2u3/blume9_2.wl ={w="baseq2"}
- e2u3/blumt2_6.wl ={w="baseq2"}
- e1u1/color1_2.wl ={w="baseq2"}
- e1u1/color1_3.wl ={w="baseq2"}
- e1u1/color1_4.wl ={w="baseq2"}
- e1u1/color1_5.wl ={w="baseq2"}
- e1u1/color1_6.wl ={w="baseq2"}
- e1u1/color1_7.wl ={w="baseq2"}
- e1u1/color1_8.wl ={w="baseq2"}
- e1u1/color2_4.wl ={w="baseq2"}
- e2u3/con1_1.wl ={w="baseq2"}
- e1u3/con1_1.wl ={w="baseq2"}
- e1u3/con1_2.wl ={w="baseq2"}
- e2u1/crush1_1.wl ={w="baseq2"}
- e2u1/crush1_2.wl ={w="baseq2"}
- e1u1/damage1_1.wl ={w="baseq2"}
- e1u1/damage1_2.wl ={w="baseq2"}
- e3u1/geowal2_1.wl ={w="baseq2"}
- e3u1/geowaldg.wl ={w="baseq2"}
- e3u1/geowaldi_1.wl ={w="baseq2"}
- e3u1/geowaldi_2.wl ={w="baseq2"}
- e3u1/geowalj1_4.wl ={w="baseq2"}
- e3u1/geowal_02.wl ={w="baseq2"}
- e3u1/geowal_06.wl ={w="baseq2"}
- e3u1/geowal_10.wl ={w="baseq2"}
- e2u3/green0_1.wl ={w="baseq2"}
- e2u3/green0_2.wl ={w="baseq2"}
- e2u3/green2_1.wl ={w="baseq2"}
- e2u3/green2_2.wl ={w="baseq2"}
- e2u3/green2_3.wl ={w="baseq2"}
- e2u3/green3_1.wl ={w="baseq2"}
- e2u3/green3_2.wl ={w="baseq2"}
- e2u3/green3_3.wl ={w="baseq2"}
- e2u3/green3_4.wl ={w="baseq2"}
- e1u1/grey1_3.wl ={w="baseq2"}
- e1u1/grey_p1_3.wl ={w="baseq2"}
- e3u2/hall01_1.wl ={w="baseq2"}
- e3u2/hall01_2.wl ={w="baseq2"}
- e3u2/hall01_3.wl ={w="baseq2"}
- e3u2/hall07_2.wl ={w="baseq2"}
- e3u2/hall07_3.wl ={w="baseq2"}
- e3u2/hall08_4.wl ={w="baseq2"}
- e3u1/marble1_4.wl ={w="baseq2"}
- e3u1/marble1_7.wl ={w="baseq2"}
- e1u2/mvr1_3.wl ={w="baseq2"}
- e2u2/notch1_1.wl ={w="baseq2"}
- e2u2/notch1_2.wl ={w="baseq2"}
- e2u2/notch3_2.wl ={w="baseq2"}
- e2u2/notch4_2.wl ={w="baseq2"}
- e3u1/patwall0_2.wl ={w="baseq2"}
- e1u1/redfield.wl ={w="baseq2"}
- e2u2/redmt1_2.wl ={w="baseq2"}
- e1u3/slotwl2_1.wl ={w="baseq2"}
- e1u3/slotwl4_1.wl ={w="baseq2"}
- e1u3/slotwl4_2.wl ={w="baseq2"}
- e1u3/slotwl4_3.wl ={w="baseq2"}
- e1u3/slotwl4_4.wl ={w="baseq2"}
- e1u3/slotwl5_3.wl ={w="baseq2"}
- e1u3/slotwl5_5.wl ={w="baseq2"}
- e1u3/slotwl6_2.wl ={w="baseq2"}
- e1u2/stripe1_1.wl ={w="baseq2"}
- e1u2/stripe1_2.wl ={w="baseq2"}
- e3u3/support1_1.wl ={w="baseq2"}
- e2u1/temp1_1.wl ={w="baseq2"}
- e2u3/temp1_2.wl ={w="baseq2"}
- e2u1/twall5_1.wl ={w="baseq2"}
- e2u1/twr01_1.wl ={w="baseq2"}
- e2u1/twr03_1.wl ={w="baseq2"}
- e1u2/wall1_1.wl ={w="baseq2"}
- e1u2/wall1_2.wl ={w="baseq2"}
- e1u1/watrt1_1.wl ={w="baseq2"}
- e1u1/watrt1_2.wl ={w="baseq2"}
- e1u1/watrt2_1.wl ={w="baseq2"}
- e1u1/watrt2_2.wl ={w="baseq2"}
- e3u3/watrt3_1.wl ={w="baseq2"}
- e1u1/watrt3_2.wl ={w="baseq2"}
- e2u1/watrt4_1.wl ={w="baseq2"}
- e1u1/wslt1_1.wl ={w="baseq2"}
- e1u1/wslt1_2.wl ={w="baseq2"}
- e1u1/wslt1_3.wl ={w="baseq2"}
- e1u1/wslt1_4.wl ={w="baseq2"}
- e1u1/wswall1_1.wl ={w="baseq2"}
- e1u1/wswall1_2.wl ={w="baseq2"}
-
- }
- Waste.txlist = // each texture page is a ".txlist" object
- {
- // waste
-
- e2u3/lead1_2.wl ={w="baseq2"}
- e2u3/lead2_1.wl ={w="baseq2"}
- e2u3/metal14_3.wl ={w="baseq2"}
- e2u3/metal15_2.wl ={w="baseq2"}
- e2u3/metal16_1.wl ={w="baseq2"}
- e2u2/metal16_1.wl ={w="baseq2"}
- e2u3/metal16_2.wl ={w="baseq2"}
- e2u1/metal17_2.wl ={w="baseq2"}
- e2u1/metal18_1.wl ={w="baseq2"}
- e2u3/metal18_2.wl ={w="baseq2"}
- e2u2/metal19_1.wl ={w="baseq2"}
- e1u1/metal1_1.wl ={w="baseq2"}
- e2u3/metal1_1.wl ={w="baseq2"}
- e1u2/metal1_1.wl ={w="baseq2"}
- e1u2/metal1_2.wl ={w="baseq2"}
- e2u3/metal1_2.wl ={w="baseq2"}
- e1u1/metal1_2.wl ={w="baseq2"}
- e1u1/metal1_3.wl ={w="baseq2"}
- e1u2/metal1_3.wl ={w="baseq2"}
- e1u2/metal1_4.wl ={w="baseq2"}
- e1u1/metal1_4.wl ={w="baseq2"}
- e1u2/metal1_5.wl ={w="baseq2"}
- e1u1/metal1_5.wl ={w="baseq2"}
- e3u3/metal1_6.wl ={w="baseq2"}
- e1u2/metal1_6.wl ={w="baseq2"}
- e1u1/metal1_7.wl ={w="baseq2"}
- e1u2/metal1_7.wl ={w="baseq2"}
- e1u1/metal1_8.wl ={w="baseq2"}
- e1u1/metal2_1.wl ={w="baseq2"}
- e3u1/metal2_1.wl ={w="baseq2"}
- e1u1/metal2_2.wl ={w="baseq2"}
- e2u3/metal2_2.wl ={w="baseq2"}
- e1u1/metal2_3.wl ={w="baseq2"}
- e1u1/metal2_4.wl ={w="baseq2"}
- e2u1/metal36_1.wl ={w="baseq2"}
- e2u1/metal36_2.wl ={w="baseq2"}
- e2u1/metal36_3.wl ={w="baseq2"}
- e2u1/metal36_4.wl ={w="baseq2"}
- e2u1/metal37_1.wl ={w="baseq2"}
- e2u1/metal37_2.wl ={w="baseq2"}
- e2u1/metal37_3.wl ={w="baseq2"}
- e2u1/metal37_4.wl ={w="baseq2"}
- e1u1/metal3_1.wl ={w="baseq2"}
- e2u3/metal3_1.wl ={w="baseq2"}
- e1u1/metal3_2.wl ={w="baseq2"}
- e1u1/metal3_3.wl ={w="baseq2"}
- e1u1/metal3_4.wl ={w="baseq2"}
- e1u1/metal3_5.wl ={w="baseq2"}
- e1u1/metal3_6.wl ={w="baseq2"}
- e1u1/metal3_7.wl ={w="baseq2"}
- e2u3/metal4_1.wl ={w="baseq2"}
- e1u3/metal4_1.wl ={w="baseq2"}
- e1u3/metal4_2.wl ={w="baseq2"}
- e2u3/metal4_2.wl ={w="baseq2"}
- e2u3/metal5_1.wl ={w="baseq2"}
- e2u3/metal5_2.wl ={w="baseq2"}
- e2u3/metal6_1.wl ={w="baseq2"}
- e2u3/metal7_1.wl ={w="baseq2"}
- e2u3/metal8_1.wl ={w="baseq2"}
- e2u3/metal9_1.wl ={w="baseq2"}
- e2u3/metl10_2.wl ={w="baseq2"}
- e2u3/metl5b_1.wl ={w="baseq2"}
- e3u1/metl5b_3.wl ={w="baseq2"}
- e2u1/mmtl14_1.wl ={w="baseq2"}
- e2u1/mmtl15_5.wl ={w="baseq2"}
- e2u1/mmtl16_6.wl ={w="baseq2"}
- e2u3/ometal2_1.wl ={w="baseq2"}
- e2u3/rmtl37_1.wl ={w="baseq2"}
- e2u3/rmtl37_2.wl ={w="baseq2"}
-
- }
- Window.txlist = // each texture page is a ".txlist" object
- {
- // window
-
- e1u2/brwind5_2.wl ={w="baseq2"}
- e1u3/shiny1_6.wl ={w="baseq2"}
- e2u3/window1.wl ={w="baseq2"}
- e1u1/window1.wl ={w="baseq2"}
- e3u1/window4_1.wl ={w="baseq2"}
- e1u2/window4_2.wl ={w="baseq2"}
- e2u3/window5_1.wl ={w="baseq2"}
- e3u2/window6_1.wl ={w="baseq2"}
- e3u3/windowc1_7.wl ={w="baseq2"}
- e1u1/wndow0_1.wl ={w="baseq2"}
- e1u1/wndow0_3.wl ={w="baseq2"}
- e2u2/wndow1_1.wl ={w="baseq2"}
- e1u2/wndow1_2.wl ={w="baseq2"}
- e2u2/wndow1_8.wl ={w="baseq2"}
- e3u1/wndw01_2.wl ={w="baseq2"}
- e3u1/wndw01_3.wl ={w="baseq2"}
- e3u1/wndw01_4.wl ={w="baseq2"}
- e3u1/wndw01_5.wl ={w="baseq2"}
-
- }
- Extra.txlist = // each texture page is a ".txlist" object
- {
- // extra
-
- e1u1/black.wl ={w="baseq2"}
- e2u1/blank.wl ={w="baseq2"}
- e1u1/btelev.wl ={w="baseq2"}
- e1u1/clip.wl ={w="baseq2"}
- e1u1/clip_mon.wl ={w="baseq2"}
- e2u1/cur_0.wl ={w="baseq2"}
- e3u1/doom.wl ={w="baseq2"}
- e2u3/dopfish.wl ={w="baseq2"}
- e1u1/hint.wl ={w="baseq2"}
- test/num_0.wl ={w="baseq2"}
- test/num_1.wl ={w="baseq2"}
- test/num_2.wl ={w="baseq2"}
- test/num_3.wl ={w="baseq2"}
- test/num_4.wl ={w="baseq2"}
- test/num_5.wl ={w="baseq2"}
- test/num_6.wl ={w="baseq2"}
- test/num_7.wl ={w="baseq2"}
- test/num_8.wl ={w="baseq2"}
- test/num_9.wl ={w="baseq2"}
- test/num_colon.wl ={w="baseq2"}
- test/num_minus.wl ={w="baseq2"}
- test/num_space.wl ={w="baseq2"}
- e1u1/origin.wl ={w="baseq2"}
- e2u3/ourpic1_1.wl ={w="baseq2"}
- e2u3/ourpic2_1.wl ={w="baseq2"}
- e2u3/ourpic2_2.wl ={w="baseq2"}
- e2u3/ourpic3_1.wl ={w="baseq2"}
- e2u3/ourpic3_2.wl ={w="baseq2"}
- e2u3/ourpic4_1.wl ={w="baseq2"}
- e2u3/ourpic4_2.wl ={w="baseq2"}
- e2u3/ourpic5_1.wl ={w="baseq2"}
- e2u3/ourpic5_2.wl ={w="baseq2"}
- e2u3/ourpic6_1.wl ={w="baseq2"}
- e2u3/ourpic6_2.wl ={w="baseq2"}
- e2u3/ourpic7_1.wl ={w="baseq2"}
- e3u1/redcar_2.wl ={w="baseq2"}
- e1u1/skip.wl ={w="baseq2"}
- e1u1/trigger.wl ={w="baseq2"}
- e2u1/w_white.wl ={w="baseq2"}
- e3u3/xsky1.wl ={w="baseq2"}
- }
- }
- }
-
- //
- // *** ENTITY LIST *** Thanks Kasper !
- //
-
- Q2Entities.qtx =
- {
- ToolBox = "New map items..."
-
- Root = "Quake2 Entities.qtxfolder" // this puts in the toolbox the data from "Quake2 Entities.qtxfolder"
- Quake2 Entities.qtxfolder = // i.e. this object here
- {
- Player Spawn Positions & Models.qtxfolder =
- {
- info_player_start:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "Where player is spawned in Single Player game"
- }
- info_player_coop:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "Where player is spawned in Cooperative game"
- }
- info_player_deathmatch:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "Where player is spawned in DeathMatch game"
- }
- info_player_intermission:e =
- {
- origin = "0 0 0"
- angles = "30 225 0"
- ;desc = "The camera you see after a level end in DeathMatch."
- }
- info_null:e =
- {
- origin = "0 0 0"
- ;desc = "A target for light to create a spotlight."
- //Armin f(desc)me
- }
- info_notnull:e =
- {
- origin = "0 0 0"
- ;desc = "Put this at the end of the gun on a turret_breach."
- }
- misc_deadsoldier:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This is a dead soldier (Player model)."
- }
- misc_insane:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "The is a Soldier gone insane (Player model)."
- }
- misc_gib_arm:e =
- {
- origin = "0 0 0"
- ;desc = "A gibbed Arm."
- }
- misc_gib_head:e =
- {
- origin = "0 0 0"
- ;desc = "A gibbed Head."
- }
- misc_gib_leg:e =
- {
- origin = "0 0 0"
- ;desc = "A gibbed Leg."
- }
- }
- Weapons & Ammo.qtxfolder =
- {
- weapon_shotgun:e =
- {
- origin = "0 0 0"
- ;desc = "Small Shotgun uses ammo_shells."
- }
- weapon_supershotgun:e =
- {
- origin = "0 0 0"
- ;desc = "Big Shotgun uses ammo_shells."
- }
- weapon_machinegun:e =
- {
- origin = "0 0 0"
- ;desc = "Small MachineGun uses ammo_bullets."
- }
- weapon_chaingun:e =
- {
- origin = "0 0 0"
- ;desc = "Big MachineGun uses ammo_bullets."
- }
- weapon_grenadelauncher:e =
- {
- origin = "0 0 0"
- ;desc = "Grenade Launcher uses ammo_grenades."
- }
- weapon_rocketlauncher:e =
- {
- origin = "0 0 0"
- ;desc = "Rocket Launcher uses ammo_rockets."
- }
- weapon_hyperblaster:e =
- {
- origin = "0 0 0"
- ;desc = "Powerful and fast gun uses ammo_cells."
- }
- weapon_railgun:e =
- {
- origin = "0 0 0"
- ;desc = "Powerful and slow gun uses ammo_slugs"
- }
- weapon_bfg:e =
- {
- origin = "0 0 0"
- ;desc = "Most powerful Weapon uses ammo_cells"
- }
- ammo_shells:e =
- {
- origin = "0 0 0"
- ;desc = "This is the ammo for The ShotGuns."
- }
- ammo_bullets:e =
- {
- origin = "0 0 0"
- ;desc = "This is the ammo for the MachineGuns."
- }
- ammo_grenades:e =
- {
- origin = "0 0 0"
- ;desc = "This is the ammo for the GrenadeLauncher it's also a HandGr"
- "enade."
- }
- ammo_rockets:e =
- {
- origin = "0 0 0"
- ;desc = "This is the ammo for the RocketLauncher."
- }
- ammo_cells:e =
- {
- origin = "0 0 0"
- ;desc = "This is the ammo for the HyperBlaster and BFG."
- }
- ammo_slugs:e =
- {
- origin = "0 0 0"
- ;desc = "This is the ammo for the RailGun."
- }
- }
- Monsters & their entities.qtxfolder =
- {
- monster_soldier_light:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This Guard has a Blaster like the one you start with."
- }
- monster_soldier:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This Guard has a machine gun."
- }
- monster_soldier_ss:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This Guard has a shotgun."
- }
- monster_infantry:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This is the Enforcer."
- }
- monster_gunner:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This is the Gunner."
- }
- monster_flyer:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This is the Flyer."
- }
- monster_hover:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This is the Icarus."
- }
- monster_floater:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This is the Technician."
- }
- monster_mutant:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This is the Mutant."
- }
- monster_parasite:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This is the Parasite."
- }
- monster_flipper:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This is the Barracuda Shark."
- }
- monster_berserk:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This is the Berserker."
- }
- monster_gladiator:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This is the Gladiator."
- }
- monster_brain:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This is the Brains."
- }
- monster_chick:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This is the Iron Maiden."
- }
- misc_easterchick:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This is the Iron Maiden kind of sitting down (Just for Looks)."
- }
- misc_easterchick2:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This is the Iron Maiden a little different (also just for looks)."
- //Armin a(all)sc
- }
- monster_commander_body:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This is the tank commander's destroyed body just for looks)."
- }
- monster_medic:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This is the Medic."
- }
- monster_tank:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This is the Tank."
- }
- misc_eastertank:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This is the Tank sitting down (Just for looks)."
- }
- monster_tank_commander:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This is the Tank Commander."
- }
- monster_supertank:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This is the Super Tank."
- }
- monster_boss2:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This is a flying Boss."
- //Armin f(desc)me
- }
- monster_boss3_stand:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This is Makron standing around (just for looks)."
- }
- monster_jorg:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This is one mean Boss. A working version of Makron is "
- "included in this entity"
- //Armin f(desc)me
- }
- monster_makron:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This entity is broken, use monster_boss3_stand instead."
- }
- }
- Path & Combat.qtxfolder =
- {
- path_corner:e =
- {
- origin = "0 0 0"
- ;desc = "Use this to get the monsters to walk around the map."
- }
- point_combat:e =
- {
- origin = "0 0 0"
- ;desc = "Used for making a monster push a button or whatever when it sees the player."
- //Armin f(angle)rust (both turret items, more to come)
- }
- turret_base:b =
- {
- ;incl = "defpoly"
- angle = "0"
- ;desc = "Used to make those cool guns."
- }
- turret_breach:b =
- {
- ;incl = "defpoly"
- angle = "0"
- ;desc = "Used to make those cool guns."
- }
- turret_driver:e =
- {
- origin = "0 0 0"
- angle = "0"
- ;desc = "Used to make those cool guns."
- }
- }
- Misc_ Entities.qtxfolder =
- {
- misc_banner:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This is the flag you see on the Base1 map."
- }
- misc_strogg_ship:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This is one of the ships you see flying around on some of the l"
- "evels."
- }
- misc_viper:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This is the other ship you see flying around."
- }
- misc_bigviper:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This is the big ship you see in the intro (It doesn't do anything)."
- }
- misc_viper_bomb:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This is a bomb to be used with the misc_viper."
- }
- misc_blackhole:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This just spins, the size is 256 units in all directions."
- }
- misc_satellite_dish:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "Use a trigger_once or a func_button with a wait -1 value to"
- " target this."
- }
- misc_explobox:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "This is the exploding Barrel."
- }
- misc_teleporter:e =
- {
- origin = "0 0 0"
- target = "[auto]"
- ;desc = "This is where the player is teleported from."
- }
- misc_teleporter_dest:e =
- {
- origin = "0 0 0"
- angle = "360"
- targetname = "[auto]"
- ;desc = "This is where the player is teleported to."
- }
- }
- Key_ Entities.qtxfolder =
- {
- key_airstrike_target:e =
- {
- origin = "0 0 0"
- ;desc = "Use this with a trigger_key and misc_viper_bomb."
- }
- key_blue_key:e =
- {
- origin = "0 0 0"
- ;desc = "The blue key."
- //Armin f(desc)sc (also most of the other keys: f(desc)sc)
- }
- key_commander_head:e =
- {
- origin = "0 0 0"
- ;desc = "Use this with the monster_commander_body for a cool effect."
- }
- key_data_cd:e =
- {
- origin = "0 0 0"
- ;desc = "Key for computer centers."
- }
- key_data_spinner:e =
- {
- origin = "0 0 0"
- ;desc = "Another key for computer centers."
- }
- key_pass:e =
- {
- origin = "0 0 0"
- ;desc = "Security pass."
- }
- key_power_cube:e =
- {
- origin = "0 0 0"
- ;desc = "Use this to restore/disable power circuits."
- }
- key_pyramid:e =
- {
- origin = "0 0 0"
- ;desc = "This is the key used for the entrance of jail3."
- }
- key_red_key:e =
- {
- origin = "0 0 0"
- ;desc = "The red key."
- }
- }
- Item_ Entities.qtxfolder =
- {
- item_adrenaline:e =
- {
- origin = "0 0 0"
- ;desc = "This sligthly increases your health permanently."
- }
- item_ancient_head:e =
- {
- origin = "0 0 0"
- ;desc = "John Carmacks head, adds 2 to max health."
- //Armin f(desc)me
- }
- item_health_small:e =
- {
- origin = "0 0 0"
- ;desc = "Gives you 2 more hit points even if your health is at maximum."
- }
- item_health:e =
- {
- origin = "0 0 0"
- ;desc = "Heals 10 hit points."
- }
- item_health_large:e =
- {
- origin = "0 0 0"
- ;desc = "Heals 25 hit points."
- //Armin f(desc)me
- }
- item_health_mega:e =
- {
- origin = "0 0 0"
- ;desc = "Adds 100 hit points to whatever you have, slowly goes back down."
- }
- item_invulnerability:e =
- {
- origin = "0 0 0"
- ;desc = "Renders you temporarily indestructible."
- }
- item_armor_shard:e =
- {
- origin = "0 0 0"
- ;desc = "Adds 2 to your armor."
- }
- item_armor_jacket:e =
- {
- origin = "0 0 0"
- ;desc = "Adds 25 to your armor."
- }
- item_armor_combat:e =
- {
- origin = "0 0 0"
- ;desc = "Adds 50 to your armor."
- }
- item_armor_body:e =
- {
- origin = "0 0 0"
- ;desc = "Adds 100 to your armor."
- }
- item_power_screen:e =
- {
- origin = "0 0 0"
- ;desc = "Gives you 200 armor towards energy weapons."
- }
- item_power_shield:e =
- {
- origin = "0 0 0"
- ;desc = "Provides improved protection against energy weapons."
- }
- item_quad:e =
- {
- origin = "0 0 0"
- ;desc = "Temporarily multiplies all your weapon's strengths by four."
- }
- item_silencer:e =
- {
- origin = "0 0 0"
- ;desc = "Silences the discharge of any weapon."
- }
- item_bandolier:e =
- {
- origin = "0 0 0"
- ;desc = "Increases your carrying capacity for all ammunition except "
- "grenades & rockets."
- }
- item_pack:e =
- {
- origin = "0 0 0"
- ;desc = "This allows you to carry more ammo on your back."
- }
- item_breather:e =
- {
- origin = "0 0 0"
- ;desc = "This provides oxygen when submerged in liquids."
- }
- item_enviro:e =
- {
- origin = "0 0 0"
- ;desc = "This provides protection from harmful fluids."
- }
- }
- Func_ Entities.qtxfolder =
- {
- func_areaportal:b =
- {
- ;incl = "defpoly"
- ;desc = "Use this combined with doors."
- }
- func_button:b =
- {
- ;incl = "defpoly"
- ;desc = "Just an every day Button."
- }
- func_clock:e =
- {
- origin = "0 0 0"
- ;desc = "Use this to make timed explosions."
- //Armin f(desc)me
- }
- func_conveyor:b =
- {
- ;incl = "defpoly"
- ;desc = "This will push you, but the texture itself won't move."
- "Never used in Quake2."
- }
- func_door:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "The standard entity for doors."
- }
- func_door_rotating:b =
- {
- distance = "90"
- ;incl = "defpoly"
- ;desc = "A rotating door."
- }
- func_door_secret:b =
- {
- ;incl = "defpoly"
- ;desc = "This is for the making of Secret doors."
- }
- func_explosive:b =
- {
- ;incl = "defpoly"
- ;desc = "This is used for shootable windows, boxes, walls and more."
- }
- func_group:b =
- //Armin f(desc)sc
- {
- ;incl = "defpoly"
- ;desc = "Not used in game, used for editor convenience."
- }
- func_killbox:b =
- {
- ;incl = "defpoly"
- ;desc = "This kills everything inside it."
- }
- func_object:b =
- {
- ;incl = "defpoly"
- ;desc = "This falls down when triggered."
- }
- func_plat:b =
- {
- ;incl = "defpoly"
- ;desc = "This is used for platforms or elevators."
- }
- func_rotating:b =
- {
- ;incl = "defpoly"
- ;desc = "This is for making things rotate or spin."
- }
- func_timer:e =
- {
- origin = "0 0 0"
- ;desc = "Use this to make timed events."
- }
- func_train:b =
- {
- ;incl = "defpoly"
- ;desc = "This is for making moving things."
- }
- func_wall:b =
- {
- ;incl = "defpoly"
- ;desc = "Make a wall appear or dissappear by connecting a func_button to this."
- }
- func_water:b =
- {
- ;incl = "defpoly"
- ;desc = "Use this one to make water, lava or slime move."
- }
- }
- Target_ Entities.qtxfolder =
- //Sorry, I tried:(....I'm still trying though:)
- {
- // target_actor:e =
- // {
- // origin = "0 0 0"
- // angle = "360"
- // ;desc = "Not implemented, the code is incomplete."
- // }
- target_blaster:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "Fires a blaster (your 1st weapon). Use a trigger on this."
- }
- target_changelevel:e =
- {
- origin = "0 0 0"
- ;desc = "Use this to change to another map."
- //Armin f(desc)me
- }
- target_character:b =
- {
- ;incl = "defpoly"
- ;desc = "This is a brush that functions as a display for a func_clock."
- }
- target_crosslevel_target:e =
- {
- origin = "0 0 0"
- ;desc = "This is a target on another map."
- }
- target_crosslevel_trigger:e =
- {
- origin = "0 0 0"
- ;desc = "This is to trigger a target_crosslevel_target on another map."
- }
- target_earthquake:e =
- {
- origin = "0 0 0"
- ;desc = "This is for starting an earthquake."
- }
- target_explosion:e =
- {
- origin = "0 0 0"
- ;desc = "Use a trigger to set off this explosion."
- }
- target_goal:e =
- {
- origin = "0 0 0"
- ;desc = "Use this to tell a player that he/she has completed a goal."
- }
- target_help:e =
- {
- origin = "0 0 0"
- ;desc = "This is used to tell the player what the goal of the map is."
- "."
- }
- target_secret:e =
- {
- origin = "0 0 0"
- ;desc = "This is used for counting how many secrets the player has found."
- }
- target_laser:e =
- {
- origin = "0 0 0"
- ;desc = "Put this where you want a laser to hit."
- }
- target_lightramp:e =
- {
- origin = "0 0 0"
- ;desc = "This makes a light fade in or out."
- }
- target_spawner:e =
- {
- origin = "0 0 0"
- ;desc = "Makes anything of your choice spawn at the target_spawner point."
- }
- target_speaker:e =
- {
- origin = "0 0 0"
- ;desc = "This is used for the sounds in Q2, like breaking glass and such."
- }
- target_splash:e =
- {
- origin = "0 0 0"
- ;desc = "This is for effects like sparks and such."
- //Armin f(desc)me
- }
- target_string:e =
- {
- origin = "0 0 0"
- ;desc = "This acts as the relay from the func_clock to the target_characters."
- }
- target_temp_entity:e =
- {
- origin = "0 0 0"
- ;desc = "This can be used for some great effects."
- }
- }
- Trigger_ Entities.qtxfolder =
- {
- //Armin f(desc)sc
- trigger_always:e =
- {
- origin = "0 0 0"
- ;desc = "This trigger will always fire, it is activated by the world."
- }
- trigger_counter:b =
- {
- ;incl = "defpoly"
- ;desc = "Use this if the player has to push more than one button to open a door."
- }
- trigger_elevator:e =
- {
- origin = "0 0 0"
- ;desc = "Use this if you need an elevator that has to stop at different heights."
- }
- trigger_gravity:b =
- {
- ;incl = "defpoly"
- ;desc = "This only work on spawn weapons and gibs not the player."
- }
- trigger_hurt:b =
- {
- ;incl = "defpoly"
- ;desc = "This causes damage to the player when he touches this."
- //Armin!!! please don't change the desc again:)
- //But I think it is supposed to be an 'e',like you had it to begin with.
- //Turns out there's more than one way to lock a Q2 door! :)
- }
- trigger_key:e =
- {
- origin = "0 0 0"
- ;desc = "This will make the door it is used with require a key to open."
- }
- trigger_monsterjump:b =
- {
- ;incl = "defpoly"
- ;desc = "Use this to get the monsters to jump."
- }
- trigger_multiple:b =
- {
- ;incl = "defpoly"
- ;desc = "Use this if you want something to a be trigger more than once."
- "."
- }
- trigger_once:b =
- {
- ;incl = "defpoly"
- ;desc = "Use this to trigger something only once."
- }
- trigger_push:b =
- {
- ;incl = "defpoly"
- ;desc = "Just as in Q1 use it to push the player in a given direction."
- //Armin f(desc)sc
- angle = "360"
- }
- trigger_relay:e =
- {
- origin = "0 0 0"
- ;desc = "This cannot be touched, it must be triggered by other events."
- }
- }
- Light_ Entities.qtxfolder =
- {
- light:e =
- {
- light = "300"
- origin = "0 0 0"
- ;desc = "Light up the map."
- }
- light_mine1:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "Predefined light."
- }
- light_mine2:e =
- {
- origin = "0 0 0"
- angle = "360"
- ;desc = "Predefined Light."
- }
- }
- }
- }
- Entity forms.qctx =
- {
- info_player_start:form =
- {
- Help = "This is the normal player start for the map."
- bbox = '-16 -16 -24 16 16 32'
- mdl = "players/male/tris.md2"
- mdlskin = "players/male/cipher.pcx"
- }
- info_player_intermission:form =
- {
- angles: =
- {
- Txt = "&"
- }
- }
- info_player_coop:form =
- {
- Help = "Potential spawning position for coop games."
- bbox = '-16 -16 -24 16 16 32'
- mdl = "players/male/tris.md2"
- mdlskin = "players/male/scout.pcx"
- }
- info_player_deathmatch:form =
- {
- Help = "Potential spawning position for deathmatch games."
- bbox = '-16 -16 -24 16 16 32'
- mdl = "players/female/tris.md2"
- mdlskin = "players/female/brianna.pcx"
- }
- info_null:form =
- {
- Help = "Used as a positional target for spotlights, etc."
- //_cone: =
- //{
- // Txt = "&"
- // Hint = "Default is 10"
- //}
- targetname: =
- {
- Txt = "&"
- Hint = "Point a light at this."
- }
- //Armin f(desc)me
- }
- info_notnull:form =
- {
- Help = "Place this at the tip of of a turret_breach."
- _cone: =
- {
- Txt = "&"
- Hint = "Default is 10"
- }
- targetname: =
- {
- Txt = "&"
- Hint = "This should be the target the turret_breach."
- }
- }
- misc_deadsoldier:form =
- {
- Help = "This is the Dead player model, there are 6 different death styles"
- "."
- bbox = '-16 -16 0 16 16 16'
- mdl = "models/deadbods/dude/tris.md2"
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "ON_BACK"
- Hint = "The Soldier is on his back."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "ON_STOMACH"
- Hint = "The Soldier is on his stomach."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "BACK_DECAP"
- Hint = "The Soldier is on his back and has been decapitated."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "FETAL_POS"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "SIT_DECAP"
- Hint = "The Soldier is sitting down and has been decapitated."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "IMPALED"
- Hint = "Only use this in Water or hanging over a hook or something, it"
- " doesn't look good on the floor."
- }
- //Armin a(targ,targname,hints)me (you can get some cool effects by targeting monsters at him)
- }
- misc_insane:form =
- {
- Help = "This is the Soldier gone mad."
- bbox = '-16 -16 -24 16 16 32'
- mdl = "models/monsters/insane/tris.md2"
- item =
- {
- Txt = "&"
- Hint = "This will be thrown out when the soldier is killed."
- }
- targetname: =
- {
- Txt = "&"
- Hint = "You can use this to make monsters follow him around."
- }
- target =
- {
- Txt = "&"
- Hint = "This can be a path_corner or something that will be triggered when the"
- " soldier is killed."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "Ambush"
- Hint = "With this flag set the soldier will follow you around if you"
- " get in his line of sight or if you shoot at him."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "Trigger_spawn"
- Hint = "Use this to make the soldier Spawn."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "CRAWL"
- Hint = "This one will make the soldier crawl around."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "CRUCIFIED"
- Hint = "This one works like the zombies in Quake1."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "STAND_GROUND"
- Hint = "This flag will make the soldier just stand and complain."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "ALWAYS_STAND"
- Hint = "This will make sure the the soldier won't drop to his knees."
- }
- }
- misc_gib_arm:form =
- {
- Help = "Intended for use with the target_spawner."
- bbox = '-8 -8 -8 8 8 8'
- mdl = "models/objects/gibs/arm/tris.md2"
- }
- misc_gib_head:form =
- {
- Help = "Intended for use with the target_spawner."
- bbox = '-8 -8 -8 8 8 8'
- mdl = "models/objects/gibs/head/tris.md2"
- }
- misc_gib_leg:form =
- {
- Help = "Intended for use with the target_spawner."
- bbox = '-8 -8 -8 8 8 8'
- mdl = "models/objects/gibs/leg/tris.md2"
- }
- weapon_shotgun:form =
- {
- Help = "This is the small ShotGun (2nd weapon) uses ammo_shells."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/weapons/g_shotg/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- }
- weapon_supershotgun:form =
- {
- Help = "This is the big ShotGun (3rd weapon) uses ammo_shells."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/weapons/g_shotg2/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- }
- weapon_machinegun:form =
- {
- Help = "This is the small MachineGun (4th weapon) uses ammo_bullets."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/weapons/g_machn/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- }
- weapon_chaingun:form =
- {
- Help = "This is the big MachineGun (5th weapon) uses ammo_bullets."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/weapons/g_chain/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- }
- weapon_grenadelauncher:form =
- {
- Help = "This is the Grenade Launcher (6th weapon) uses ammo_grenades."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/weapons/g_launch/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- }
- weapon_rocketlauncher:form =
- {
- Help = "This is the Rocket Launcher (7th weapon) uses ammo_rockets."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/weapons/g_rocket/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- }
- weapon_hyperblaster:form =
- {
- Help = "This is the Hyper Blaster (8th weapon) uses ammo_cells."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/weapons/g_hyperb/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- } }
- weapon_railgun:form =
- {
- Help = "This is the RailGun (9th weapon) uses ammo_slugs."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/weapons/g_rail/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- }
- weapon_bfg:form =
- {
- Help = "This is the BFG -Big Freaking Gun- (10th weapon) uses ammo_cells"
- "."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/weapons/g_bfg/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- }
- ammo_shells:form =
- {
- Help = "This is the ammo for weapon_shotgun and weapon_supershotgun."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/ammo/shells/medium/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- }
- ammo_bullets:form =
- {
- Help = "This is the ammo for weapon_machinegun and weapon_chaingun."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/ammo/bullets/medium/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- }
- ammo_grenades:form =
- {
- Help = "This is handthrown grenades and the ammo for weapon_grenadelauncher."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/ammo/grenades/medium/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- }
- ammo_rockets:form =
- {
- Help = "This is the ammo for weapon_rocketlauncher."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/ammo/rockets/medium/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- }
- ammo_cells:form =
- {
- Help = "This is the ammo for weapon_hyperblaster and weapon_bfg."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/ammo/cells/medium/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- }
- ammo_slugs:form =
- {
- Help = "This is the ammo for weapon_railgun."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/ammo/slugs/medium/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- //Armin, I've added items and killtargets for every applicable monster(plus a special surprise:)
- //I've also shortened some of the descriptions, but that's just for my own taste, so you can
- //use them if you like, or not; it's up to you.
- }
- monster_soldier_light:form =
- {
- Help = "This is the Guard armed with a simple blaster."
- bbox = '-16 -16 -24 16 16 32'
- mdl = "models/monsters/soldier/tris.md2"
- mdlskin = '0'
- item =
- {
- Txt = "&"
- Hint = "This will be spawned when the monster is killed"
- }
- killtarget =
- {
- Txt = "&"
- Hint = "This will be removed from the level when the monster is killed"
- }
- deathtarget: =
- {
- Txt = "&"
- Hint = "This will be triggered when the monster is killed"
- }
- targetname: =
- {
- Txt = "&"
- Hint = "Use if the monster is to be spawned in"
- }
- target: =
- {
- Txt = "&"
- Hint = "Target a point_combat or path_corner"
- }
- combattarget: =
- {
- Txt = "&"
- Hint = "This must be the name of a point_combat in order to work"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "Ambush"
- Hint = "This will make the soldier attack when it hears you fire a gun"
- " or when it sees you."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "Trigger_spawn"
- Hint = "This will Spawn the monster when triggered."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "Sight"
- Hint = "This will make the Guard attack when it sees you."
- }
- }
- monster_soldier:form =
- {
- Help = "This Guard has a Machine Gun."
- bbox = '-16 -16 -24 16 16 32'
- mdl = "models/monsters/soldier/tris.md2"
- mdlskin = '2'
- item =
- {
- Txt = "&"
- Hint = "This will be spawned when the monster is killed"
- }
- killtarget =
- {
- Txt = "&"
- Hint = "This will be removed from the level when the monster is killed"
- }
- deathtarget: =
- {
- Txt = "&"
- Hint = "This will be triggered when the monster is killed"
- }
- targetname: =
- {
- Txt = "&"
- Hint = "Use if the monster is to be spawned in"
- }
- target: =
- {
- Txt = "&"
- Hint = "Target a point_combat or path_corner"
- }
- combattarget: =
- {
- Txt = "&"
- Hint = "This must be the name of a point_combat in order to work"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "Ambush"
- Hint = "This will make the Soldier attack when it hears you fire a gun"
- " or when it sees you."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "Trigger_spawn"
- Hint = "The will spawn the monster when triggered."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "Sight"
- Hint = "This will make the Guard attack when it sees you."
- }
- }
- monster_soldier_ss:form =
- {
- Help = "This Guard has a ShotGun."
- bbox = '-16 -16 -24 16 16 32'
- mdl = "models/monsters/soldier/tris.md2"
- mdlskin = '4'
- item =
- {
- Txt = "&"
- Hint = "This will be spawned when the monster is killed"
- }
- killtarget =
- {
- Txt = "&"
- Hint = "This will be removed from the level when the monster is killed"
- }
- deathtarget: =
- {
- Txt = "&"
- Hint = "This will be triggered when the monster is killed"
- }
- targetname: =
- {
- Txt = "&"
- Hint = "Use if the monster is to be spawned in"
- }
- target: =
- {
- Txt = "&"
- Hint = "Target a point_combat or path_corner"
- }
- combattarget: =
- {
- Txt = "&"
- Hint = "This must be the name of a point_combat in order to work"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "Ambush"
- Hint = "This will make the Soldier attack when it hears you fire a gun"
- " or when it sees you."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "Trigger_spawn"
- Hint = "This will spawn the monster when triggered."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "Sight"
- Hint = "this will make the Guard attack when it sees you."
- }
- }
- monster_infantry:form =
- {
- Help = "This is the Enforcer armed with a ChainGun."
- bbox = '-16 -16 -24 16 16 32'
- mdl = "models/monsters/infantry/tris.md2"
- item =
- {
- Txt = "&"
- Hint = "This will be spawned when the monster is killed"
- }
- killtarget =
- {
- Txt = "&"
- Hint = "This will be removed from the level when the monster is killed"
- }
- deathtarget: =
- {
- Txt = "&"
- Hint = "This will be triggered when the monster is killed"
- }
- targetname: =
- {
- Txt = "&"
- Hint = "Use if the monster is to be spawned in"
- }
- target: =
- {
- Txt = "&"
- Hint = "Target a point_combat or path_corner"
- }
- combattarget: =
- {
- Txt = "&"
- Hint = "This must be the name of a point_combat in order to work"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "Ambush"
- Hint = "This will make the Enforcer attack when it hears you fire a gu"
- "n or when it sees you."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "Trigger_spawn"
- Hint = "This will spawn The Enforcer when triggered."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "Sight"
- Hint = "This willmake the Enforcer attack when it sees you."
- }
- }
- monster_gunner:form =
- {
- Help = "This is the Gunner he is armed with a ChainGun and a Grenade Launcher."
- bbox = '-16 -16 -24 16 16 32'
- mdl = "models/monsters/gunner/tris.md2"
- item =
- {
- Txt = "&"
- Hint = "This will be spawned when the monster is killed"
- }
- killtarget =
- {
- Txt = "&"
- Hint = "This will be removed from the level when the monster is killed"
- }
- deathtarget: =
- {
- Txt = "&"
- Hint = "This will be triggered when the monster is killed"
- }
- targetname: =
- {
- Txt = "&"
- Hint = "Use if the monster is to be spawned in"
- }
- target: =
- {
- Txt = "&"
- Hint = "Target a point_combat or path_corner"
- }
- combattarget: =
- {
- Txt = "&"
- Hint = "This must be the name of a point_combat in order to work"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "Ambush"
- Hint = "This will make the gunner attack when it hears you fire a gun "
- "or when it sees you."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "Trigger_spawn"
- Hint = "This will spawn the Gunner when triggered."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "Sight"
- Hint = "This will make the Gunner attack when it sees you."
- }
- }
- monster_flyer:form =
- {
- Help = "This is the Flyer. It's armed with a ChainGun."
- bbox = '-16 -16 -24 16 16 32'
- mdl = "models/monsters/flyer/tris.md2"
- item =
- {
- Txt = "&"
- Hint = "This will be spawned when the monster is killed"
- }
- killtarget =
- {
- Txt = "&"
- Hint = "This will be removed from the level when the monster is killed"
- }
- deathtarget: =
- {
- Txt = "&"
- Hint = "This will be triggered when the monster is killed"
- }
- targetname: =
- {
- Txt = "&"
- Hint = "Use if the monster is to be spawned in"
- }
- target: =
- {
- Txt = "&"
- Hint = "Target a point_combat or path_corner"
- }
- combattarget: =
- {
- Txt = "&"
- Hint = "This must be the name of a point_combat in order to work"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "Ambush"
- Hint = "This will make the Flyer attack when it hears you fire a gun or sees you."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "Trigger_spawn"
- Hint = "This will spawn the Flyer when triggered."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "Sight"
- Hint = "This will make the Flyer attack when it sees you."
- }
- }
- monster_hover:form =
- {
- Help = "This is the Icarus."
- bbox = '-16 -16 -24 16 16 32'
- mdl = "models/monsters/hover/tris.md2"
- item =
- {
- Txt = "&"
- Hint = "This will be spawned when the monster is killed"
- }
- killtarget =
- {
- Txt = "&"
- Hint = "This will be removed from the level when the monster is killed"
- }
- deathtarget: =
- {
- Txt = "&"
- Hint = "This will be triggered when the monster is killed"
- }
- targetname: =
- {
- Txt = "&"
- Hint = "Use if the monster is to be spawned in"
- }
- target: =
- {
- Txt = "&"
- Hint = "Target a point_combat or path_corner"
- }
- combattarget: =
- {
- Txt = "&"
- Hint = "This must be the name of a point_combat in order to work"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "Ambush"
- Hint = "This will make the Icarus attack when it hears you fire a gun "
- "or when it sees you."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "Trigger_spawn"
- Hint = "This will spawn the Icarus when triggered."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "Sight"
- Hint = "This will make the Icarus attack when it sees you."
- }
- }
- monster_floater:form =
- {
- Help = "This is the Technician."
- bbox = '-24 -24 -24 24 24 32'
- mdl = "models/monsters/float/tris.md2"
- item =
- {
- Txt = "&"
- Hint = "This will be spawned when the monster is killed"
- }
- killtarget =
- {
- Txt = "&"
- Hint = "This will be removed from the level when the monster is killed"
- }
- deathtarget: =
- {
- Txt = "&"
- Hint = "This will be triggered when the monster is killed"
- }
- targetname: =
- {
- Txt = "&"
- Hint = "Use if the monster is to be spawned in"
- }
- target: =
- {
- Txt = "&"
- Hint = "Target a point_combat or path_corner"
- }
- combattarget: =
- {
- Txt = "&"
- Hint = "This must be the name of a point_combat in order to work"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "Ambush"
- Hint = "This will make the Technician attack when it hears you fire a gun or sees you."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "Trigger_spawn"
- Hint = "This will spawn the Technician when triggered."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "Sight"
- Hint = "This will make the Technician attack when it sees you."
- }
- }
- monster_mutant:form =
- {
- Help = "This is the Mutant."
- bbox = '-32 -32 -24 32 32 48'
- mdl = "models/monsters/mutant/tris.md2"
- item =
- {
- Txt = "&"
- Hint = "This will be spawned when the monster is killed"
- }
- killtarget =
- {
- Txt = "&"
- Hint = "This will be removed from the level when the monster is killed"
- }
- deathtarget: =
- {
- Txt = "&"
- Hint = "This will be triggered when the monster is killed"
- }
- targetname: =
- {
- Txt = "&"
- Hint = "Use if the monster is to be spawned in"
- }
- target: =
- {
- Txt = "&"
- Hint = "Target a point_combat or path_corner"
- }
- combattarget: =
- {
- Txt = "&"
- Hint = "This must be the name of a point_combat in order to work"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "Ambush"
- Hint = "This will make the Mutant attack when it hears you fire a gun or sees you."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "Trigger_spawn"
- Hint = "This will spawn the Mutant when triggered."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "Sight"
- Hint = "This wil make the Mutant attack when it sees you."
- }
- }
- monster_parasite:form =
- {
- Help = "This is the Parasite."
- bbox = '-16 -16 -24 16 16 24'
- mdl = "models/monsters/parasite/tris.md2"
- item =
- {
- Txt = "&"
- Hint = "This will be spawned when the monster is killed"
- }
- killtarget =
- {
- Txt = "&"
- Hint = "This will be removed from the level when the monster is killed"
- }
- deathtarget: =
- {
- Txt = "&"
- Hint = "This will be triggered when the monster is killed"
- }
- targetname: =
- {
- Txt = "&"
- Hint = "Use if the monster is to be spawned in"
- }
- target: =
- {
- Txt = "&"
- Hint = "Target a point_combat or path_corner"
- }
- combattarget: =
- {
- Txt = "&"
- Hint = "This must be the name of a point_combat in order to work"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "Ambush"
- Hint = "This will make the Parasite attack when it hears you fire a gun or sees you."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "Trigger_spawn"
- Hint = "This will spawn the Parasite when triggered"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "Sight"
- Hint = "This will make the Parasite attack when it sees you."
- }
- }
- monster_flipper:form =
- {
- Help = "This is the Barracuda Shark."
- bbox = '-16 -16 -12 16 16 32'
- mdl = "models/monsters/flipper/tris.md2"
- item =
- {
- Txt = "&"
- Hint = "This will be spawned when the monster is killed"
- }
- killtarget =
- {
- Txt = "&"
- Hint = "This will be removed from the level when the monster is killed"
- }
- deathtarget: =
- {
- Txt = "&"
- Hint = "This will be triggered when the monster is killed"
- }
- targetname: =
- {
- Txt = "&"
- Hint = "Use if the monster is to be spawned in"
- }
- target: =
- {
- Txt = "&"
- Hint = "Target a point_combat or path_corner"
- }
- combattarget: =
- {
- Txt = "&"
- Hint = "This must be the name of a point_combat in order to work"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "Ambush"
- Hint = "This will make the Barracuda Shark attack when it hears you fi"
- "re a gun or when it sees you."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "Trigger_spawn"
- Hint = "This will spawn the Barracuda Shark when triggered."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "Sight"
- Hint = "This will make the Barracuda Shark attack when it sees you."
- }
- }
- monster_berserk:form =
- {
- Help = "This is the Berserker."
- bbox = '-16 -16 -24 16 16 32'
- mdl = "models/monsters/berserk/tris.md2"
- item =
- {
- Txt = "&"
- Hint = "This will be spawned when the monster is killed"
- }
- killtarget =
- {
- Txt = "&"
- Hint = "This will be removed from the level when the monster is killed"
- }
- deathtarget: =
- {
- Txt = "&"
- Hint = "This will be triggered when the monster is killed"
- }
- targetname: =
- {
- Txt = "&"
- Hint = "Use if the monster is to be spawned in"
- }
- target: =
- {
- Txt = "&"
- Hint = "Target a point_combat or path_corner"
- }
- combattarget: =
- {
- Txt = "&"
- Hint = "This must be the name of a point_combat in order to work"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "Ambush"
- Hint = "This will make the Berserker attack when it hears you fire a g"
- "un or when it sees you."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "Trigger_spawn"
- Hint = "This will spawn the Berserker when triggered."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "Sight"
- Hint = "This will make the Berserker attack when it sees you."
- }
- }
- monster_gladiator:form =
- {
- Help = "This is the Gladiator."
- bbox = '-32 -32 -24 32 32 64'
- mdl = "models/monsters/gladiatr/tris.md2"
- item =
- {
- Txt = "&"
- Hint = "This will be spawned when the monster is killed"
- }
- killtarget =
- {
- Txt = "&"
- Hint = "This will be removed from the level when the monster is killed"
- }
- deathtarget: =
- {
- Txt = "&"
- Hint = "This will be triggered when the monster is killed"
- }
- targetname: =
- {
- Txt = "&"
- Hint = "Use if the monster is to be spawned in"
- }
- target: =
- {
- Txt = "&"
- Hint = "Target a point_combat or path_corner"
- }
- combattarget: =
- {
- Txt = "&"
- Hint = "This must be the name of a point_combat in order to work"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "Ambush"
- Hint = "This will make the Gladiator attack when it hears you fire a g"
- "un or when it sees you."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "Trigger_spawn"
- Hint = "This will spawn the Gladiator when triggered."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "Sight"
- Hint = "This will make the Gladiator attack when it sees you."
- }
- }
- monster_brain:form =
- {
- Help = "This is Brains."
- bbox = '-16 -16 -24 16 16 32'
- mdl = "models/monsters/brain/tris.md2"
- item =
- {
- Txt = "&"
- Hint = "This will be spawned when the monster is killed"
- }
- killtarget =
- {
- Txt = "&"
- Hint = "This will be removed from the level when the monster is killed"
- }
- deathtarget: =
- {
- Txt = "&"
- Hint = "This will be triggered when the monster is killed"
- }
- targetname: =
- {
- Txt = "&"
- Hint = "Use if the monster is to be spawned in"
- }
- target: =
- {
- Txt = "&"
- Hint = "Target a point_combat or path_corner"
- }
- combattarget: =
- {
- Txt = "&"
- Hint = "This must be the name of a point_combat in order to work"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "Ambush"
- Hint = "This will make Brains attack when it hears you fire a gun or w"
- "hen it sees you."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "Trigger_spawn"
- Hint = "This will spawn Brains when triggered."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "Sight"
- Hint = "This will make Brains attack when it sees you."
- }
- }
- monster_chick:form =
- {
- Help = "This is Iron Maiden."
- bbox = '-16 -16 0 16 16 56'
- mdl = "models/monsters/bitch/tris.md2"
- item =
- {
- Txt = "&"
- Hint = "This will be spawned when the monster is killed"
- }
- killtarget =
- {
- Txt = "&"
- Hint = "This will be removed from the level when the monster is killed"
- }
- deathtarget: =
- {
- Txt = "&"
- Hint = "This will be triggered when the monster is killed"
- }
- targetname: =
- {
- Txt = "&"
- Hint = "Use if the monster is to be spawned in"
- }
- target: =
- {
- Txt = "&"
- Hint = "Target a point_combat or path_corner"
- }
- combattarget: =
- {
- Txt = "&"
- Hint = "This must be the name of a point_combat in order to work"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "Ambush"
- Hint = "This will make Iron Maiden attack when it hears you fire a gun"
- " or when it sees you."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "Trigger_spawn"
- Hint = "This will spawn Iron Maiden when triggered."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "Sight"
- Hint = "This will make Iron Maiden attack when it sees you."
- }
- }
- misc_easterchick:form =
- {
- Help = "This is Iron Maiden sitting down (Just for looks)."
- bbox = '-32 -32 0 32 32 32'
- mdl = "models/monsters/bitch/tris.md2"
- }
- misc_easterchick2:form =
- {
- Help = "This is Iron Maiden alittle different (Just for looks)."
- bbox = '-32 -32 0 32 32 32'
- mdl = "models/monsters/bitch/tris.md2"
- //Armin a(all)sc (this is cool in action)
- }
- monster_commander_body:form =
- {
- Help = "Use an item_commander_head and set this as its target(Just for looks)."
- bbox = '-32 -32 0 32 32 48'
- mdl = "models/monsters/commandr/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "When triggered, it will move for a couple of seconds."
- }
- }
- monster_medic:form =
- {
- help = "This is the Medic."
- bbox = '-24 -24 -24 24 24 32'
- mdl = "models/monsters/medic/tris.md2"
- item =
- {
- Txt = "&"
- Hint = "This will be spawned when the monster is killed"
- }
- killtarget =
- {
- Txt = "&"
- Hint = "This will be removed from the level when the monster is killed"
- }
- deathtarget: =
- {
- Txt = "&"
- Hint = "This will be triggered when the monster is killed"
- }
- targetname: =
- {
- Txt = "&"
- Hint = "Use if the monster is to be spawned in"
- }
- target: =
- {
- Txt = "&"
- Hint = "Target a point_combat or path_corner"
- }
- combattarget: =
- {
- Txt = "&"
- Hint = "This must be the name of a point_combat in order to work"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "Ambush"
- Hint = "This will make the Medic attack when it hears you fire a gun o"
- "r when it sees you."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "Trigger_spawn"
- Hint = "This will spawn the Medic when triggered."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "Sight"
- Hint = "This will make the Medic attack when it sees you."
- }
- }
- monster_tank:form =
- {
- Help = "This is the Tank."
- bbox = '-32 -32 -16 32 32 72'
- mdl = "models/monsters/tank/tris.md2"
- item =
- {
- Txt = "&"
- Hint = "This will be spawned when the monster is killed"
- }
- killtarget =
- {
- Txt = "&"
- Hint = "This will be removed from the level when the monster is killed"
- }
- deathtarget: =
- {
- Txt = "&"
- Hint = "This will be triggered when the monster is killed"
- }
- targetname: =
- {
- Txt = "&"
- Hint = "Use if the monster is to be spawned in"
- }
- target: =
- {
- Txt = "&"
- Hint = "Target a point_combat or path_corner"
- }
- combattarget: =
- {
- Txt = "&"
- Hint = "This must be the name of a point_combat in order to work"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "Ambush"
- Hint = "This will make the Tank attack when it hears you fire a gun or"
- " when it sees you."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "Trigger_spawn"
- Hint = "This will spawn the Tank when triggered."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "Sight"
- Hint = "This will make the Tank attack when it sees you."
- }
- }
- misc_eastertank:form =
- {
- Help = "The Tank Sitting Down (Just for Looks)."
- bbox = '-32 -32 -16 32 32 32'
- mdl = "models/monsters/tank/tris.md2"
- }
- monster_tank_commander:form =
- {
- Help = "This is the Tank Commander."
- bbox = '-32 -32 -16 32 32 72'
- mdl = "models/monsters/tank/tris.md2"
- mdlskin = '2'
- item =
- {
- Txt = "&"
- Hint = "This will be spawned when the monster is killed"
- }
- killtarget =
- {
- Txt = "&"
- Hint = "This will be removed from the level when the monster is killed"
- }
- deathtarget: =
- {
- Txt = "&"
- Hint = "This will be triggered when the monster is killed"
- }
- targetname: =
- {
- Txt = "&"
- Hint = "Use if the monster is to be spawned in"
- }
- target: =
- {
- Txt = "&"
- Hint = "Target a point_combat or path_corner"
- }
- combattarget: =
- {
- Txt = "&"
- Hint = "This must be the name of a point_combat in order to work"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "Ambush"
- Hint = "This will make the Tank Commander attack when it hears you fir"
- "e a gun or when it sees you."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "Trigger_spawn"
- Hint = "This will spawn the Tank Commander when triggered."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "Sight"
- Hint = "This will make the Tank Commander attack when it sees you."
- }
- }
- monster_supertank:form =
- {
- Help = "This is the Super Tank."
- bbox = '-64 -64 0 64 64 112'
- mdl = "models/monsters/boss1/tris.md2"
- item =
- {
- Txt = "&"
- Hint = "This will be spawned when the monster is killed"
- }
- killtarget =
- {
- Txt = "&"
- Hint = "This will be removed from the level when the monster is killed"
- }
- deathtarget: =
- {
- Txt = "&"
- Hint = "This will be triggered when the monster is killed"
- }
- targetname: =
- {
- Txt = "&"
- Hint = "Use if the monster is to be spawned in"
- }
- target: =
- {
- Txt = "&"
- Hint = "Target a point_combat or path_corner"
- }
- combattarget: =
- {
- Txt = "&"
- Hint = "This must be the name of a point_combat in order to work"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "Ambush"
- Hint = "This will make the Super Tank attack when it hears you fire a "
- "gun or when it sees you."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "Trigger_spawn"
- Hint = "This will spawn the Super Tank when triggered."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "Sight"
- Hint = "This will make the Super Tank attack when it sees you."
- }
- }
- monster_boss2:form =
- {
- Help = "This is a flying Boss"
- bbox = '-56 -56 0 56 56 80'
- mdl = "models/monsters/boss2/tris.md2"
- item =
- {
- Txt = "&"
- Hint = "This will be spawned when the monster is killed"
- }
- killtarget =
- {
- Txt = "&"
- Hint = "This will be removed from the level when the monster is killed"
- }
- deathtarget: =
- {
- Txt = "&"
- Hint = "This will be triggered when the monster is killed"
- }
- targetname: =
- {
- Txt = "&"
- Hint = "Use if the monster is to be spawned in"
- }
- target: =
- {
- Txt = "&"
- Hint = "Target a point_combat or path_corner"
- }
- combattarget: =
- {
- Txt = "&"
- Hint = "This must be the name of a point_combat in order to work"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "Ambush"
- Hint = "This will make he Boss2 attack when it hears you fire a gun or"
- " when it sees you."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "Trigger_spawn"
- Hint = "this will spawn the Boss2 when triggered."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "Sight"
- Hint = "This will make the Boss2 attack when it sees you."
- }
- }
- monster_boss3_stand:form =
- {
- help = "Just stands and cycles in one place until triggered, then teleports away."
- bbox = '-32 -32 0 32 32 90'
- mdl = "models/monsters/boss3/rider/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Place the trigger so that just as you see him, he teleports away."
- }
- }
- monster_jorg:form =
- {
- Help = "This is a Jorg.When you kill him, you'll meet Makron(not the broken one)."
- bbox = '-80 -80 0 80 80 140'
- mdl = "models/monsters/boss3/jorg/tris.md2"
- item =
- {
- Txt = "&"
- Hint = "This will be spawned when the monster is killed"
- }
- killtarget =
- {
- Txt = "&"
- Hint = "This will be removed from the level when the monster is killed"
- }
- deathtarget: =
- {
- Txt = "&"
- Hint = "This will be triggered when the monster is killed"
- }
- targetname: =
- {
- Txt = "&"
- Hint = "Use if the monster is to be spawned in"
- }
- target: =
- {
- Txt = "&"
- Hint = "Target a point_combat or path_corner"
- }
- combattarget: =
- {
- Txt = "&"
- Hint = "This must be the name of a point_combat in order to work"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "Ambush"
- Hint = "This will make the Jorg attack when it hears you fire a gun or"
- " when it sees you."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "Trigger_spawn"
- Hint = "This will spawn Jorg when triggered."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "Sight"
- Hint = "This will make Jorg attack when it sees you."
- }
- }
- monster_makron:form =
- {
- Help = "This is a Broken entity, use monster_boss3_stand instead."
- bbox = '-30 -30 0 30 30 90'
- mdl = "models/monsters/boss3/rider/tris.md2"
- item =
- {
- Txt = "&"
- Hint = "This will be spawned when the monster is killed"
- }
- killtarget =
- {
- Txt = "&"
- Hint = "This will be removed from the level when the monster is killed"
- }
- deathtarget: =
- {
- Txt = "&"
- Hint = "This will be triggered when the monster is killed"
- }
- targetname: =
- {
- Txt = "&"
- Hint = "Use if the monster is to be spawned in"
- }
- target: =
- {
- Txt = "&"
- Hint = "Target a point_combat or path_corner"
- }
- combattarget: =
- {
- Txt = "&"
- Hint = "This must be the name of a point_combat in order to work"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "Ambush"
- Hint = "This will make Makron(Broken entity) attack when it hears you "
- "fire a gun or when it sees you."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "Trigger_spawn"
- Hint = "This will spawn Makron(Broken entity) when triggered."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "Sight"
- Hint = "This will make Makron(Broken entity) attack when it sees you."
- }
- }
- misc_banner:form =
- {
- Help = "The origin is the bottom of the banner. The banner is 128 units"
- " tall."
- bbox = '-4 -4 -4 4 4 4'
- mdl = "models/objects/banner/tris.md2"
- }
- misc_strogg_ship:form =
- {
- Help = "This is a Strogg ship for the flybys."
- bbox = '-16 -16 0 16 16 32'
- mdl = "models/ships/strogg1/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "This must be triggered in order to show up."
- }
- target: =
- {
- Txt = "&"
- Hint = "Target a path_corner."
- }
- speed: =
- {
- Txt = "&"
- Hint = "How fast it should fly."
- }
- }
- misc_viper:form =
- {
- Help = "This is the Viper for the flyby bombing."
- bbox = '-16 -16 0 16 16 32'
- mdl = "models/ships/viper/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "This must be triggered in order to show up."
- }
- target: =
- {
- Txt = "&"
- Hint = "Target a path_corner."
- }
- speed: =
- {
- Txt = "&"
- Hint = "How fast the Viper should fly."
- }
- }
- misc_bigviper:form =
- {
- Help = "This is a large stationary viper as seen in Paul's intro."
- bbox = '-176 -120 -24 176 120 72'
- mdl = "models/ships/bigviper/tris.md2"
- }
- misc_viper_bomb:form =
- {
- Help = "This is the bomb use for Airstrike."
- bbox = '-8 -8 -8 8 8 8'
- mdl = "models/objects/bomb/tris.md2"
- dmg: =
- {
- Txt = "&"
- Hint = "How much boom should the bomb make."
- }
- }
- misc_blackhole:form =
- {
- Help = "This just spins, and is huge."
- bbox = '-8 -8 -8 8 8 8'
- mdl = "models/objects/black/tris.md2"
- }
- misc_satellite_dish:form =
- {
- Help = "You can either place this in a map on its own or you can trigger it."
- bbox = '-64 -64 0 64 64 128'
- mdl = "models/objects/satellite/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "This should only be triggered once."
- }
- angle: =
- {
- Txt = "&"
- Hint = "The direction it should be facing."
- }
- }
- misc_explobox:form =
- {
- Help = "Large exploding box."
- bbox = '-16 -16 0 16 16 40'
- mdl = "models/objects/barrels/tris.md2"
- mass: =
- {
- Txt = "&"
- Hint = "Default 100"
- }
- health: =
- {
- Txt = "&"
- Hint = "Default 80"
- }
- dmg: =
- {
- Txt = "&"
- Hint = "Default 100"
- }
- }
- misc_teleporter:form =
- {
- Help = "Stepping onto this disc will teleport players to the targeted mi"
- "sc_teleporter_dest object."
- bbox = '-32 -32 -24 32 32 16'
- mdl = "models/objects/dmspot/tris.md2"
- }
- misc_teleporter_dest:form =
- {
- Help = "Point teleporters at these."
- bbox = '-32 -32 -24 32 32 16'
- mdl = "models/objects/dmspot/tris.md2"
- }
- // misc_actor:form =
- // {
- // Help = ""
- // bbox = '-16 -16 -24 16 16 32'
- // mdl = "players/male/tris.md2"
- // target: =
- // {
- // Txt = "&"
- // Hint = "This isn't functional yet."
- // }
- // }
- key_airstrike_target:form =
- {
- Help = "Use this with a trigger_key and misc_viper_bomb."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/keys/target/tris.md2"
- }
- key_blue_key:form =
- {
- Help = "Normal door key - blue."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/keys/key/tris.md2"
- //Armin f(desc)sc
- }
- key_commander_head:form =
- {
- Help = "Tank commander's head, use this with a monster_commander_body as the target."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/monsters/commandr/head/tris.md2"
- target: =
- {
- Txt = "&"
- Hint = "Target a monster_commander_body, which will move when triggered."
- }
- }
- key_data_cd:form =
- {
- Help = "Key for computer centers."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/keys/data_cd/tris.md2"
- }
- key_data_spinner:form =
- {
- Help = "Key for the city computer."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/keys/spinner/tris.md2"
- }
- key_pass:form =
- {
- Help = "Security pass for the security level."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/keys/pass/tris.md2"
- }
- key_power_cube:form =
- {
- Help = "Warehouse circuits."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/keys/power/tris.md2"
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "TRIGGER_SPAWN"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "NO_TOUCH"
- }
- }
- key_pyramid:form =
- {
- Help = "Key for the entrance of jail3."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/keys/pyramid/tris.md2"
- }
- key_red_key:form =
- {
- Help = "Normal door key - red."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/keys/red_key/tris.md2"
- }
- item_adrenaline:form =
- {
- Help = "Gives +1 to maximum health."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/adrenal/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- }
- item_ancient_head:form =
- {
- Help = "Special item that gives +2 to maximum health."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/c_head/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- }
- item_health_small:form =
- {
- Help = "Heals 2 hit points."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/healing/stimpack/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- }
- item_health:form =
- {
- Help = "Heals 10 hit points."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/healing/medium/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- }
- item_health_large:form =
- {
- Help = "Heals 25 hit points."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/healing/large/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- //Armin f(desc)me
- }
- item_health_mega:form =
- {
- Help = "Gives 100 extra hit points, wears off after a short time."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/mega_h/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- }
- item_invulnerability:form =
- {
- Help = "Renders you temporarily indestructible."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/invulner/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- }
- item_armor_shard:form =
- {
- Help = "Adds 2 to your armor."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/armor/shard/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- }
- item_armor_jacket:form =
- {
- Help = "Adds 25 to your armor"
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/armor/jacket/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- }
- item_armor_combat:form =
- {
- Help = "Adds 50 to your armor."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/armor/combat/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- }
- item_armor_body:form =
- {
- Help = "Adds 100 to your armor."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/armor/body/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- }
- item_power_screen:form =
- {
- Help = "Gives you 200 armor towards energy weapons."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/armor/screen/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- }
- item_power_shield:form =
- {
- Help = "Provides improved protection against power weapons."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/armor/shield/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- }
- item_quad:form =
- {
- Help = "Temporarily multiplies all your weapon's strengths by four."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/quaddama/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- }
- item_silencer:form =
- {
- Help = "Silences the discharge of any weapon."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/silencer/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- }
- item_bandolier:form =
- {
- Help = "Increases your carrying capacity for all ammunition except grenades & rockets."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/band/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- }
- item_pack:form =
- {
- Help = "This allows you to carry more on your back."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/pack/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- }
- item_breather:form =
- {
- Help = "This provides oxygen when submerged in liquids."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/breather/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- }
- item_enviro:form =
- {
- Help = "This provides protection from harmful fluids."
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/enviro/tris.md2"
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it disappear by making it the killtarget of a monster."
- }
- target: =
- {
- Txt = "&"
- Hint = "Trigger something when the player picks this up."
- }
- //Armin, from here on down,I'm basically just adding angles, targets, targetnames, hints,
- //and help, etc. Feel free to just copy and paste the whole thing, or whatever parts
- //you feel are most needed.(i.e. if someone else did a better job than I did, use their work,
- //instead)
- }
- func_areaportal:form =
- {
- Help = "This is a non-visible object that divides the world into areas t"
- "hat are seperated when this portal is not activated. Usually enclosed i"
- "n the middle of a door."
- }
- func_button:form =
- {
- Help = "When a button is touched, it moves some distance in the directio"
- "n of it's angle, and then triggers all of it's targets."
- angle: =
- {
- Txt = "&"
- Hint = "The direction it should move in when touched(-1 is up,-2 is down)."
- }
- target: =
- {
- Txt = "&"
- Hint = "All entities with a matching targetname will be used."
- }
- speed: =
- {
- Txt = "&"
- Hint = "Override the default 40 speed."
- }
- wait: =
- {
- Txt = "&"
- Hint = "Override the default 1 second wait (-1 = never return)."
- }
- lip: =
- {
- Txt = "&"
- Hint = "Override the default 4 pixel lip remaining at end of move."
- }
- health: =
- {
- Txt = "&"
- Hint = "If set, the button must be killed instead of touched."
- }
- sounds: =
- {
- Txt = "&"
- Typ = "C"
- Items = "1) silent"$0D"2) steam metal"$0D"3) wooden clunk"$0D"4) metal"
- "lic click"$0D"5) in-out"
- values = "1"$0D"2"$0D"3"$0D"4"$0D"5"
- Hint = "sound it makes when its pressed."
- }
- }
- func_clock:form =
- {
- Help = "Target a target_string with this. The default is to be a time o"
- "f day clock."
- //bbox = '-8 -8 -8 8 8 8'
- targetname: =
- {
- Txt = "&"
- Hint = "Set this if it needs to be activated before it will start."
- }
- target: =
- {
- Txt = "&"
- Hint = "This should be the name of a target_string or a target_explosion."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "TIMER_UP"
- Hint = "The clock count like a normal clock."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "TIMER_DOWN"
- Hint = "Use this if you're making a bomb."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "START_OFF"
- Hint = "Use a trigger to start the clock."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "MULTI_USE"
- Hint = "This one should always be checked."
- }
- style: =
- {
- Txt = "&"
- Typ = "C"
- Items = "0) xx"$0D"1) xx.xx"$0D"2) xx.xx.xx"
- values = "0"$0D"1"$0D"2"
- Hint = "What the clock should look like."
- }
- }
- func_conveyor:form =
- {
- Help = "Conveyors are stationary brushes that move what's on them. The entity itself,"
- " as well as one side of the brush, must BOTH have one current content activated."
- targetname: =
- {
- Txt = "&"
- Hint = "Set this so it can be turned off and on."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "START_ON"
- Hint = "Check this if you want it to start on."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "TOGGLE"
- Hint = "Use this if you want to be able to turn it on and off."
- }
- speed: =
- {
- Txt = "&"
- Hint = "Default is 100"
- }
- }
- func_door:form =
- {
- Help = "Use this to open Doors."
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "START_OPEN"
- Hint = "Use this if you want the door to be open."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "x"
- Hint = "If you check this the door wont open if you get crushed in it. It w"
- "ill just keep pressing until you die."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "CRUSHER"
- Hint = "It will just keep trying to close and crush you. No matter what."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOMONSTER"
- Hint = "Monsters will not trigger this door."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "ANIMATED"
- Hint = "You must check this or ANIMATED_FAST if you use an animated texture on the d"
- "oor."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "TOGGLE"
- Hint = "Wait in both the start and end states for a trigger event."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X64"
- Cap = "ANIMATED_FAST"
- Hint = "You must check this or ANIMATED if you use an animated texture on the door."
- }
- message: =
- {
- Txt = "&"
- Hint = "This is printed when the door is touched if it is a trigger do"
- "or and it hasn't been fired yet."
- }
- targetname: =
- {
- Txt = "&"
- Hint = "YOU DON'T HAVE TO SET THIS - If set, no touch field will be sp"
- "awned and a remote button or trigger field activates the door."
- }
- health: =
- {
- Txt = "&"
- Hint = "If set, door must be shot open."
- }
- speed: =
- {
- Txt = "&"
- Hint = "Movement speed (default 100)."
- }
- wait: =
- {
- Txt = "&"
- Hint = "Wait before returning (default 3, -1 = never return)."
- }
- lip: =
- {
- Txt = "&"
- Hint = "Lip remaining at end of move (default 8)."
- }
- dmg: =
- {
- Txt = "&"
- Hint = "Damage to inflict when blocked (default 2)."
- }
- sounds: =
- {
- Txt = "&"
- Typ = "C"
- Items = "1) silent"$0D"2) light"$0D"3) medium"$0D"4) heavy"
- Values = "1"$0D"2"$0D"3"$0D"4"
- Hint = "Sound the door makes while moving."
- }
- angle: =
- {
- Txt = "&"
- Hint = "Opening direction(-1 is up, -2 is down)."
- }
- }
- func_door_rotating:form =
- {
- Help = "You need to have an origin brush as part of this entity. The ce"
- "nter of that brush will be the point around which it is rotated."
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "START_OPEN"
- Hint = "The door moves to its destination when spawned, and operates in reverse."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "REVERSE"
- Hint = "This will cause the door to rotate in the opposite direction(setting a neg"
- "ative distance will have the same effect)."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "CRUSHER"
- Hint = " It will just keep trying to close and crush you, no matter what."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOMONSTER"
- Hint = "Monsters will not trigger this door."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "ANIMATED"
- Hint = "You must set this if you use an animated texture on the door."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "TOGGLE"
- Hint = "causes the door to wait in both the start and end states for a"
- " trigger event."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X64"
- Cap = "X_AXIS"
- Hint = "It will rotate around the Z axis by default. You can check ei"
- "ther the X_AXIS or Y_AXIS box to change that."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X128"
- Cap = "Y_AXIS"
- Hint = "It will rotate around the Z axis by default. You can check ei"
- "ther the X_AXIS or Y_AXIS box to change that."
- }
- distance: =
- {
- Txt = "&"
- Hint = "This is how many degrees the door will be rotated."
- }
- speed: =
- {
- Txt = "&"
- Hint = "Determines how fast the door moves (default 100)."
- }
- message: =
- {
- Txt = "&"
- Hint = "This is printed when the door is touched if it is a trigger do"
- "or and it hasn't been fired yet."
- }
- targetname: =
- {
- Txt = "&"
- Hint = "YOU DON'T HAVE TO SET THIS - If set, no touch field will be sp"
- "awned and a remote button or trigger field activates the door."
- }
- health: =
- {
- Txt = "&"
- Hint = "If set, door must be shot open."
- }
- wait: =
- {
- Txt = "&"
- Hint = "Wait before returning (default 3, -1 = never return)."
- }
- dmg: =
- {
- Txt = "&"
- Hint = "Damage to inflict when blocked (default 2)."
- }
- sounds: =
- {
- Txt = "&"
- Typ = "C"
- Items = "1) silent"$0D"2) light"$0D"3) medium"$0D"4) heavy"
- Values = "1"$0D"2"$0D"3"$0D"4"
- Hint = "Sound it makes while moving"
- }
- }
- func_door_secret:form =
- {
- Help = "A secret door. Slides back and then to the side."
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "open_once"
- Hint = "Door never closes."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "1st_left"
- Hint = "1st move is left of arrow."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "1st_down"
- Hint = "1st move is down from arrow."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "always_shoot"
- Hint = "Door is shootable even if targeted."
- }
- targetname: =
- {
- Txt = "&"
- Hint = "Set this if it must be opened with a switch of some kind."
- }
- speed: =
- {
- Txt = "&"
- Hint = "Default is 100"
- }
- dmg: =
- {
- Txt = "&"
- Hint = "Damage to inflict when blocked (default 2)."
- }
- wait: =
- {
- Txt = "&"
- Hint = "How long to hold in the open position (default 5, -1 means hol"
- "d)."
- }
- }
- func_explosive:form =
- {
- Help = "Use this for any brush that you want to explode or break apart, including"
- " windows."
- targetname: =
- {
- Txt = "&"
- Hint = "If you set this, it won't be shootable unless you also set trigger_spawn."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "Trigger_spawn"
- Hint = "If you set this, it will appear when triggered and you must shoot it."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "ANIMATED"
- Hint = "You must check this or ANIMATED_FAST if you use an animated texture on"
- " this brush."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "ANIMATED_FAST"
- Hint = "You must check this or ANIMATED if you use an animated texture on this brush."
- }
- health: =
- {
- Txt = "&"
- Hint = "The amount of damage it takes to blow it up - Default 100."
- }
- mass: =
- {
- Txt = "&"
- Hint = "The amount of debris when it explodes - Default 75 - MAX 800"
- }
- dmg: =
- {
- Txt = "&"
- Hint = "Use this to cause damage - Default 0"
- }
- }
- func_group:form =
- {
- Help = "Used to group brushes together just for editor convenience."
- }
- func_killbox:form =
- {
- Help = "Kills everything inside when fired, irrespective of protection."
- targetname: =
- {
- Txt = "&"
- Hint = "Set this so it can be activated from a remote location."
- }
- }
- func_object:form =
- {
- Help = "This is solid bmodel that will fall if it's support is removed."
- targetname: =
- {
- Txt = "&"
- Hint = "Make this the pathtarget of a path_corner so it will fall when it's support"
- " is removed (use a func_train as the support)."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "TRIGGER_SPAWN"
- Hint = "If you check this, when it is triggered it will appear in the middle of "
- "the air and fall."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "ANIMATED"
- Hint = "You must check this or ANIMATED_FAST if you use an animated texture on this "
- "brush."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "ANIMATED_FAST"
- Hint = "You must check this or ANIMATED if you use an animated texture on this brush."
- }
- }
- func_plat:form =
- {
- Help = "Lift that moves up and down"
- targetname: =
- {
- Txt = "&"
- Hint = "YOU DON'T HAVE TO SET THIS - If set, no touch field will be sp"
- "awned and a remote button or trigger field activates the platform."
- }
- speed: =
- {
- Txt = "&"
- Hint = "Speed of the lift (default 200)."
- }
- accel: =
- {
- Txt = "&"
- Hint = "acceleration (default 500)."
- }
- lip: =
- {
- Txt = "&"
- Hint = "Lip remaining at end of move (default 8)."
- }
- height: =
- {
- Txt = "&"
- Hint = "the amount the plat moves. If not set it is implicitly determined "
- "by the model's height"
- }
- sounds: =
- {
- Txt = "&"
- Typ = "C"
- Items = "1) base fast"$0D"2) chain slow"
- Values = "1"$0D"2"
- Hint = "Sound it makes while moving."
- }
- }
- func_rotating:form =
- {
- Help = "You need to have an origin brush as part of this entity. The ce"
- "nter of that brush will be the point around which it is rotated."
- targetname: =
- {
- Txt = "&"
- Hint = "Set this to a trigger_once."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "START_ON"
- Hint = "This will make it start out rotating. If it is targeted, it will stop when "
- "triggered."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "REVERSE"
- Hint = "This will cause it to rotate in the opposite direction."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "X_AXIS"
- Hint = "It will rotate around the Z axis by default. You can check ei"
- "ther the X_AXIS or Y_AXIS box to change that."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "Y_AXIS"
- Hint = "It will rotate around the Z axis by default. You can check ei"
- "ther the X_AXIS or Y_AXIS box to change that."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "TOUCH_PAIN"
- Hint = "Use this to make it cause damage when it touches the player or monsters."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "STOP"
- Hint = "This means it will stop moving instead of pushing entities."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X64"
- Cap = "ANIMATED"
- Hint = "You must check this or ANIMATED_FAST if you use an animated texture on this"
- " brush."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X128"
- Cap = "ANIMATED_FAST"
- Hint = "You must check this or ANIMATED if you use an animated texture on this brush."
- }
- }
- func_timer:form =
- {
- Help = "A timer. When the time is up, the timer triggers all of its targ"
- "ets, and then starts over. These can be used but not touched."
- //bbox = '-8 -8 -8 8 8 8'
- targetname: =
- {
- Txt = "&"
- Hint = "Set this so it can be activated if it doesn't start on."
- }
- target: =
- {
- Txt = "&"
- Hint = "Use this with a target_explosion or anything that should start a certain amount"
- "of time after it is triggered."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "START_ON"
- Hint = "If you check this, it doesn't have to be activated before it begins."
- }
- wait: =
- {
- Txt = "&"
- Hint = "Base time between triggering all targets (default 1)."
- }
- random: =
- {
- Txt = "&"
- Hint = "Wait variance (default 0)."
- }
- delay: =
- {
- Txt = "&"
- Hint = "Delay before first firing when turned on (default 0)."
- }
- pausetime: =
- {
- Txt = "&"
- Hint = "Additional delay used only the very first time and only if spa"
- "wned with START_ON."
- }
- }
- func_train:form =
- {
- Help = "Trains are moving platforms that players can ride."
- targetname: =
- {
- Txt = "&"
- Hint = "Set this if it needs to be switchable."
- }
- target: =
- {
- Txt = "&"
- Hint = "Target a path_corner. It will spawn at the first path_corner it is aimed at."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "STAR_ON"
- Hint = "If you check this, it will start out moving."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "TOGGLE"
- Hint = "If this is checked, it can be turned on and off."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "BLOCK_STOPS"
- Hint = "If this is checked, it will stop instead of crushing the player."
- }
- speed: =
- {
- Txt = "&"
- Hint = "Default 100."
- }
- dmg: =
- {
- Txt = "&"
- Hint = "Default 2."
- }
- noise: =
- {
- Txt = "&"
- Hint = "Looping sound to play when the train is in motion."
- }
- }
- func_wall:form =
- {
- Help = "This is just a solid wall if not inhibited."
- targetname: =
- {
- Txt = "&"
- Hint = "Set this so it can be triggered on or off."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "TRIGGER_SPAWN"
- Hint = "The wall will not be present until triggered. It will then bl"
- "ink in to existance; it will kill anything that was in it's way."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "TOGGLE"
- Hint = "Only valid for TRIGGER_SPAWN walls. This allows the wall to b"
- "e turned on and off."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "START_ON"
- Hint = "Only valid for TRIGGER_SPAWN walls. The wall will initially be present."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "ANIMATED"
- Hint = "You must check this or ANIMATED_FAST if you use an animated texture on this"
- " brush."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "ANIMATED_FAST"
- Hint = "You must check this or ANIMATED if you use an animated texture on this brush."
- }
- }
- func_water:form =
- {
- Help = "Func_water is a moveable water brush. It must be targeted to op"
- "erate. Use a non-water texture at your own risk."
- targetname: =
- {
- Txt = "&"
- Hint = "This has to be set in order for it to work."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "START_OPEN"
- Hint = "Causes the water to move to its destination when spawned and o"
- "perate in reverse."
- }
- speed: =
- {
- Txt = "&"
- Hint = "Movement speed (default 25)."
- }
- wait: =
- {
- Txt = "&"
- Hint = "Wait before returning (default 1, -1 = TOGGLE)."
- }
- lip: =
- {
- Txt = "&"
- Hint = "Lip remaining at end of move (default 0)."
- }
- sounds: =
- {
- Txt = "&"
- Typ = "C"
- Items = "1) no sound"$0D"2) water"$0D"3) lava"
- Values = "1"$0D"2"$0D"3"
- Hints = "Set sounds to one of the following: (yes, these need to be ch"
- "anged.)"
- }
- }
- // target_actor:form =
- // {
- // Help = "This is useless without the misc_actor(broken entity)."
- // bbox = '-8 -8 -8 8 8 8'
- // spawnflags: =
- // {
- // Txt = "&"
- // Typ = "X1"
- // Cap = "JUMP"
- // Hint = "Jump in set direction upon reaching this target."
- // }
- // spawnflags: =
- // {
- // Txt = "&"
- // Typ = "X2"
- // Cap = "SHOOT"
- // Hint = "Take a single shot at the pathtarget."
- // }
- // spawnflags: =
- // {
- // Txt = "&"
- // Typ = "X4"
- // Cap = "ATTACK"
- // Hint = "Attack pathtarget until it or actor is dead."
- // }
- // spawnflags: =
- // {
- // Txt = "&"
- // Typ = "X8"
- // Cap = "x"
- // Hint = ""
- // }
- // spawnflags: =
- // {
- // Txt = "&"
- // Typ = "X16"
- // Cap = "HOLD"
- // Hint = "The actor will stay here and attack instead of pursuing the pathtarget."
- // }
- // spawnflags: =
- // {
- // Txt = "&"
- // Typ = "X32"
- // Cap = "BRUTAL"
- // Hint = "Haven't got a clue."
- // }
- // targetname: =
- // {
- // Txt = "&"
- // Hint = "This must be set so it can be targeted by the actor or other target_actors."
- // }
- // target: =
- // {
- // Txt = "&"
- // Hint = "Next target_actor."
- // }
- // pathtarget: =
- // {
- // Txt = "&"
- // Hint = "Target of any action to be taken at this point."
- // }
- // wait: =
- // {
- // Txt = "&"
- // Hint = "Amount of time actor should pause at this point."
- // }
- // message: =
- // {
- // Txt = "&"
- // Hint = "Actor will say this to the player."
- // }
- // speed: =
- // {
- // Txt = "&"
- // Hint = "JUMP ONLY - Speed thrown forward (default 200)."
- // }
- // height: =
- // {
- // Txt = "&"
- // Hint = "JUMP ONLY - Distance thrown upwards (default 200)."
- // }
- // }
- target_blaster:form =
- {
- Help = "Fires a blaster bolt in the set direction when triggered."
- //bbox = '-8 -8 -8 8 8 8'
- targetname: =
- {
- Txt = "&"
- Hint = "This must be set in order for it to work."
- }
- target: =
- {
- Txt = "&"
- Hint = "Either set this or an angle."
- }
- angle: =
- {
- Txt = "&"
- Hint = "Either set this or a target."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "NOTRAIL"
- Hint = "Doesn't leave a trail"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "NOEFFECTS"
- Hint = "Doesn't cast any light."
- }
- dmg: =
- {
- Txt = "&"
- Hint = "Default 15."
- }
- speed: =
- {
- Txt = "&"
- Hint = "Default 1000."
- }
- }
- target_changelevel:form =
- {
- Help = "Changes level to map when fired."
- //bbox = '-8 -8 -8 8 8 8'
- targetname: =
- {
- Txt = "&"
- Hint = "This has to be set so it can be triggered."
- }
- map: =
- {
- Txt = "&"
- Hint = "Type the name of the map that this leads to."
- }
- }
- target_character:form =
- {
- Help = "You must use the num_0 texture from the 'extra' texture folder."
- count: =
- {
- Txt = "&"
- Hint = "This is the position in the string (starts at 1)."
- }
- team: =
- {
- Txt = "&"
- Hint = "This must be the same as the team for the target_string."
- }
- }
- target_crosslevel_target:form =
- {
- Help = "Triggered by a trigger_crosslevel elsewhere within a unit. If m"
- "ultiple triggers are checked, all must be true."
- //bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "trigger1"
- Hint = "It is OK to check multiple triggers."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "trigger2"
- Hint = "It is OK to check multiple triggers."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "trigger3"
- Hint = "It is OK to check multiple triggers."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "trigger4"
- Hint = "It is OK to check multiple triggers."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "trigger5"
- Hint = "It is OK to check multiple triggers."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "trigger6"
- Hint = "It is OK to check multiple triggers."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X64"
- Cap = "trigger7"
- Hint = "It is OK to check multiple triggers."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X128"
- Cap = "trigger8"
- Hint = "It is OK to check multiple triggers."
- }
- delay: =
- {
- Txt = "&"
- Hint = "Delay before using targets if the trigger has been activated ("
- "default 1)."
- }
- }
- target_crosslevel_trigger:form =
- {
- Help = "Once this trigger is touched/used, any target_crosslevel_target"
- " with the same trigger number is automatically fired."
- //bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "trigger1"
- Hint = "It is OK to check multiple triggers."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "trigger2"
- Hint = "It is OK to check multiple triggers."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "trigger3"
- Hint = "It is OK to check multiple triggers."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "trigger4"
- Hint = "It is OK to check multiple triggers."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "trigger5"
- Hint = "It is OK to check multiple triggers."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "trigger6"
- Hint = "It is OK to check multiple triggers."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X64"
- Cap = "trigger7"
- Hint = "It is OK to check multiple triggers."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X128"
- Cap = "trigger8"
- Hint = "It is OK to check multiple triggers."
- }
- message: =
- {
- Txt = "&"
- Hint = "Use this if you wish to send a message to the player when he triggers this."
- }
- delay: =
- {
- Txt = "&"
- Hint = "How long to wait before firing the target."
- }
- targetname: =
- {
- Txt = "&"
- Hint = "Set this so it can be used as a target or a killtarget."
- }
- }
- target_earthquake:form =
- {
- Help = "When triggered, this initiates a level-wide earthquake. All pla"
- "yers and monsters are affected."
- //bbox = '-8 -8 -8 8 8 8'
- targetname: =
- {
- Txt = "&"
- Hint = "You must set this so it can be activated."
- }
- speed: =
- {
- Txt = "&"
- Hint = "Severity of the quake (default 200)."
- }
- count: =
- {
- Txt = "&"
- Hint = "Duration of the quake (default 5)."
- }
- }
- target_explosion:form =
- {
- Help = "Spawns an explosion temporary entity when used."
- //bbox = '-8 -8 -8 8 8 8'
- targetname: =
- {
- Txt = "&"
- Hint = "Target this with a func_timer or a func_clock to make a timebomb."
- }
- delay: =
- {
- Txt = "&"
- Hint = "Wait this long before going off."
- }
- dmg: =
- {
- Txt = "&"
- Hint = "How much radius damage should be done (default 0)."
- }
- }
- target_goal:form =
- {
- Help = "Counts a goal completed."
- //bbox = '-8 -8 -8 8 8 8'
- targetname: =
- {
- Txt = "&"
- Hint = "Make sure this gets triggered by whatever the player has to do to "
- "complete this goal."
- }
- }
- target_help:form =
- {
- Help = "When fired, the message key becomes the current personal compute"
- "r string,"
- bbox = '-16 -16 -24 16 16 24'
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "help1"
- Hint = "Check this box to make the message appear in the primary objec"
- "tive otherwise it is displayed in the secondary objective"
- }
- message: =
- {
- Txt = "&"
- Hint = "Type in the message here that you what to display. Use \n to ju"
- "mp to next line."
- }
- targetname: =
- {
- Txt = "&"
- Hint = "When the player completes the previous goal, this should also be triggered."
- }
- }
- target_secret:form =
- {
- Help = "Counts a secret found."
- //bbox = '-8 -8 -8 8 8 8'
- targetname: =
- {
- Txt = "&"
- Hint = "Place a trigger brush in the pathway to a secret area and use this as the "
- "target."
- }
- }
- target_laser:form =
- {
- Help = "When triggered, fires a laser. You can either set a target or a"
- " direction."
- //bbox = '-8 -8 -8 8 8 8'
- targetname: =
- {
- Txt = "&"
- Hint = "Set this to make it switchable."
- }
- target: =
- {
- Txt = "&"
- Hint = "Set this to a func_train and the beam will follow it."
- }
- angle: =
- {
- Txt = "&"
- Hint = "Set this to make it shoot in a particular direction."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "START_ON"
- Hint = "It will be active when you enter the level."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "RED"
- Hint = "The laser is Red."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "GREEN"
- Hint = "The Laser is Green."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "BLUE"
- Hint = "The Laser is Blue."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "YELLOW"
- Hint = "The Laser is Yellow."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "ORANGE"
- Hint = "The Laser is Orange"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X64"
- Cap = "FAT"
- Hint = "Doubles the width of the beam."
- }
- }
- target_lightramp:form =
- {
- Help = "This makes the light fade in/out."
- //bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "TOGGLE"
- Hint = "This will make the light fade on and off whenever it is triggered."
- }
- targetname: =
- {
- Txt = "&"
- Hint = "The button or switch that you push to turn on the light should have this "
- "targeted instead of the light itself."
- }
- target: =
- {
- Txt = "&"
- Hint = "This is the name of the light that you want to do the ramping."
- }
- speed: =
- {
- Txt = "&"
- Hint = "How many seconds the ramping will take."
- }
- message: =
- {
- Txt = "&"
- Hint = "Two letters; starting lightlevel and ending lightlevel."
- }
- }
- target_spawner:form =
- {
- Help = "Set target to the type of entity you want spawned. Useful for s"
- "pawning monsters and gibs."
- //bbox = '-8 -8 -8 8 8 8'
- angle: =
- {
- Txt = "&"
- Hint = "For monsters. Set direction to the facing you want it to have."
- }
- speed: =
- {
- Txt = "&"
- Hint = "For gibs. Set direction if you want it moving and speed how fa"
- "st it should be moving otherwise it will just be dropped."
- }
- targetname: =
- {
- Txt = "&"
- Hint = "You must set this in order to use it."
- }
- target: =
- {
- Txt = "&"
- Hint = "Whatever it is that you want to be spawned."
- }
- }
- target_speaker:form =
- {
- Help = "Normal sounds play each time the target is used. The reliable f"
- "lag can be set for crucial voiceovers."
- //bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "looped_on"
- Hint = "Looped sounds are allways atten 3 / vol 1, and the use functio"
- "n toggles it on/off."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "looped_off"
- Hint = "Looped sounds are allways atten 3 / vol 1, and the use functio"
- "n toggles it on/off."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "reliable"
- Hint = ""
- }
- noise: =
- {
- Txt = "&"
- Hint = "To get a complete list of all the sounds got to http://www.gamedesign.net and check the tutorials."
- }
- attenuation: =
- {
- Txt = "&"
- Typ = "C"
- Items = "1) none, send to whole level"$0D"2) normal fighting sounds"$0D
- "3) idle sound level"$0D"4) ambient sound level"
- Values = "1"$0D"2"$0D"3"$0D"4"
- Hint = ""
- }
- volume: =
- {
- Txt = "&"
- Hint = "0.0 to 1.0"
- }
- targetname: =
- {
- Txt = "&"
- Hint = "Give this the same name as whatever entity is supposed to be making the noise."
- }
- }
- target_splash:form =
- {
- Help = "Creates a particle splash effect when used."
- //bbox = '-8 -8 -8 8 8 8'
- sounds: =
- {
- Txt = "&"
- Typ = "C"
- Items = "1) Sparks"$0D"2) Blue Water"$0D"3) Brown Water"$0D"4) Slime"$0D
- "5) Lava"$0D"6) Blood"
- Values = "1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"
- Hint = "Set sounds to one of the following"
- }
- count: =
- {
- Txt = "&"
- Hint = "How many pixels in the splash."
- }
- dmg: =
- {
- Txt = "&"
- Hint = "If set, does a radius damage at this location when it splashes"
- ". Useful for lava and sparks."
- }
- targetname: =
- {
- Txt = "&"
- Hint = "Target a func_timer at this."
- }
- }
- target_string:form =
- {
- Help = "This is the relay between a func_clock and the target_characters that act as the "
- "display"
- //bbox = '-8 -8 -8 8 8 8'
- team: =
- {
- Txt = "&"
- Hint = "This must be the same as the team key for the target_characters."
- }
- targetname: =
- {
- Txt = "&"
- Hint = "Make this the target of a func_clock."
- }
- }
- target_temp_entity:form =
- {
- Help = "Fire an origin based temp entity event to the clients."
- //bbox = '-8 -8 -8 8 8 8'
- style: =
- {
- Txt = "&"
- Hint = "17,18,20,21,or 22; anything else will crash Quake2."
- }
- targetname: =
- {
- Txt = "&"
- Hint = "Use this to make it fire off when triggered."
- }
- }
- trigger_always:form =
- {
- Help = "This trigger will always fire. It is activated by the world."
- //bbox = '-8 -8 -8 8 8 8'
- target =
- {
- Txt = "&"
- Hint = "Something that should be continuously fired."
- }
- }
- trigger_counter:form =
- {
- Help = "Acts as an intermediary for an action that takes multiple inputs."
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "nomessage"
- Hint = " If nomessage is not set, it will print ( 1 more..)"
- }
- count: =
- {
- Txt = "&"
- Hint = "Default 2, number of targets before triggering."
- }
- targetname: =
- {
- Txt = "&"
- Hint = "You must set this in order for it to work."
- }
- target: =
- {
- Txt = "&"
- Hint = "This is what will be fired once enough triggers have hit this trigger_multiple."
- }
- }
- trigger_elevator:form =
- {
- Help = "Use this if you need an elevator that stops at different heights"
- //bbox = '-8 -8 -8 8 8 8'
- targetname: =
- {
- Txt = "&"
- Hint = "This must be the pathtarget of a path_corner."
- }
- target: =
- {
- Txt = "&"
- Hint = "This must be a func_train."
- }
- }
- trigger_gravity:form =
- {
- Help = "Changes the touching entity's gravity"
- gravity: =
- {
- Txt = "&"
- Hint = "1.0 is standard gravity for the level."
- }
- }
- trigger_hurt:form =
- {
- Help = "Any entity that touches this will be hurt. It does dmg points o"
- "f damage each server frame."
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "START_OFF"
- Hint = "Has to be trigger before it hurts player."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "TOGGLE"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "SILENT"
- Hint = "Supresses playing the sound."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NO_PROTECTION"
- Hint = "*Nothing* stops the damage."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "SLOW"
- Hint = "Changes the damage rate to once per second."
- }
- dmg: =
- {
- Txt = "&"
- Hint = "Default 5 (whole numbers only)."
- }
- }
- trigger_key:form =
- {
- Help = "A relay trigger that only fires it's targets if player has the p"
- "roper key. Use - item - to specify the required key."
- //bbox = '-8 -8 -8 8 8 8'
- item: =
- {
- Txt = "&"
- Hint = "Specify the required key, for example - key_data_cd."
- }
- target: =
- {
- Txt = "&"
- Hint = "Whatever it is that needs this key."
- }
- targetname: =
- {
- Txt = "&"
- Hint = "The player detector, usually a trigger_multiple."
- }
- }
- trigger_monsterjump:form =
- {
- Help = "Walking monsters that touch this will jump in the direction of t"
- "he trigger's angle."
- speed: =
- {
- Txt = "&"
- Hint = "Default 200, the speed thrown forward."
- }
- height: =
- {
- Txt = "&"
- Hint = "Default 200, the speed thrown upwards."
- }
- }
- trigger_multiple:form =
- {
- Help = "Variable sized repeatable trigger. Must be targeted at one or m"
- "ore entities."
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "MONSTER"
- Hint = "Monsters can trigger this."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "NOT_PLAYER"
- Hint = "The player cannot trigger this."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "TRIGGERED"
- Hint = "If you set this it must be triggered by something else before it can be used."
- }
- delay: =
- {
- Txt = "&"
- Hint = "If - delay - is set, the trigger waits some time after activat"
- "ing before firing."
- }
- wait: =
- {
- Txt = "&"
- Hint = "Default 2, seconds between triggerings."
- }
- sounds: =
- {
- Txt = "&"
- Typ = "C"
- Items = "1) Secret"$0D"2) Beep Beep"$0D"3) Large Switch"$0D"4)"
- Values = "1"$0D"2"$0D"3"$0D"4"
- Hint = "Set - sounds - to one of the following"
- }
- message: =
- {
- Txt = "&"
- Hint = "Text string to be displayed when triggered. Use \n for line b"
- "reaks."
- }
- targetname: =
- {
- Txt = "&"
- Hint = "Use this if you checked - TRIGGERED -."
- }
- target: =
- {
- Txt = "&"
- Hint = "This should be something that can be triggered more than once."
- }
- }
- trigger_once:form =
- {
- Help = "Triggers once, then removes itself. You must set the key - targ"
- "et - to the name of another object in the level that has a matching - "
- "targetname - ."
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "x"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "x"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "TRIGGERED"
- Hint = "If TRIGGERED, this trigger must be triggered before it is live"
- "."
- }
- sounds: =
- {
- Txt = "&"
- Typ = "C"
- Items = "1) Secret"$0D"2) Beep Beep"$0D"3) Large Switch"$0D"4)"
- Values = "1"$0D"2"$0D"3"$0D"4"
- Hint = "Set - sounds - to one of the following"
- }
- message: =
- {
- Txt = "&"
- Hint = "Text string to be displayed when triggered. Use \n for line b"
- "reaks."
- }
- targetname: =
- {
- Txt = "&"
- Hint = "If TRIGGERED, you must set this in order to trigger it."
- }
- target: =
- {
- Txt = "&"
- Hint = "Whatever you want this to trigger."
- }
- }
- trigger_push:form =
- {
- Help = "Pushes the player."
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "PUSH_ONCE"
- Hint = "Will only push in the given direction the first time the player walks through"
- " it."
- }
- speed: =
- {
- Txt = "&"
- Hint = "Default 1000."
- }
- }
- trigger_relay:form =
- {
- Help = "This fixed size trigger cannot be touched, it can only be fired by other events."
- //bbox = '-8 -8 -8 8 8 8'
- targetname: =
- {
- Txt = "&"
- Hint = "You must set this in order to use it."
- }
- target: =
- {
- Txt = "&"
- Hint = "Use this to consolidate the use of entities (for a more efficient map)."
- }
- }
- light:form =
- {
- Help = "invisible light source"
- //bbox = '-8 -8 -8 8 8 8'
- light: =
- {
- Txt = "&"
- Hint = "light value, default 300"
- }
- style: =
- {
- Txt = "&"
- Typ = "C"
- Items = "Normal"$0D"Flourescent Flicker"$0D"Flicker"$0D"Flicker 2"$0D"S"
- "low Strong Pulse"$0D"Slow Pulse (never to full)"$0D"Slow Strobe"$0D"F"
- "ast Strobe"$0D"Gentle Pulse"$0D"Candle 1"$0D"Candle 2"$0D"Candle 3"
- Values = "0"$0D"10"$0D"1"$0D"6"$0D"2"$0D"11"$0D"9"$0D"4"$0D"5"$0D"3"$0D
- "7"$0D"8"
- Hint = "The style for the light."
- }
- targetname: =
- {
- Txt = "&"
- Hint = "If targeted, will toggle between on and off."
- }
- target: =
- {
- Txt = "&"
- Hint = "Aim this at an info_null to make a spotlight."
- }
- _cone: =
- {
- Txt = "&"
- Hint = "Default _cone value is 10 (used to set size of light for spotlights)"
- }
- _color: =
- {
- Txt = "&"
- Typ = "LN"
- Hint = "light color (not the intensity, only the color)"
- }
- Spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "START_OFF"
- Hint = "Starts off (if you check this, you must set a targetname so th"
- "at the light can be turned on)"
- }
- }
- light_mine1:form =
- {
- Help = "Predefined light entity from the mine levels"
- bbox = '-2 -2 -12 2 2 12'
- mdl = "models/objects/minelite/light1/tris.md2"
- angle: =
- {
- Txt = "&"
- Hint = "This is the direction the model will be facing. Has no effect on the actual "
- "light."
- }
- light: =
- {
- Txt = "&"
- Hint = "The amount of light (default 300)."
- }
- style: =
- {
- Txt = "&"
- Typ = "C"
- Items = "Normal"$0D"Flourescent Flicker"$0D"Flicker"$0D"Flicker 2"$0D"S"
- "low Strong Pulse"$0D"Slow Pulse (never to full)"$0D"Slow Strobe"$0D"F"
- "ast Strobe"$0D"Gentle Pulse"$0D"Candle 1"$0D"Candle 2"$0D"Candle 3"
- Values = "0"$0D"10"$0D"1"$0D"6"$0D"2"$0D"11"$0D"9"$0D"4"$0D"5"$0D"3"$0D
- "7"$0D"8"
- Hint = "The style for the light."
- }
- }
- light_mine2:form =
- {
- Help = "Predefined light entity from the mine levels"
- bbox = '-2 -2 -12 2 2 12'
- mdl = "models/objects/minelite/light2/tris.md2"
- angle: =
- {
- Txt = "&"
- Hint = "This is the direction the model will be facing. Has no effect on the actual "
- "light."
- }
- light: =
- {
- Txt = "&"
- Hint = "The amount of light (default 300)."
- }
- style: =
- {
- Txt = "&"
- Typ = "C"
- Items = "Normal"$0D"Flourescent Flicker"$0D"Flicker"$0D"Flicker 2"$0D"S"
- "low Strong Pulse"$0D"Slow Pulse (never to full)"$0D"Slow Strobe"$0D"F"
- "ast Strobe"$0D"Gentle Pulse"$0D"Candle 1"$0D"Candle 2"$0D"Candle 3"
- Values = "0"$0D"10"$0D"1"$0D"6"$0D"2"$0D"11"$0D"9"$0D"4"$0D"5"$0D"3"$0D
- "7"$0D"8"
- Hint = "The style for the light."
- }
- }
- path_corner:form =
- {
- Help = "Path_corner is a point something travels to."
- //bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "TELEPORT"
- Hint = "If this is set, the entity that is targeted to this path_corner will teleport"
- " to the next one when it touches this one."
- }
- targetname: =
- {
- Txt = "&"
- Hint = "Give this a name so it can be targeted by entities and other path_corners."
- }
- target: =
- {
- Txt = "&"
- Hint = "Target a point_combat or the next path_corner."
- }
- pathtarget: =
- {
- Txt = "&"
- Hint = "Gets used when an entity that has this path_corner targeted touches it."
- }
- }
- point_combat:form =
- {
- Help = "Makes this the target of a monster and it will head here when fi"
- "rst activated before going after the activator."
- //bbox = '-8 -8 -8 8 8 8'
- targetname: =
- {
- Txt = "&"
- Hint = "Give this a name so it can be targeted by entities and path_corners."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "Hold"
- Hint = "If hold is selected, it will stay here."
-
- }
- }
- turret_base:form =
- {
- Help = "This portion of the turret changes yaw only. MUST be teamed with"
- " a turret_breach."
- angle: =
- {
- Txt = "&"
- Hint = "The direction the gun will start out facing."
- }
- }
- turret_breach:form =
- {
- Help = "This portion of the turret can change both pitch and yaw. The model"
- " should be made with a flat pitch."
- speed: =
- {
- Txt = "&"
- Hint = "Default 50."
- }
- dmg: =
- {
- Txt = "&"
- Hint = "Default 10."
- }
- angle: =
- {
- Txt = "&"
- Hint = "This must be the same as the angle of the turret_base."
- }
- targetname: =
- {
- Txt = "&"
- Hint = "Use the same name here as you use for the target of the turret_driver."
- }
- target: =
- {
- Txt = "&"
- Hint = "Point this at an info_notnull at the gun tip."
- }
- team: =
- {
- Txt = "&"
- Hint = "This must be the same as the team for the turret_base."
- }
- minpitch: =
- {
- Txt = "&"
- Hint = "Min acceptable pitch angle (default -30)."
- }
- maxpitch: =
- {
- Txt = "&"
- Hint = "Max acceptable pitch angle (default 30)."
- }
- minyaw: =
- {
- Txt = "&"
- Hint = "Min acceptable yaw angle (default 0)."
- }
- maxyaw: =
- {
- Txt = "&"
- Hint = "Max acceptable yaw angle (default 360)."
- }
- }
- turret_driver:form =
- {
- Help = "Must NOT be on the team with the rest of the turret parts. Inst"
- "ead it must target the turret_breach."
- bbox = '-16 -16 -24 16 16 32'
- mdl = "models/monsters/infantry/tris.md2"
- target: =
- {
- Txt = "&"
- Hint = "This is the targetname of the turret_breach."
- }
- }
- worldspawn:form =
- {
- Help = "Only used for the world."
- sky: =
- {
- Txt = "&"
- Typ = "C"
- Items = "1) unit1_"$0D"2) unit2_"$0D"3) unit3_"$0D"4) unit4_"$0D"5) un"
- "it5_"$0D"6) unit6_"$0D"7) unit7_"$0D"8) unit8_"$0D"9) unit9_"$0D"10)"
- " space1"
- Values = "unit1_"$0D"unit2_"$0D"unit3_"$0D"unit4_"$0D"unit5_"$0D"unit6"
- "_"$0D"unit_7"$0D"unit8_"$0D"unit9_"$0D"space1"
- Hint = "Environment map name."
- }
- skyaxis: =
- {
- Txt = "&"
- Hint = "Vector axis for rotating sky."
- }
- skyrotate: =
- {
- Txt = "&"
- Hint = "Speed of rotation in degrees/second."
- }
- sounds: =
- {
- Txt = "&"
- Hint = "Music cd track number."
- }
- gravity: =
- {
- Txt = "&"
- Hint = "800 is default gravity."
- }
- message: =
- {
- Txt = "&"
- Hint = "Text to print at user logon."
- }
- }
- }
- }
-