// textures/evil6_walls/ // e6girdergrate.tga (default grate shader) textures/evil6_walls/e6girdergrate_s { qer_editorimage textures/evil6_walls/e6girdergrate.tga surfaceparm trans surfaceparm nomarks surfaceparm metalsteps cull none { map textures/evil6_walls/e6girdergrate.tga alphafunc GE128 depthwrite } { map $lightmap depthfunc equal blendfunc filter } } // e6girdergrate2b.tga (default grate shader) textures/evil6_walls/e6girdergrate2b_s { qer_editorimage textures/evil6_walls/e6girdergrate2b.tga surfaceparm trans surfaceparm nomarks surfaceparm metalsteps cull none { map textures/evil6_walls/e6girdergrate2b.tga alphafunc GE128 depthwrite } { map $lightmap depthfunc equal blendfunc filter } } // e6girdersupport.tga (default grate shader) textures/evil6_walls/e6girdersupport_s { qer_editorimage textures/evil6_walls/e6girdersupport.tga surfaceparm trans surfaceparm nomarks surfaceparm metalsteps cull none { map textures/evil6_walls/e6girdersupport.tga alphafunc GE128 depthwrite } { map $lightmap depthfunc equal blendfunc filter } } // e6indsdoor.tga (default grate shader) textures/evil6_walls/e6indsdoor_s { qer_editorimage textures/evil6_walls/e6indsdoor.tga surfaceparm trans surfaceparm nomarks surfaceparm metalsteps cull none { map textures/evil6_walls/e6indsdoor.tga alphafunc GE128 depthwrite } { map $lightmap depthfunc equal blendfunc filter } } // e6tdoor.tga with e6tdoor_fx.tga will use this shader: // Tech door light effect textures/evil6_walls/e6tdoor { qer_editorimage textures/evil6_walls/e6tdoor.tga { map textures/evil6_walls/e6tdoor.tga } { map textures/evil6_walls/e6tdoor.tga blendFunc blend } { map $lightmap blendFunc filter } }