textures/common/antiportal { qer_trans 0.30 qer_nocarve surfaceparm nodraw surfaceparm nonsolid surfaceparm structural surfaceparm trans surfaceparm antiportal } textures/common/botclip { qer_trans 0.40 surfaceparm nodraw surfaceparm nolightmap surfaceparm nonsolid surfaceparm trans surfaceparm nomarks surfaceparm noimpact surfaceparm botclip } textures/common/caulk { surfaceparm nodraw surfaceparm nolightmap surfaceparm nomarks } textures/common/forcecaulk { surfaceparm nodraw surfaceparm nolightmap surfaceparm nomarks surfaceparm structural } textures/common/clip { qer_trans 0.40 surfaceparm nodraw surfaceparm nolightmap surfaceparm nonsolid surfaceparm trans surfaceparm nomarks surfaceparm noimpact surfaceparm playerclip } textures/common/donotenter { qer_trans 0.50 surfaceparm nodraw surfaceparm nonsolid surfaceparm trans surfaceparm nomarks surfaceparm donotenter } textures/common/full_clip // silly shader, use weapclip instead { qer_trans 0.40 surfaceparm nodraw surfaceparm playerclip } textures/common/hint // should NOT use surfaceparm hint.. strange but true { qer_nocarve qer_trans 0.30 surfaceparm nodraw surfaceparm nonsolid surfaceparm structural surfaceparm trans surfaceparm noimpact surfaceparm hint // ydnar: yes it should. } textures/common/hintskip { qer_nocarve qer_trans 0.30 surfaceparm nodraw surfaceparm nonsolid surfaceparm skip surfaceparm structural surfaceparm trans } textures/common/invisible // solid, transparent polygons, casts shadows { qer_editorimage textures/common/invisible.tga surfaceparm nolightmap { map textures/common/invisible/invisible.tga alphaFunc GE128 depthWrite rgbGen vertex } } textures/common/nodraw { surfaceparm nodraw surfaceparm nolightmap surfaceparm nonsolid surfaceparm trans surfaceparm nomarks } textures/common/nodrawnonsolid { surfaceparm nonsolid surfaceparm nolightmap surfaceparm nodraw } textures/common/nodrop { qer_nocarve qer_trans 0.5 surfaceparm nodraw surfaceparm nolightmap surfaceparm nonsolid surfaceparm trans surfaceparm nomarks surfaceparm nodrop } textures/common/noimpact { qer_nocarve qer_trans 0.5 surfaceparm nodraw surfaceparm nolightmap surfaceparm trans surfaceparm nomarks surfaceparm noimpact } textures/common/nolightmap { surfaceparm nolightmap } textures/common/origin { qer_nocarve surfaceparm nodraw surfaceparm nolightmap surfaceparm nonsolid surfaceparm trans surfaceparm origin } textures/common/skip { qer_nocarve qer_trans 0.30 surfaceparm nodraw surfaceparm nonsolid surfaceparm skip surfaceparm structural surfaceparm trans } textures/common/terrain { q3map_terrain surfaceparm nodraw surfaceparm nolightmap surfaceparm nomarks } textures/common/terrain2 { q3map_terrain surfaceparm dust surfaceparm nodraw surfaceparm nomarks surfaceparm nolightmap } textures/common/trigger { qer_trans 0.50 qer_nocarve surfaceparm nodraw } textures/common/weapclip { qer_trans 0.40 surfaceparm nodraw surfaceparm nolightmap surfaceparm trans surfaceparm nomarks } // // ydnar q3map lightgrid bounds // // the min/max bounds of brushes with this shader in a map // will define the bounds of the map's lightgrid (model lighting) // note: make it as small as possible around player space // to minimize bsp size and compile time // textures/common/lightgrid { qer_trans 0.5 surfaceparm nodraw surfaceparm nolightmap surfaceparm nonsolid surfaceparm detail surfaceparm nomarks surfaceparm trans surfaceparm lightgrid } textures/common/warpzone { surfaceparm nolightmap // surfaceparm nonsolid // no, it must be solid like trigger surfaceparm trans surfaceparm nomarks { map textures/common/warpzone/trans.tga // fully transparent blendfunc blend } dp_camera dp_refract 1 1 1 1 // makes the camera render like a refraction } textures/common/camera { surfaceparm nolightmap surfaceparm trans { map textures/common/warpzone/trans.tga // fully transparent blendfunc blend } dp_camera } textures/common/waternodraw { qer_trans 0.40 surfaceparm nodraw surfaceparm nolightmap surfaceparm water surfaceparm trans surfaceparm nomarks } textures/common/slimenodraw { qer_trans 0.40 surfaceparm nodraw surfaceparm nolightmap surfaceparm slime surfaceparm trans surfaceparm nomarks } textures/common/lavanodraw { qer_trans 0.40 surfaceparm nodraw surfaceparm nolightmap surfaceparm lava surfaceparm trans surfaceparm nomarks }