--- /dev/null
+textures/common/antiportal\r
+{\r
+ qer_trans 0.30\r
+ qer_nocarve\r
+ surfaceparm nodraw\r
+ surfaceparm nonsolid\r
+ surfaceparm structural\r
+ surfaceparm trans\r
+ surfaceparm antiportal\r
+}\r
+\r
+textures/common/caulk\r
+{\r
+ surfaceparm nodraw\r
+ surfaceparm nolightmap\r
+ surfaceparm nomarks\r
+}\r
+\r
+textures/common/forcecaulk\r
+{\r
+ surfaceparm nodraw\r
+ surfaceparm nolightmap\r
+ surfaceparm nomarks\r
+ surfaceparm structural\r
+}\r
+\r
+textures/common/clip\r
+{\r
+ qer_trans 0.40\r
+ surfaceparm nodraw\r
+ surfaceparm nolightmap\r
+ surfaceparm nonsolid\r
+ surfaceparm trans\r
+ surfaceparm nomarks\r
+ surfaceparm noimpact\r
+ surfaceparm playerclip\r
+}\r
+\r
+textures/common/donotenter\r
+{\r
+ qer_trans 0.50\r
+ surfaceparm nodraw\r
+ surfaceparm nonsolid\r
+ surfaceparm trans\r
+ surfaceparm nomarks\r
+ surfaceparm donotenter\r
+}\r
+\r
+textures/common/full_clip // silly shader, use weapclip instead\r
+{\r
+ qer_trans 0.40\r
+ surfaceparm nodraw\r
+ surfaceparm playerclip\r
+}\r
+\r
+textures/common/hint // should NOT use surfaceparm hint.. strange but true\r
+{\r
+ qer_nocarve\r
+ qer_trans 0.30\r
+ surfaceparm nodraw\r
+ surfaceparm nonsolid\r
+ surfaceparm structural\r
+ surfaceparm trans\r
+ surfaceparm noimpact\r
+ surfaceparm hint // ydnar: yes it should.\r
+}\r
+\r
+textures/common/invisible // solid, transparent polygons, casts shadows\r
+{\r
+ surfaceparm nolightmap\r
+ {\r
+ map textures/common/invisible.tga\r
+ alphaFunc GE128\r
+ depthWrite\r
+ rgbGen vertex\r
+ } \r
+}\r
+\r
+textures/common/nodraw\r
+{\r
+ surfaceparm nodraw\r
+ surfaceparm nolightmap\r
+ surfaceparm nonsolid\r
+ surfaceparm trans\r
+ surfaceparm nomarks\r
+}\r
+\r
+textures/common/nodrawnonsolid\r
+{\r
+ surfaceparm nonsolid\r
+ surfaceparm nolightmap\r
+ surfaceparm nodraw\r
+}\r
+\r
+textures/common/nodrop\r
+{\r
+ qer_nocarve\r
+ qer_trans 0.5\r
+ surfaceparm nodraw\r
+ surfaceparm nolightmap\r
+ surfaceparm nonsolid\r
+ surfaceparm trans\r
+ surfaceparm nomarks\r
+ surfaceparm nodrop\r
+}\r
+\r
+\r
+textures/common/noimpact\r
+{\r
+ qer_editorimage textures/common/nolightmap.tga\r
+ qer_nocarve\r
+ qer_trans 0.5\r
+ surfaceparm nodraw\r
+ surfaceparm nolightmap\r
+ surfaceparm trans\r
+ surfaceparm nomarks\r
+ surfaceparm noimpact\r
+}\r
+\r
+textures/common/nolightmap\r
+{\r
+ surfaceparm nolightmap\r
+}\r
+\r
+textures/common/origin\r
+{\r
+ qer_nocarve\r
+ surfaceparm nodraw\r
+ surfaceparm nolightmap\r
+ surfaceparm nonsolid\r
+ surfaceparm trans\r
+ surfaceparm origin\r
+}\r
+\r
+textures/common/skip\r
+{\r
+ qer_nocarve\r
+ qer_trans 0.30\r
+ surfaceparm nodraw\r
+ surfaceparm nonsolid\r
+ surfaceparm skip\r
+ surfaceparm structural\r
+ surfaceparm trans\r
+}\r
+\r
+textures/common/terrain\r
+{\r
+ q3map_terrain\r
+ surfaceparm nodraw\r
+ surfaceparm nolightmap\r
+ surfaceparm nomarks\r
+}\r
+\r
+textures/common/terrain2\r
+{\r
+ q3map_terrain\r
+ qer_editorimage textures/common/terrain.tga\r
+ surfaceparm dust\r
+ surfaceparm nodraw\r
+ surfaceparm nomarks\r
+ surfaceparm nolightmap\r
+}\r
+\r
+textures/common/trigger\r
+{\r
+ qer_trans 0.50\r
+ qer_nocarve\r
+ surfaceparm nodraw\r
+}\r
+\r
+textures/common/weapclip\r
+{\r
+ qer_trans 0.40\r
+ surfaceparm nodraw\r
+ surfaceparm nolightmap\r
+ surfaceparm trans\r
+ surfaceparm nomarks\r
+}\r
+\r
+//\r
+// ydnar q3map lightgrid bounds\r
+//\r
+// the min/max bounds of brushes with this shader in a map\r
+// will define the bounds of the map's lightgrid (model lighting)\r
+// note: make it as small as possible around player space\r
+// to minimize bsp size and compile time\r
+//\r
+\r
+textures/common/lightgrid\r
+{\r
+ qer_trans 0.5\r
+ surfaceparm nodraw\r
+ surfaceparm nolightmap\r
+ surfaceparm nonsolid\r
+ surfaceparm detail\r
+ surfaceparm nomarks\r
+ surfaceparm trans\r
+ surfaceparm lightgrid\r
+}\r
+\r
+textures/common/warpzone\r
+{\r
+ surfaceparm nolightmap\r
+ // surfaceparm nonsolid // no, it must be solid like trigger\r
+ surfaceparm trans\r
+ surfaceparm nomarks\r
+ {\r
+ map textures/common/mirror1.tga // fully transparent\r
+ blendfunc blend\r
+ }\r
+ dp_camera\r
+ dp_refract 1 1 1 1 // makes the camera render like a refraction\r
+}\r
+\r
+textures/common/camera\r
+{\r
+ {\r
+ map textures/common/mirror1.tga // fully transparent\r
+ blendfunc blend\r
+ }\r
+ dp_camera\r
+}\r
-------- KEYS --------
targetname: used to trigger this
message: entity field list
-target: when set, target_spawn edits entities, instead of creating new ones
+target: when set, target_spawn edits entities, instead of creating new ones; the special value *activator causes the activator to be edited
count: make sure no more than count entities have been created by this (refuse to spawn new ones if exceeded)
killtarget: reference entity (can be used as $killtarget)
target2: reference entity (can be used as $target2)
target: must point to a target_position
*/
+/*QUAKED target_music (1 0 0) (-8 -8 -8) (8 8 8)
+Background music target (when this is used, the cdtrack line in mapinfo must not be used, and there MUST be a default target_music).
+When triggered, the background music is switched to the given track.
+When targetname is not set, this is the default track of the map.
+-------- KEYS --------
+targetname: The name other entities can use to target this entity (when not set, this one is the default)
+noise: the music to play (as full sound file name)
+volume: the volume (default: 1)
+fade_time: fade-in time
+fade_rate: fade-out time
+lifetime: when set, the music created by this target is switched back to the default one when this time expires
+-------- SPAWNFLAGS --------
+START_OFF: the trigger is off initially
+*/
+
+/*QUAKED trigger_music (1 0 0) ?
+Background music trigger (when this is used, the cdtrack line in mapinfo must not be used, and there MUST be a default target_music).
+When triggered, its effect is turned off until triggered again.
+-------- KEYS --------
+targetname: The name other entities can use to target this entity
+noise: the music to play (as full sound file name)
+volume: the volume (default: 1)
+fade_time: fade-in time
+fade_rate: fade-out time
+-------- SPAWNFLAGS --------
+START_OFF: the trigger is off initially
+*/
+