1 textures/common/antiportal
15 surfaceparm nolightmap
19 textures/common/forcecaulk
22 surfaceparm nolightmap
24 surfaceparm structural
31 surfaceparm nolightmap
36 surfaceparm playerclip
39 textures/common/donotenter
46 surfaceparm donotenter
49 textures/common/full_clip // silly shader, use weapclip instead
53 surfaceparm playerclip
56 textures/common/hint // should NOT use surfaceparm hint.. strange but true
62 surfaceparm structural
65 surfaceparm hint // ydnar: yes it should.
68 textures/common/hintskip
75 surfaceparm structural
79 textures/common/invisible // solid, transparent polygons, casts shadows
82 surfaceparm nolightmap
86 textures/common/nodraw
89 surfaceparm nolightmap
95 textures/common/nodrawnonsolid
98 surfaceparm nolightmap
102 textures/common/nodrop
107 surfaceparm nolightmap
115 textures/common/noimpact
120 surfaceparm nolightmap
126 textures/common/nolightmap
128 surfaceparm nolightmap
131 textures/common/origin
135 surfaceparm nolightmap
148 surfaceparm structural
152 textures/common/terrain
156 surfaceparm nolightmap
160 textures/common/terrain2
166 surfaceparm nolightmap
169 textures/common/trigger
176 textures/common/weapclip
180 surfaceparm nolightmap
186 // ydnar q3map lightgrid bounds
188 // the min/max bounds of brushes with this shader in a map
189 // will define the bounds of the map's lightgrid (model lighting)
190 // note: make it as small as possible around player space
191 // to minimize bsp size and compile time
194 textures/common/lightgrid
198 surfaceparm nolightmap
203 surfaceparm lightgrid
206 textures/common/warpzone
208 surfaceparm nolightmap
209 // surfaceparm nonsolid // no, it must be solid like trigger
213 map textures/common/warpzone/trans.tga // fully transparent
217 dp_refract 1 1 1 1 // makes the camera render like a refraction
220 textures/common/camera
223 map textures/common/warpzone/trans.tga // fully transparent