-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/hintskip\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/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
+textures/common/antiportal
+{
+ qer_trans 0.30
+ qer_nocarve
+ surfaceparm nodraw
+ surfaceparm nonsolid
+ surfaceparm structural
+ surfaceparm trans
+ surfaceparm antiportal
+}
+
+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
+{
+ surfaceparm nolightmap
+ {
+ map textures/common/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
+}
\ No newline at end of file