]> de.git.xonotic.org Git - xonotic/xonotic-maps.pk3dir.git/blobdiff - scripts/common.shader
Delete the "cubemaps" folder, which was meant to be temporary but has been around...
[xonotic/xonotic-maps.pk3dir.git] / scripts / common.shader
index f544e10e593669057615c5cf67d5cbdc482ace8e..656b58960ff2f1b650b60a8d34a740032b71a76e 100644 (file)
-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/warpzone/trans.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/warpzone/trans.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/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/cushion
+{
+       qer_nocarve
+       qer_trans 0.50
+       surfaceparm nodraw
+       surfaceparm nomarks
+       surfaceparm nodamage
+       surfaceparm trans
+}
+
+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/monsterclip
+{
+    qer_trans 0.40
+    surfaceparm nodraw
+    surfaceparm nolightmap
+    surfaceparm nonsolid
+    surfaceparm trans
+    surfaceparm nomarks
+    surfaceparm noimpact
+    surfaceparm monsterclip
+}
+
+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/slick
+{
+    surfaceparm nodraw
+    surfaceparm nomarks
+    surfaceparm trans
+    surfaceparm nolightmap
+    surfaceparm slick
+}
+
+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
+}
+
+//
+// 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
+}
+
+textures/common/base1
+{
+    {
+        map $lightmap
+    }
+    {
+        map textures/common/base1
+        blendfunc filter
+    }
+}
+
+textures/common/base2
+{
+    {
+        map $lightmap
+    }
+    {
+        map textures/common/base2
+        blendfunc filter
+    }
+}
+
+textures/common/base3
+{
+    {
+        map $lightmap
+    }
+    {
+        map textures/common/base3
+        blendfunc filter
+    }
+}