X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-maps.pk3dir.git;a=blobdiff_plain;f=scripts%2Fcommon.shader;fp=scripts%2Fcommon.shader;h=80632b80e5b300083c128ff8a545ba3ee619c591;hp=0000000000000000000000000000000000000000;hb=76f9d3bb02c48393e640a4d8b9138a87efb4f3b9;hpb=ab4f98f1618083882287a3327425652847373ec2 diff --git a/scripts/common.shader b/scripts/common.shader new file mode 100644 index 00000000..80632b80 --- /dev/null +++ b/scripts/common.shader @@ -0,0 +1,222 @@ +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/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_editorimage textures/common/nolightmap.tga + 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 + qer_editorimage textures/common/terrain.tga + 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/mirror1.tga // fully transparent + blendfunc blend + } + dp_camera + dp_refract 1 1 1 1 // makes the camera render like a refraction +} + +textures/common/camera +{ + { + map textures/common/mirror1.tga // fully transparent + blendfunc blend + } + dp_camera +}