X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-maps.pk3dir.git;a=blobdiff_plain;f=scripts%2Fcommon.shader;h=80643be393ed5f71c2aeff59a8df500af9ff9cbc;hp=f544e10e593669057615c5cf67d5cbdc482ace8e;hb=53ec6ce82588fa3afab1f6ce8dd70b8da95e7c32;hpb=c9ade67954f7789b5a88589947850ee0f416abd6 diff --git a/scripts/common.shader b/scripts/common.shader index f544e10e..80643be3 100644 --- a/scripts/common.shader +++ b/scripts/common.shader @@ -1,233 +1,233 @@ -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_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/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 -{ - { - map textures/common/warpzone/trans.tga // fully transparent - blendfunc blend - } - dp_camera -} +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_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/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 +{ + { + map textures/common/warpzone/trans.tga // fully transparent + blendfunc blend + } + dp_camera +}