// none of the surfaces in this file generate visible drawing, // they are just for modifying the game and utility behavior // nodraw surfaces will never get marks, so they // don't need to explicitly specify nomarks // FIXME: the editor should get qer_trans implicitly when trans // when gui surfaces are placed on an entity to allow them to be // interactive, use this surface for the view screen and place // a "gui" key containing the gui file, like "guis/mainmenu.gui" // on the entity textures/common/entityGui { qer_editorimage textures/editor/entityGui.tga guiSurf entity } // when gui surfaces are placed on an entity to allow them to be // interactive, use this surface for the view screen and place // a "gui" key containing the gui file, like "guis/mainmenu.gui" // on the entity textures/common/entityGui2 { qer_editorimage textures/editor/entityGui2.tga guiSurf entity } // when gui surfaces are placed on an entity to allow them to be // interactive, use this surface for the view screen and place // a "gui" key containing the gui file, like "guis/mainmenu.gui" // on the entity textures/common/entityGui3 { qer_editorimage textures/editor/entityGui3.tga guiSurf entity } // visportal brushes stop the area flood fills in dmap and // define portals, separating the world into areas textures/editor/visportal { qer_editorimage textures/editor/visportal.tga qer_trans 0.40 //qer_nocarve // don't let an awry CSG operation cut it up nodraw areaportal trans noshadows } // a caulk brush will behave as a normal solid surface // for collision detection and utility flood filling, and // should be used whenever you know the area isn't going to // be visible, but it needs to be closed off for things to // work right. Curves and models don't stop the utility // flood filling, so you need to have solid brushes behind // them. Setting the faces that won't ever be seen to // caulk will save some rendering time and data space. textures/common/caulk { qer_editorimage textures/common/caulk.tga nodraw forceOpaque // will still seal levels qer_trans 0.7 } // nodraw is used for surfaces that don't have any automatic // interaction with anything textures/common/nodraw { qer_editorimage textures/common/nodraw.tga qer_trans 0.50 nodraw nonsolid trans noshadows } // nodraw solid is used for surfaces that are not visible but are used to collide with textures/common/nodrawsolid { qer_editorimage textures/common/nodrawsolid.tga qer_trans 0.50 nodraw trans noshadows } // This is an invisible brush that should cast a shadow // - Xian (Jul.9.2001) textures/common/shadow { qer_editorimage textures/common/shadow.tga nodraw nonsolid forceshadows } // Invisible Shadow 2 textures/common/shadow2 { qer_editorimage textures/common/shadow.tga nodraw nonsolid forceshadows } // entity triggers don't need to be any particular material, // but this is used by convention textures/common/trigger { qer_editorimage textures/common/trigger.tga qer_trans 0.50 qer_nocarve // don't let an awry CSG operation cut it up nodraw trans noshadows } // entity triggers don't need to be any particular material, // but this is used by convention textures/common/trigmulti { qer_editorimage textures/common/trigmulti.tga qer_trans 0.50 qer_nocarve // don't let an awry CSG operation cut it up nodraw trans noshadows } // entity triggers don't need to be any particular material, // but this is used by convention textures/common/trigonce { qer_editorimage textures/common/trigonce.tga qer_trans 0.50 qer_nocarve // don't let an awry CSG operation cut it up nodraw trans noshadows } // entity triggers don't need to be any particular material, // but this is used by convention textures/common/trigtimer { qer_editorimage textures/common/trigtimer.tga qer_trans 0.50 qer_nocarve // don't let an awry CSG operation cut it up nodraw trans noshadows } // entity triggers don't need to be any particular material, // but this is used by convention textures/common/trigrelay { qer_editorimage textures/common/trigrelay.tga qer_trans 0.50 qer_nocarve // don't let an awry CSG operation cut it up nodraw trans noshadows } // entity triggers don't need to be any particular material, // but this is used by convention textures/common/trighurt { qer_editorimage textures/common/trighurt.tga qer_trans 0.50 qer_nocarve // don't let an awry CSG operation cut it up nodraw trans noshadows } // entity triggers don't need to be any particular material, // but this is used by convention textures/common/trigfade { qer_editorimage textures/common/trigfade.tga qer_trans 0.50 qer_nocarve // don't let an awry CSG operation cut it up nodraw trans noshadows } // entity triggers don't need to be any particular material, // but this is used by convention textures/common/triggui { qer_editorimage textures/common/triggui.tga qer_trans 0.50 qer_nocarve // don't let an awry CSG operation cut it up nodraw trans noshadows } // nodrop is a volume modifier that is tested // before dropping items, used to keep items // from cluttering up death pits textures/common/nodrop { qer_editorimage textures/common/nodrop.tga qer_nocarve qer_trans 0.5 nodraw trans nodrop nonsolid noshadows } // a clip brush is solid to players and monsters, but not missiles textures/common/clip { qer_editorimage textures/common/clip.tga qer_trans 0.50 nodraw noimpact nonsolid monsterclip playerclip noshadows } // full clip is just like a solid brush, clipping missiles, monsters, and players textures/common/full_clip { qer_editorimage textures/common/full_clip.tga qer_trans 0.50 nodraw monsterclip playerclip trans noshadows } // a monster clip brush is solid to monsters only textures/common/monster_clip { qer_editorimage textures/common/monster_clip.tga qer_trans 0.50 nodraw trans nonsolid monsterclip noshadows } // a cushion is an invisible surface that is // solid to movement, but will never give falling // damage. Put a thin sliver brush over jump pads, etc. textures/common/cushion { qer_editorimage textures/common/cushion.tga qer_trans 0.50 nodraw trans nodamage noshadows } // slick is an invisible surface that should be // used as a thin sliver brush over floors to cause sliding textures/common/slick { qer_editorimage textures/common/slick.tga qer_trans 0.50 nodraw trans slick noshadows } // noimpact can be used as a thin sliver // brush over surfaces that you want missiles to // just dissapear into, instead of exploding on textures/common/noimpact { qer_editorimage textures/common/noimpact.tga qer_trans 0.50 nodraw trans noimpact noshadows } // subviews are for perfect mirrors or portals // without any extra surface drawing textures/common/mirror { discrete // never merge with other surfaces qer_editorimage textures/common/qer_mirror.tga mirror { blend add map textures/common/qer_mirror.tga } } // this is used during dmap development for some things invisible { noshadows } // a ladder brush is solid to players and monsters, but not missiles (11/06/01) textures/common/ladder { qer_editorimage textures/common/ladder.tga qer_trans 0.40 nodraw nonsolid monsterclip playerclip noimpact ladder noshadows } // if an ASE/LWO model has a surface that uses this material that surface will // be used for collision detection instead of the visual surface(s) textures/common/collision { qer_editorimage textures/common/collision.tga nodraw collision qer_trans 0.7 } textures/common/speaker { qer_editorimage textures/common/speaker.tga qer_trans 1.0 qer_nocarve // don't let an awry CSG operation cut it up nodraw trans noshadows } textures/common/particle { qer_editorimage textures/common/particle.tga qer_trans 1.0 qer_nocarve // don't let an awry CSG operation cut it up nodraw trans noshadows }