textures/base_door/stedoorframe2_toggle { qer_editorimage textures/base_door/stedoorframe2.tga bumpmap textures/base_door/stedoorframe2_local.tga diffusemap textures/base_door/stedoorframe2_d.tga specularmap textures/base_door/stedoorframe2_s.tga { if ( parm7 == 0 ) blend add map textures/base_door/stedoorframered_add.tga rgb 5 } { if ( parm7 == 1 ) blend add map textures/base_door/stedoorframegrn_add.tga rgb 5 } } textures/base_door/leftframe2 { qer_editorimage textures/base_door/leftframe2.tga diffusemap textures/base_door/leftframe2_d.tga specularmap textures/base_door/leftframe2_s.tga bumpmap textures/base_door/leftframe2_local.tga } textures/base_door/gdoor1glass { translucent //surfaceparm nonsolid //surfaceparm noimpact surfaceparm monsterclip surfaceparm playerclip twoSided noshadows //polygonOffset qer_editorimage textures/base_door/gdoor1glass.tga { blend diffuseMap map textures/base_door/gdoor1glass.tga } // { // blend bumpmap // map heightmap( textures/base_door/gdoor1glass_local.tga, 3 ) // // // } { blend add cubeMap env/bland texgen reflect } } textures/base_door/gdoor1 { noShadows //polygonOffset twoSided surfaceparm noimpact qer_editorimage textures/base_door/gdoor1.tga { blend diffuseMap map textures/base_door/gdoor1_d.tga alphaTest 0.5 } specularmap textures/base_door/gdoor1_s.tga bumpmap addnormals(textures/base_door/gdoor1_local.tga , heightmap( textures/base_door/gdoor1_h.tga, 6 ) ) } textures/base_door/leftframe { qer_editorimage textures/base_door/leftframe.tga diffusemap textures/base_door/leftframe_d.tga specularmap textures/base_door/leftframe_s.tga bumpmap textures/base_door/leftframe_local.tga } textures/base_door/nobbydoor_fx { qer_editorimage textures/base_door/nobbydoor_fx.tga { blend add Map textures/base_door/nobbydoor_fx.tga red parm0 * 2 green parm1 * 2 blue parm2 * 2 } } textures/base_door/nobbydoor { qer_editorimage textures/base_door/nobbydoor.tga // surfaceparm discrete // flarepic textures/base_door/nobbydoor_flare.tga bumpmap addnormals( textures/base_door/nobbydoor_local.tga , heightmap( textures/base_door/nobbydoor_h.tga, 7 ) ) diffusemap textures/base_door/nobbydoor_d.tga specularmap textures/base_door/nobbydoor_s.tga } textures/base_door/glass_door { translucent //surfaceparm nonsolid //surfaceparm noimpact surfaceparm monsterclip surfaceparm playerclip twoSided noshadows //polygonOffset qer_editorimage textures/base_door/glass_door.tga { blend diffuseMap map textures/base_door/glass_door.tga } { blend add cubeMap env/bland texgen reflect } } textures/base_door/cold_door2 { qer_editorimage textures/base_door/cold_door2.tga diffusemap textures/base_door/cold_door2_d.tga specularmap textures/base_door/cold_door_s.tga bumpmap addnormals( textures/base_door/cold_door_local.tga , heightmap( textures/base_door/cold_door_h.tga, 3 ) ) } textures/base_door/cold_door { qer_editorimage textures/base_door/cold_door.tga diffusemap textures/base_door/cold_door_d.tga specularmap textures/base_door/cold_door_s.tga bumpmap addnormals( textures/base_door/cold_door_local.tga , heightmap( textures/base_door/cold_door_h.tga, 3 ) ) } textures/base_door/stor_door { qer_editorimage textures/base_door/stor_door.tga diffusemap textures/base_wall/squarepanel_d.tga specularmap textures/base_wall/squarepanel_s.tga bumpmap addnormals( textures/base_wall/squarepanel_local.tga , heightmap( textures/base_wall/squarepanel_h.tga, 3 ) ) } textures/base_door/door1 { qer_editorimage textures/base_door/door1.tga bumpmap models/seneca/textures/door1_local.tga diffusemap models/seneca/textures/door1_d.tga specularmap models/seneca/textures/door1_s.tga } //[Texture is used for the track on which sliding doors run. textures/base_door/doortrak { qer_editorimage textures/base_door/doortrak.tga diffusemap textures/base_door/doortrak_d.tga bumpmap heightmap (textures/base_door/doortrak_b.tga, 5) specularmap textures/base_door/doortrak_s.tga }