guis/assets/glassy { qer_editorimage textures/base_trim/glasscountertop.tga bumpmap textures/base_trim/glasscountertop_local.tga diffusemap textures/base_trim/glasscountertop_d.tga specularmap textures/base_trim/glasscountertop_s.tga { blend add map ui/assets/uiScroll.tga linear // no mip maps scroll time * 0 , time * 0.2 } } ui/assets/map { { blend add map ui/assets/guisurfs/map2.tga } } guisurfs/pattest { qer_editorimage guisurfs/guisurface.tga guiSurf guis/patd/po.gui surfaceparm discrete } guisurfs/videopanel_1 { qer_editorimage guisurfs/guisurface.tga guiSurf badgui surfaceparm discrete } guisurfs/wallpanel_1 { qer_editorimage guisurfaces/guisurface.tga guiSurf badgui surfaceparm discrete } guisurfs/moongui_1 { qer_editorimage guisurfaces/guisurface.tga guiSurf badgui surfaceparm discrete } ui/assets/guisurfs/computerBackground { translucent // everything used on a guisurf should be translucent { //videomap "moon.roq" //videomap "mpintro.roq" map ui/assets/guiSurfs/computerBackground.tga linear // no mip maps //scroll time * 0.02 , 0 } } ui/assets/guisurfs/computerBlueBackground { translucent // everything used on a guisurf should be translucent { //videomap "moon.roq" //videomap "mpintro.roq" map ui/assets/guiSurfs/computerBlueBackground.tga linear // no mip maps //scroll time * 0.02 , 0 } { blend add map ui/assets/guiSurfs/computerScroll.tga linear // no mip maps scroll time * 0 , time * 0.2 } } ui/assets/guisurfs/moonvid { translucent // everything used on a guisurf should be translucent { videomap "moon.roq" //videomap "mpintro.roq" //map ui/assets/guiSurfs/computerBackground.tga linear // no mip maps //scroll time * 0.02 , 0 } } ui/assets/guisurfs/video { translucent // everything used on a guisurf should be translucent { //videomap "moon.roq" videomap "mpintro.roq" //map ui/assets/guiSurfs/computerBackground.tga linear // no mip maps //scroll time * 0.02 , 0 } } guisurfs/testgui { qer_editorimage guisurfaces/guisurface.tga guiSurf guis/patd/po.gui surfaceparm discrete description "A test gui surface" } ui/assets/3_cursor3 { { blend add map ui/assets/3_cursor3.tga } } ui/assets/copyright { { //blend add map ui/assets/copyright.tga } } ui/assets/playbutton { { blend add map ui/assets/playbutton.tga } } ui/assets/playbuttonblur { { blend add map ui/assets/playbuttonblur.tga } } ui/assets/setupbutton { { blend add map ui/assets/setupbutton.tga } } ui/assets/setupbuttonblur { { blend add map ui/assets/setupbuttonblur.tga } } ui/assets/editorbutton { { blend add map ui/assets/editorbutton.tga } } ui/assets/editorbuttonblur { { blend add map ui/assets/editorbuttonblur.tga } } ui/assets/quitbutton { { blend add map ui/assets/quitbutton.tga } } ui/assets/quitbuttonblur { { blend add map ui/assets/quitbuttonblur.tga } } ui/assets/uiBackground { translucent // everything used on a guisurf should be translucent { map ui/assets/uiBackground.tga linear // no mip maps //scroll time * 0.02 , 0 } { blend add map ui/assets/uiScroll.tga linear // no mip maps scroll time * 0 , time * 0.2 } } ui/assets/setupbutton { { blend add map ui/assets/setupbutton.tga } } textures/decals/wallsplat1 { qer_editorimage textures/decals/duffysplat.tga DECAL_MACRO sort { blend gl_zero, gl_one_minus_src_color map textures/decals/splat5.tga clamp // we don't want it to tile if the projection extends past the bounds rgb decalFade[(time - Parm3)/(parm4 - parm3)] vertexColor // oblique projections will be slightly faded down } } textures/decals/wallsplat2 { qer_editorimage textures/decals/duffysplat.tga DECAL_MACRO { blend gl_zero, gl_one_minus_src_color map textures/decals/duffysplat.tga clamp // we don't want it to tile if the projection extends past the bounds rgb decalFade[(time - Parm3)/(parm4 - parm3)] vertexColor // oblique projections will be slightly faded down } } textures/particles/bloodspray { qer_editorimage textures/particles/bloodparticle.tga translucent noShadows { blend gl_zero,gl_one_minus_src_color map textures/decals/duffysplat.tga vertexColor //blend blend //map textures/particles/bloodparticle.tga //rgb Parm3 } } textures/particles/bloodpuff { qer_editorimage textures/particles/bloodpuff.tga translucent noShadows { blend blend map textures/particles/bloodpuff.tga vertexColor } } textures/decals/duffysplat { qer_editorimage textures/decals/duffysplat.tga surfaceparm nonsolid surfaceparm noimpact surfaceparm blood DECAL_MACRO { blend gl_zero, gl_one_minus_src_color map textures/decals/duffysplat.tga clamp // we don't want it to tile if the projection extends past the bounds rgb decalFade[(time - Parm3)/(parm4 - parm3)] vertexColor // oblique projections will be slightly faded down } } textures/decals/duffysplat2 { qer_editorimage textures/decals/duffysplat2.tga surfaceparm nonsolid surfaceparm noimpact surfaceparm blood DECAL_MACRO { blend gl_zero, gl_one_minus_src_color map textures/decals/duffysplat2.tga clamp // we don't want it to tile if the projection extends past the bounds rgb decalFade[(time - Parm3)/(parm4 - parm3)] vertexColor // oblique projections will be slightly faded down } } textures/decals/dsplat2 { qer_editorimage textures/decals/dsplat2.tga surfaceparm nonsolid surfaceparm noimpact surfaceparm blood DECAL_MACRO { blend gl_zero, gl_one_minus_src_color map textures/decals/dsplat2.tga clamp // we don't want it to tile if the projection extends past the bounds rgb decalFade[(time - Parm3)/(parm4 - parm3)] vertexColor // oblique projections will be slightly faded down } } textures/decals/dsplat5 { qer_editorimage textures/decals/dsplat5.tga surfaceparm nonsolid surfaceparm noimpact surfaceparm blood DECAL_MACRO { blend gl_zero, gl_one_minus_src_color map textures/decals/dsplat5.tga clamp // we don't want it to tile if the projection extends past the bounds rgb decalFade[(time - Parm3)/(parm4 - parm3)] vertexColor // oblique projections will be slightly faded down } } textures/decals/dsplat7 { qer_editorimage textures/decals/dsplat7.tga surfaceparm nonsolid surfaceparm noimpact surfaceparm blood DECAL_MACRO { blend gl_zero, gl_one_minus_src_color map textures/decals/dsplat7.tga clamp // we don't want it to tile if the projection extends past the bounds rgb decalFade[(time - Parm3)/(parm4 - parm3)] vertexColor // oblique projections will be slightly faded down } } textures/decals/dsplat11 { qer_editorimage textures/decals/dsplat11.tga surfaceparm nonsolid surfaceparm noimpact surfaceparm blood polygonoffset DECAL_MACRO { blend gl_zero, gl_one_minus_src_color map textures/decals/dsplat11.tga clamp // we don't want it to tile if the projection extends past the bounds rgb decalFade[(time - Parm3)/(parm4 - parm3)] vertexColor // oblique projections will be slightly faded down } } textures/sfx/firetrail { qer_editorimage textures/particles/firepuff.tga translucent noShadows { blend add map textures/particles/firepuff.tga vertexColor } } textures/sfx/fireplume { qer_editorimage textures/particles/fireplume.tga translucent noShadows { blend add map textures/particles/fireplume.tga vertexColor } } guis/testColored { translucent // everything used on a guisurf should be translucent { blend blend map guis/assets/cpuserver/bg.tga colored } } textures/particles/teleportsparks { qer_editorimage textures/particles/spawn1.tga translucent noShadows { blend add map textures/particles/spawn1.tga zeroClamp } } textures/particles/teleportsparks2 { qer_editorimage textures/particles/spawn2.tga translucent noShadows { blend add map textures/particles/spawn2.tga zeroClamp } } textures/particles/bluesparks { qer_editorimage textures/particles/spark.tga translucent noShadows { blend add map textures/particles/spark.tga // rgb sintable [time] + 2.5 // centerScale (1.25 + 0.25 * sintable[time]), (1.25 + 0.25 * sintable[time]) zeroClamp // translate sintable[time], 0 } } textures/particles/redteleportsparks { qer_editorimage textures/particles/redspawn.tga translucent noShadows { blend add map textures/particles/redspawn.tga zeroClamp } } textures/decals/duffysplatgun { qer_editorimage textures/decals/duffysplat.tga DECAL_MACRO { blend gl_dst_color,gl_zero map textures/decals/duffysplat.tga clamp // we don't want it to tile if the projection extends past the bounds } } textures/particles/redteleportsparks { qer_editorimage textures/particles/redspawn.tga translucent noShadows { blend add map textures/particles/redspawn.tga zeroClamp colored } } textures/particles/redteleportsmoke { qer_editorimage textures/particles/hellsmoke.tga translucent noShadows { blend add map textures/particles/hellsmoke.tga //zeroClamp colored } } textures/particles/debris { qer_editorimage textures/sfx/debris.tga //translucent noShadows { blend blend map textures/sfx/debris.tga //zeroClamp //rotate time * 3 //colored vertexcolor } } textures/particles/debrislight { qer_editorimage textures/sfx/debrislight.tga //translucent noShadows { blend blend map textures/sfx/debrislight.tga //zeroClamp //rotate time * 3 //colored vertexcolor } } textures/cameraImg1 { qer_editorimage textures/editor/cameragui.tga noshadows guiSurf entity discrete translucent { rgba 0 remoteRenderMap 512 256 // width / height of render image map textures/dynamic/camera1.tga scale 1 , -1 // the render view ars upside down otherwise } } textures/cameraImg2 { qer_editorimage textures/editor/cameragui.tga noshadows guiSurf entity discrete translucent { rgba 0 remoteRenderMap 512 256 // width / height of render image map textures/dynamic/camera2.tga scale 1 , -1 // the render view ars upside down otherwise } } textures/cameraView1 { qer_editorimage textures/editor/camera.tga translucent // everything used on a guisurf should be translucent noshadows discrete { blend add map textures/dynamic/camera1.tga scale 1 , -1 // the render view ars upside down otherwise } } textures/cameraView2 { qer_editorimage textures/editor/camera.tga translucent // everything used on a guisurf should be translucent noshadows discrete { blend add map textures/dynamic/camera2.tga scale 1 , -1 // the render view ars upside down otherwise } }