Files
2026-05-20 12:29:30 -07:00

773 lines
16 KiB
Plaintext

clamptable muzzleflashtable{ 0.45, 1, 0.65, 0.88, 0.55, 0.88, 0.55, 1.0, 1.0, 1, 0.88, 0.75, 0.55, 0.30, 0 }
table muzzleflashrandom{ 1.1, 0.9, 0.85, 1.2, 0.7, 1.02, 0.94 }
table mgscaleTable {1, 5 }
table mgTable {0, 1 }
table emptyTable {0, .3, .7, 1, 1, 1, 1, 1 }
table mguiTable {.5, 1,.5, 1,.6, 1,.5, .8,.5, 1,.5, .6 }
models/weapons/mflash/f_shotgun1
{
noShadows
twosided
{
Blend add
Map models/weapons/mflash/f_shotgun1.tga
zeroclamp
}
}
models/weapons/mflash/f_pistol1
{
noShadows
twosided
{
Blend add
Map models/weapons/mflash/f_pistol1.tga
zeroclamp
}
}
models/weapons/shell1/sshell
{
noselfShadow
renderbump -size 256 256 -trace 0.1 -colorMap -aa 2 models/weapons/shell1/sshell_local.tga models/weapons/shell1/sshell_hi.lwo
diffusemap models/weapons/shell1/sshell.tga
bumpmap models/weapons/shell1/sshell_local.tga
specularmap models/weapons/shell1/sshell_s.tga
}
models/weapons/shotgun/gui
{
noselfShadow
renderbump -size 256 256 -trace 0.1 -colorMap -aa 2 models/weapons/shotgun/shotgui_local.tga models/weapons/shotgun/shotgui_hi.lwo
{
Blend add
Map models/weapons/shotgun/gui.tga
zeroclamp
rgb emptytable[ time * 2 ]
}
}
models/weapons/shotgun/shotgui
{
noselfShadow
renderbump -size 256 256 -trace 0.1 -colorMap -aa 2 models/weapons/shotgun/shotgui_local.tga models/weapons/shotgun/shotgui_hi.lwo
diffusemap models/weapons/shotgun/shotgui.tga
bumpmap models/weapons/shotgun/shotgui_local.tga
specularmap models/weapons/shotgun/shotgui_s.tga
}
models/weapons/shotgun/shotgun
{
noselfShadow
renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 2 models/weapons/shotgun/shotgun_local.tga models/weapons/shotgun/shotgun_hi.lwo
diffusemap models/weapons/shotgun/shotgun.tga
{
blend bumpmap
map addnormals(models/weapons/shotgun/shotgun_local.tga, heightmap(models/weapons/shotgun/shotgun_h.tga, 5 ) )
highquality
}
specularmap models/weapons/shotgun/shotgun_s.tga
}
/***
models/weapons/plasmagun/plasmagun
{
noselfShadow
renderbump -size 1024 1024 -aa 2 models/weapons/plasmagun/plasmagun_local.tga models/weapons/plasmagun/plasmagun_hi.lwo
diffusemap models/weapons/plasmagun/plasmagun.tga
bumpmap models/weapons/plasmagun/plasmagun_local.tga
specularmap models/weapons/plasmagun/plasmagun_s.tga
}
***/
models/weapons/plasmagun/plasmagun_gui_background
{
noShadows
twosided
{
Blend add
// Map models/weapons/plasmagun/m_gui.tga
Map guis/assets/plasmagun/bg.tga
zeroclamp
rgb mguitable[ time *.3 ]
}
/*
{
Blend add
Map models/weapons/plasmagun/plasmagun_gui2_empty.tga
zeroclamp
rgb emptytable[ time *.3 ]
}
*/
}
models/weapons/plasmagun/plasmagun_gui_empty
{
noShadows
twosided
{
Blend add
// Map models/weapons/plasmagun/plasmagun_gui2_empty.tga
Map guis/assets/plasmagun/empty.tga
zeroclamp
rgb emptytable[ time * 2 ]
}
}
models/weapons/plasmagun/plasmagun_gui_reload
{
noShadows
twosided
{
Blend add
// Map models/weapons/plasmagun/plasmagun_gui2_reload.tga
Map guis/assets/plasmagun/reload.tga
zeroclamp
rgb emptytable[ time * 2 ]
}
}
models/weapons/plasmagun_gui_lowammo
{
noShadows
twosided
{
Blend add
Map guis/assets/plasmagun/lowammo.tga
zeroclamp
rgb emptytable[ time * 2 ]
}
}
models/weapons/plasmagun/m_gui_gridscroll
{
{
blend blend
map guis/assets/plasmagun/bg_mask.tga
red mguitable[ time *.3 ]
green mguitable[ time *.3 ]
blue mguitable[ time *.3 ]
alpha parm3
}
{
maskcolor
map guis/assets/plasmagun/bg_mask.tga
alpha parm3
}
{
blend GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA
map guis/assets/plasmagun/grid.tga
scale 3.8, 2
translate time * -0.01 , time * -0.3
red flickertable [ time * 0.3 ]
green flickertable [ time * 0.3 ]
blue flickertable [ time * 0.3 ]
alpha parm3
}
}
models/weapons/plasmagun/plasmagun_gui
{
qer_editorimage models/weapons/plasmagun/plasmagun_gui.tga
//guiSurf guis/weapons/plasmagun.gui
guiSurf entity
//translucent
}
models/weapons/plasmagun/plasmabolt
{
qer_editorimage models/weapons/plasmagun/plasmabolt.tga
noShadows
deform sprite
noselfShadow
translucent
twosided
{
Blend add
Map models/weapons/plasmagun/plasmabolt2.tga
zeroclamp
rotate time * 0.7
//centerscale mgscaleTable[time* .9], mgscaleTable[time*. 9]
rgb fireballtable[ time * .7 ]
}
//{
// Blend add
// Map models/weapons/plasmagun/plasmabolt2.tga
// zeroclamp
// rotate time * -0.6
// //centerscale mgscaleTable[time* .9], mgscaleTable[time* .9]
// rgb fireballtable[ time * 1 ]
//
//}
}
models/weapons/impfireball/impfireball
{
qer_editorimage models/weapons/impfireball/impfireball.tga
noShadows
deform sprite
noselfShadow
translucent
twosided
{
Blend add
Map models/weapons/impfireball/impfireball.tga
zeroclamp
rotate time * 0.7
//centerscale mgscaleTable[time* .9], mgscaleTable[time*. 9]
rgb fireballtable[ time * .7 ]
}
}
models/weapons/impfireball/impfireball2
{
qer_editorimage models/weapons/impfireball/impfireball2.tga
noShadows
deform sprite
noselfShadow
translucent
twosided
{
Blend add
Map models/weapons/impfireball/impfireball2.tga
zeroclamp
rotate time * -0.5
//centerscale mgscaleTable[time* .9], mgscaleTable[time*. 9]
rgb fireballtable[ time * .4 ]
}
}
models/weapons/impfireball/impfireball3
{
qer_editorimage models/weapons/impfireball/impfireball3.tga
noShadows
deform sprite
noselfShadow
translucent
twosided
{
Blend add
Map models/weapons/impfireball/impfireball3.tga
zeroclamp
rotate time * -0.2
rgb fireballtable[ time * .4 ]
}
}
models/weapons/bruiserfireball/bruiserfireball
{
qer_editorimage models/weapons/bruiserfireball/bruiserfireball.tga
noShadows
deform sprite
noselfShadow
translucent
twosided
{
Blend add
Map models/weapons/bruiserfireball/bruiserfireball2.tga
zeroclamp
rotate time * 0.7
//centerscale mgscaleTable[time* .9], mgscaleTable[time*. 9]
rgb fireballtable[ time * .7 ]
}
//{
// Blend add
// Map models/weapons/bruiserfireball/bruiserfireball2.tga
// zeroclamp
// rotate time * -0.6
// //centerscale mgscaleTable[time* .9], mgscaleTable[time* .9]
// rgb fireballtable[ time * 1 ]
//
//}
}
models/weapons/shell1/mshell
{
noselfShadow
renderbump -size 128 128 -aa 4 models/weapons/shell1/mshell_local.tga models/weapons/shell1/mshell_hi.lwo
diffusemap models/weapons/shell1/mshell.tga
bumpmap models/weapons/shell1/mshell_local.tga
specularmap models/weapons/shell1/mshell_s.tga
}
models/weapons/mflash/f_machinegun
{
noShadows
noselfShadow
translucent
twosided
{
Blend add
Map models/weapons/mflash/f_machinegun.tga
zeroclamp
rotate time * 3.7
//centerscale mgscaleTable[time* 9], mgscaleTable[time* 9]
rgb mgtable[ time * 5 ]
}
{
Blend add
Map models/weapons/mflash/f_machinegun2.tga
zeroclamp
rotate time * -2.1
//centerscale mgscaleTable[time* 9], mgscaleTable[time* 9]
rgb mgtable[ time * 5 ]
}
}
models/weapons/machinegun/m_strap
{
noShadows
qer_editorimage models/weapons/machinegun/m_strap.tga
{
blend diffuseMap
map models/weapons/machinegun/m_strap.tga
alphaTest 0.5
}
bumpmap models/weapons/machinegun/m_strap_local.tga
specularmap models/weapons/machinegun/m_strap_s.tga
}
models/weapons/machinegun/m_gui_background
{
noShadows
twosided
{
Blend add
// Map models/weapons/machinegun/m_gui.tga
Map guis/assets/machinegun/bg.tga
zeroclamp
rgb mguitable[ time *.3 ]
}
/*
{
Blend add
Map models/weapons/machinegun/m_gui2_empty.tga
zeroclamp
rgb emptytable[ time *.3 ]
}
*/
}
models/weapons/machinegun/m_gui_empty
{
noShadows
twosided
{
Blend add
// Map models/weapons/machinegun/m_gui2_empty.tga
Map guis/assets/machinegun/empty.tga
zeroclamp
rgb emptytable[ time * 2 ]
}
}
models/weapons/machinegun/m_gui_reload
{
noShadows
twosided
{
Blend add
// Map models/weapons/machinegun/m_gui2_reload.tga
Map guis/assets/machinegun/reload.tga
zeroclamp
rgb emptytable[ time * 2 ]
}
}
models/weapons/machinegun/m_gui_lowammo
{
noShadows
twosided
{
Blend add
Map guis/assets/machinegun/lowammo.tga
zeroclamp
rgb emptytable[ time * 2 ]
}
}
models/weapons/machinegun/m_gui_gridscroll
{
{
blend blend
map guis/assets/machinegun/bg_mask.tga
red mguitable[ time *.3 ]
green mguitable[ time *.3 ]
blue mguitable[ time *.3 ]
alpha parm3
}
{
maskcolor
map guis/assets/machinegun/bg_mask.tga
alpha parm3
}
{
blend GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA
map guis/assets/machinegun/grid.tga
scale 3.8, 2
translate time * -0.01 , time * -0.3
red flickertable [ time * 0.3 ]
green flickertable [ time * 0.3 ]
blue flickertable [ time * 0.3 ]
alpha parm3
}
}
models/weapons/machinegun/m_gui
{
qer_editorimage models/weapons/machinegun/m_gui.tga
//guiSurf guis/weapons/machinegun.gui
guiSurf entity
//translucent
}
models/weapons/machinegun/w_machinegun
{
noselfShadow
renderbump -size 512 512 -aa 2 models/weapons/machinegun/w_machinegun_local.tga models/weapons/machinegun/w_machinegun_hi.lwo
diffusemap models/weapons/machinegun/w_machinegun.tga
bumpmap models/weapons/machinegun/w_machinegun_local.tga
specularmap models/weapons/machinegun/w_machinegun_s.tga
}
models/weapons/machinegun/machinegun
{
noselfShadow
renderbump -size 1024 1024 -aa 2 models/weapons/machinegun/machinegun_local.tga models/weapons/machinegun/machinegun_hi.lwo
diffusemap models/weapons/machinegun/machinegun.tga
{
blend bumpmap
map addnormals(models/weapons/machinegun/machinegun_local.tga, heightmap(models/weapons/machinegun/machinegun_h.tga, 6 ) )
highquality
}
specularmap models/weapons/machinegun/machinegun_s.tga
}
models/weapons/rocketlauncher/rocketfin
{
noselfShadow
noshadows
{
blend diffuseMap
map models/weapons/rocketlauncher/rocketfin.tga
alphaTest 0.5
}
bumpmap models/weapons/rocketlauncher/rocketfin_local.tga
}
models/weapons/rocketlauncher/rocket
{
noselfShadow
noshadows
renderbump -size 128 128 -aa 4 models/weapons/rocketlauncher/rocket_local.tga models/weapons/rocketlauncher/rocket_hi.lwo
diffusemap models/weapons/rocketlauncher/rocket.tga
bumpmap models/weapons/rocketlauncher/rocket_local.tga
{
blend Add
map models/weapons/rocketlauncher/rocket_add.tga
translate time * 6 , time * 0
rgb eyestable[ time * .7 ]
}
}
models/weapons/ammobox1/ammobox1
{
//noselfShadow
renderbump -size 256 256 -aa 2 models/weapons/ammobox1/ammobox1_local.tga models/weapons/ammobox1/ammobox1_hi.lwo
diffusemap models/weapons/ammobox1/ammobox1.tga
bumpmap models/weapons/ammobox1/ammobox1_local.tga
specularmap models/weapons/ammobox1/ammobox1_s.tga
}
models/weapons/ammobox1/ammobox2
{
//noselfShadow
renderbump -size 256 256 -aa 2 models/weapons/ammobox1/ammobox1_local.tga models/weapons/ammobox1/ammobox1_hi.lwo
diffusemap models/weapons/ammobox1/ammobox2.tga
bumpmap models/weapons/ammobox1/ammobox1_local.tga
specularmap models/weapons/ammobox1/ammobox1_s.tga
}
models/weapons/pistol/w_pistol
{
//noselfShadow
renderbump -size 128 128 -aa 4 models/weapons/pistol/w_pistol_local.tga models/weapons/pistol/w_pistol_hi.lwo
diffusemap models/weapons/pistol/w_pistol.tga
bumpmap models/weapons/pistol/w_pistol_local.tga
specularmap models/weapons/pistol/w_pistol_s.tga
}
models/weapons/pistol/pistol
{
//noShadows
noselfShadow
renderbump -size 512 512 -aa 2 models/weapons/pistol/pistol_local.tga models/weapons/pistol/pistol_hi.lwo
diffusemap models/weapons/pistol/pistol.tga
{
blend bumpmap
map addnormals(models/weapons/pistol/pistol_local.tga, heightmap(models/weapons/pistol/pistol_h.tga, 5 ) )
highquality
}
specularmap models/weapons/pistol/pistol_s.tga
}
models/weapons/mflash/mflash2
{
noShadows
twosided
{
Blend add
Map models/weapons/mflash/mflash2.tga
zeroclamp
}
}
models/weapons/mflash/mflash1
{
noShadows
twosided
{
Blend add
Map models/weapons/mflash/mflash1.tga
zeroclamp
rotate time * -8
}
}
models/weapons/shell1/shell1
{
noShadows
bumpmap models/weapons/shell1/shell1_local.tga
diffusemap models/weapons/shell1/shell1.tga
specularmap models/weapons/shell1/shell1_s.tga
}
muzzleflash
{
{
//map _spotlight
map lights/round
zeroClamp
colored
red muzzleflashrandom[ time * 3.33 ] * muzzleflashtable[ (time + parm4) * 4 * Parm3 ] * Parm0
green muzzleflashrandom[ time * 3.33 ] * muzzleflashtable[ (time + parm4) * 4 * Parm3 ] * Parm1
blue muzzleflashrandom[ time * 3.33 ] * muzzleflashtable[ (time + parm4) * 4 * Parm3 ] * Parm2
}
}
models/monsters/zombie/commando/cgun_mflash1
{
noSelfShadow
noshadows
twosided
translucent
surfaceparm nonsolid
surfaceparm noimpact
qer_editorimage textures/sfx/muzzle_b2.TGA
{
if ( ( time * 9 ) % 9 == 0 )
blend add
map models/monsters/zombie/commando/muz_flash/muzzle_b1.tga
}
{
if ( ( time * 9 ) % 9 == 1 )
blend add
map models/monsters/zombie/commando/muz_flash/muzzle1.tga
}
{
if ( ( time * 9 ) % 9 == 2 )
blend add
map models/monsters/zombie/commando/muz_flash/muzzle_b2.tga
}
{
if ( ( time * 9 ) % 9 == 3 )
blend add
map models/monsters/zombie/commando/muz_flash/muzzle2.tga
}
{
if ( ( time * 9 ) % 9 == 4 )
blend add
map models/monsters/zombie/commando/muz_flash/muzzle3.tga
}
{
if ( ( time * 9 ) % 9 == 5 )
blend add
map models/monsters/zombie/commando/muz_flash/muzzle_b3.tga
}
{
if ( ( time * 9 ) % 9 == 6 )
blend add
map models/monsters/zombie/commando/muz_flash/muzzle_b1.tga
}
{
if ( ( time * 9 ) % 9 == 7 )
blend add
map models/monsters/zombie/commando/muz_flash/muzzle3.tga
}
{
if ( ( time * 9 ) % 9 == 8 )
blend add
map models/monsters/zombie/commando/muz_flash/muzzle_b2.tga
}
}
models/monsters/zombie/commando/cgun_mflash2
{
noSelfShadow
noshadows
twosided
translucent
surfaceparm nonsolid
surfaceparm noimpact
qer_editorimage textures/sfx/fred_fire.tga
{
if ( ( time * 3 ) % 3 == 0 )
blend add
map models/monsters/zombie/commando/muz_flash/fire1.tga
}
{
if ( ( time * 3 ) % 3 == 1 )
blend add
map models/monsters/zombie/commando/muz_flash/fire2.tga
}
{
if ( ( time * 3 ) % 3 == 2 )
blend add
map models/monsters/zombie/commando/muz_flash/fire3.tga
}
{
if ( ( time * 4 ) % 4 == 3 )
blend add
map models/monsters/zombie/commando/muz_flash/fire4.tga
}
}
models/monsters/zombie/commando/cgun
{
// noSelfShadow
bumpmap models/monsters/zombie/commando/cgun_local
diffusemap models/monsters/zombie/commando/cgun_d.tga
specularmap models/monsters/zombie/commando/cgun_s.tga
}
models/weapons/shotgun
{
// noSelfShadow
bumpmap addnormals ( models/seneca/shotgun/shotgun_local.tga, heightmap ( models/seneca/shotgun/shotgun_bmp.tga, 5) )
diffusemap models/seneca/shotgun/shotgun_d.tga
specularmap models/seneca/shotgun/shotgun_s.tga
}
models/weapons/hands/hand_stest
{
//noSelfShadow
bumpmap addnormals( models/weapons/hands/hand_local.tga, heightmap( models/seneca/testshitmodels/testhandbmp.tga, 3 ) )
diffusemap models/seneca/testshitmodels/testhandspec.tga
specularmap models/weapons/hands/hand_sp.tga
}
models/weapons/hands/hand
{
noSelfShadow
diffusemap models/weapons/hands/hand_df.tga
{
blend bumpmap
map addnormals( models/weapons/hands/hand_local.tga, heightmap( models/weapons/hands/hand_add.tga, 3 ) )
highquality
}
specularmap models/weapons/hands/hand_sp.tga
}