Files
DoomRTX/e3/materials/invisible.mtr
T
2026-05-20 12:29:30 -07:00

367 lines
7.7 KiB
Plaintext

// 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
}