//This a basic list of shaders I am creating for tweaking my own stuff // -Castle textures/Castle/stran_trench_visportal_distance_near { qer_editorimage textures/editor/visportal.tga portalDistanceNear 1256 portalDistanceFar 1266 portalImage "_black" areaportal noshadows } textures/Castle/stran_trench_visportal_distance_far { qer_editorimage textures/editor/visportal.tga portalDistanceNear 3284 portalDistanceFar 3290 portalImage "_black" areaportal noshadows } guide textures/castle/st_model_vista_detail01_base generic_materialimageshader("canyon/Can_Topwall_02") guide textures/castle/st_model_vista_detail01_detail generic_materialimageshader("canyon/Can_Techtrench_01") guide textures/castle/st_model_vista_detail01_detail2 generic_Localvariant("canyon/Can_Ceiling_concrete" , "canyon/Can_Ceiling_concretebrown") guide textures/castle/st_model_vista_detail01_trim generic_Localvariant("canyon/Can_Buttress_front_bot" , "canyon/Can_Buttress_front_botbrown") guide textures/castle/st_model_vista_detail01_trim2 generic_materialimageshader("canyon/Can_Topwall_03") guide textures/castle/st_model_vista_detail01_flat_met generic_shader("sewers/sw_wall_27") guide textures/castle/st_rock generic_shader_heightmap ("rock/rock05d", "8") guide textures/castle/st_model_vista_detail01_rep01 generic_shader("prison/p2_wall_1") guide textures/castle/st_model_vista_detail01_rep02 generic_shader("prison/prisonnew_tunceiltop") textures/castle/st_trail_dirt_cracked { noSelfShadow materialType rock { blend bumpmap map addnormals( textures/rock/rock05c_local.tga, heightmap( textures/rock/rock05a_h.tga, 1 ) ) } { blend diffusemap map textures/rock/rock05a_d.tga inverseVertexColor } { blend specularmap map textures/rock/rock05a_s.tga inverseVertexColor } } textures/castle/st_dirt { noSelfShadow materialType rock { blend bumpmap map textures/rock/cracked_terrain01_local.tga scale 1.25, 1.25 } { blend diffusemap map textures/rock/cracked_terrain01_d.tga vertexColor scale 1.25, 1.25 } { blend specularmap map textures/rock/cracked_terrain01_s.tga vertexColor scale 1.25, 1.25 } { blend bumpmap map addnormals (textures/rock/rock04_local.tga,heightmap (textures/rock/rock04_h.tga, 4)) } { blend diffusemap map textures/rock/rock04_d.tga inverseVertexColor } { blend specularmap map textures/rock/rock04_s.tga inverseVertexColor } } textures/castle/ST_heavy_rock { noSelfShadow materialType rock qer_editorimage textures/rock/rock04.tga diffuseMap textures/rock/rock04_d.tga specularmap textures/rock/rock04_s.tga bumpmap addnormals (textures/rock/rock04_local.tga,heightmap (textures/rock/rock04_h.tga, 4)) } textures/castle/ST_sand_to_rock { noSelfShadow materialType rock qer_editorimage textures/rock/rock05i_d.tga { blend bumpmap map heightmap( textures/rock/rock05i_h.tga, 4 ) } { blend diffusemap map textures/rock/rock05i_d.tga VertexColor } { blend specularmap map textures/rock/rock05i_s.tga VertexColor } { blend bumpmap map heightmap (textures/rock/rock05n_h.tga, 4) } { blend diffusemap map textures/rock/rock05n_d.tga inverseVertexColor } { blend specularmap map textures/rock/rock05n_s.tga inverseVertexColor } }