gfx/effects/q4x/fireburst { noShadows nonSolid translucent twosided { blend add map gfx/effects/q4x/fireburst.tga vertexColor } } gfx/effects/smoke/basic { noShadows nonSolid translucent twosided { blend add map gfx/effects/smoke/basic.tga vertexColor } } gfx/effects/q4x/goobgun_burn { noShadows nonSolid translucent twosided // { // blend add // map gfx/effects/q4x/fireburst.tga // vertexColor // } { videoMap loop textures/q4x_cryo/fireball01.roq blend add vertexColor } } gfx/effects/q4x/fire/fire01 { noShadows nonSolid translucent twosided { blend add map gfx/effects/q4x/fire/fire01.tga vertexColor } } gfx/effects/q4x/fire/fire02 { noShadows nonSolid translucent twosided { blend add map gfx/effects/q4x/fire/fire02.tga vertexColor } } gfx/effects/q4x/fireburst { noShadows nonSolid translucent twosided { blend add map gfx/effects/q4x/fireburst.tga vertexColor } } gfx/effects/q4x/electricity/elec01 { noShadows nonSolid translucent twosided { blend add map gfx/effects/q4x/electricity/elec01.tga vertexColor } } gfx/effects/q4x/fire/globfireglow { noShadows nonSolid translucent twosided { blend add map gfx/effects/q4x/fire/globfireglow.tga vertexColor rgb (1 * random [.05 * time ]) +5 } } gfx/effects/q4x/models/airturret_gadd1 { noShadows nonSolid translucent twoSided { blend add map gfx/effects/q4x/models/airturret_gadd01.tga //vertexColor rgb (0.15 * sintable [.5 * time ]) +1 } { maskColor map makealpha(gfx/effects/q4x/models/airturret_gadd01f.tga) } { blend GL_DST_ALPHA, GL_ONE maskAlpha map gfx/effects/q4x/models/airturret_gadd01a.tga scroll time * -.05, time * 0 } { maskColor map makealpha(gfx/effects/q4x/models/airturret_flashmask.tga) scroll time * -.25, time * -.25 } { blend GL_DST_ALPHA, GL_ONE maskAlpha map gfx/effects/q4x/models/airturret_gadd01b.tga } } gfx/effects/q4x/models/airturret_gadd2 { noShadows nonSolid translucent twoSided { blend add map gfx/effects/q4x/models/airturret_gadd02.tga rotate time * -.05 //vertexColor } { blend add map gfx/effects/q4x/models/airturret_gadd02a.tga rotate time * -.2 //vertexColor } } gfx/effects/q4x/models/airturret_gadd3 { noShadows nonSolid translucent twoSided { blend add map gfx/effects/q4x/models/airturret_gadd03.tga rotate (1 * random [.002 * time ]) rgb (0.15 * sintable [.5 * time ]) +1 //vertexColor } }