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2026-08-06 14:45:27 -07:00

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textures/medlabs/vol_lblue_256
// light blue flare intended to be used over a large area to give the impression of volumetric light
{
noshadows
translucent
nonsolid
deform flare 256
qer_EditorImage textures/common_misc/QER_flare.tga
{
blend add
map _quadratic
red .9
green .9
blue 1
alpha .1
vertexcolor
}
}
/////////////// Shaders added by Steve H //////////////////////////////////////////////////////////////////////////
textures/q4x_m10/support_2sided
{
twosided
qer_editorimage textures/q4x_m10/support_2sided_d.tga
specularmap textures/q4x_m10/support_2sided_s.tga
bumpmap textures/q4x_m10/support_2sided_local.tga
{
blend diffuseMap
map textures/q4x_m10/support_2sided_d.tga
alphaTest .5
}
}
guide textures/q4x_m10/c_trim2 generic_shader("q4x_m10/c_trim2")
guide textures/q4x_m10/c_trim04 generic_shader("q4x_m10/c_trim04")
guide textures/q4x_m10/sh2_floorrun1 generic_shader("q4x_m10/sh2_floorrun1")
guide textures/q4x_m10/sh2_floorrun2 generic_shader("q4x_m10/sh2_floorrun2")
guide textures/q4x_m10/outdoor_wall1_13 generic_shader("q4x_m10/outdoor_wall1_13")
guide textures/q4x_m10/outdoor_wall1_2 generic_shader("q4x_m10/outdoor_wall1_2")
guide textures/q4x_m10/outdoor_wall1_8 generic_shader("q4x_m10/outdoor_wall1_8")
guide textures/q4x_m10/tunceiltop generic_shader("q4x_m10/tunceiltop")
guide textures/q4x_m10/outdoor_wall1_9 generic_shader("q4x_m10/outdoor_wall1_9")
guide textures/q4x_m10/walltrim1_1 generic_shader("q4x_m10/walltrim1_1")
guide textures/q4x_m10/wall_lair01 generic_full_noheight("q4x_m10/wall_lair01")
guide textures/q4x_m10/wall_lair02 generic_full_noheight("q4x_m10/wall_lair02")
guide textures/q4x_m10/wall_lair03 generic_full_noheight("q4x_m10/wall_lair03")
guide textures/q4x_m10/wall_lair04 generic_full_noheight("q4x_m10/wall_lair04")
guide textures/q4x_m10/wall_lair05 generic_full_noheight("q4x_m10/wall_lair05")
guide textures/q4x_m10/floor_lair01 generic_full_noheight("q4x_m10/floor_lair01")
guide textures/q4x_m10/floor_lair02 generic_full_noheight("q4x_m10/floor_lair02")
guide textures/q4x_m10/ceiling_lair01 generic_full_noheight("q4x_m10/ceiling_lair01")
guide textures/q4x_m10/ceiling_lair02 generic_full_noheight("q4x_m10/ceiling_lair02")
textures/q4x_m10/wall_lair01_lit
{
qer_EditorImage textures/q4x_m10/wall_lair01_add.tga
bumpMap textures/q4x_m10/wall_lair01_local.tga
diffuseMap textures/q4x_m10/wall_lair01_d.tga
specularMap textures/q4x_m10/wall_lair01_s.tga
{
blend add
map textures/q4x_m10/wall_lair01_add.tga
}
}
textures/q4x_m10/wall_lair03_lit
{
qer_EditorImage textures/q4x_m10/wall_lair03_add.tga
bumpMap textures/q4x_m10/wall_lair03_local.tga
diffuseMap textures/q4x_m10/wall_lair03_d.tga
specularMap textures/q4x_m10/wall_lair03_s.tga
{
blend add
map textures/q4x_m10/wall_lair03_add.tga
}
}
textures/q4x_m10/wall_lair04_lit
{
qer_EditorImage textures/q4x_m10/wall_lair04_add.tga
bumpMap textures/q4x_m10/wall_lair04_local.tga
diffuseMap textures/q4x_m10/wall_lair04_d.tga
specularMap textures/q4x_m10/wall_lair04_s.tga
{
blend add
map textures/q4x_m10/wall_lair04_add.tga
}
}
textures/q4x_m10/damaged_pipes01_add
{
qer_EditorImage textures/q4x_m10/damaged_pipes01_d.tga
bumpMap textures/q4x_m10/damaged_pipes01_local.tga
diffuseMap textures/q4x_m10/damaged_pipes01_d.tga
specularMap textures/q4x_m10/damaged_pipes01_s.tga
{
blend add
map textures/q4x_m10/damaged_pipes01_add.tga
rgb firetable2 [time * .3]
}
}
textures/q4x_m10/damaged_pipes01
{
qer_EditorImage textures/q4x_m10/damaged_pipes01_d.tga
bumpMap textures/q4x_m10/damaged_pipes01_local.tga
diffuseMap textures/q4x_m10/damaged_pipes01_d.tga
specularMap textures/q4x_m10/damaged_pipes01_s.tga
}