Files
Quake_4_Alpha/q4xbase/materials/q4x_common.mtr
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2026-08-06 14:45:27 -07:00

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textures/q4x_common/solid_black
{
qer_editorimage textures/q4x_common/solid_black.tga
diffusemap textures/q4x_common/solid_black.tga
}
common/damage_boost_overlay
{
noselfShadow
unsmoothedTangents
translucent
deform expand 0.3
{
blend gl_dst_color, gl_one
map gfx/effects/q4x/damage_boost01.tga
//translate time * 0.045 , time * 0.09
translate time * 0.12 , time * 0.25
}
// {
// blend gl_dst_color, gl_one
// map gfx/effects/q4x/damage_boost01.tga
// translate time * 0.032 , time * -0.07
// }
}
common/defense_boost_overlay
{
noselfShadow
unsmoothedTangents
translucent
deform expand .2 // ember1[time * 0.2] * 10
{
blend gl_dst_color, gl_one
map gfx/effects/q4x/damage_boost01.tga
translate time * 0.045 , time * 0.09
}
{
blend gl_dst_color, gl_one
map gfx/effects/q4x/damage_boost01.tga
translate time * 0.032 , time * -0.07
}
}
common/freeze_death_overlay
{
noselfShadow
unsmoothedTangents
translucent
{
blend blend
map gfx/effects/q4x/ice/freeze01.tga
}
{
blend blend
map gfx/effects/q4x/ice/freeze01.tga
scale 3, 3
}
// {
// blend gl_one, gl_one
// map gfx/effects/q4x/ice/freeze01.tga
// rgb 0.1
// }
{
blend gl_dst_color, gl_one
map gfx/effects/q4x/ice/freeze01.tga
}
}
common/freeze_overlay1
{
noselfShadow
unsmoothedTangents
translucent
{
blend blend
map gfx/effects/q4x/ice/freeze01.tga
alpha 0.3
}
{
blend gl_dst_color, gl_one
map gfx/effects/q4x/ice/freeze01.tga
rgb 0.1
}
}
common/freeze_overlay2
{
noselfShadow
unsmoothedTangents
translucent
{
blend blend
map gfx/effects/q4x/ice/freeze01.tga
alpha 0.4
}
{
blend gl_one, gl_one
map gfx/effects/q4x/ice/freeze01.tga
rgb 0.15
}
}
common/freeze_overlay3
{
noselfShadow
unsmoothedTangents
translucent
{
blend blend
map gfx/effects/q4x/ice/freeze01.tga
alpha 0.7
}
{
blend gl_one, gl_one
map gfx/effects/q4x/ice/freeze01.tga
rgb 0.2
}
}
common/freezegib/ice01
{
noselfShadow
{
blend diffusemap
map gfx/effects/q4x/ice/freeze02.tga
red 1.1
green 1.1
blue 1.0
scale 7, 7
}
{
blend gl_dst_color, gl_one
map gfx/effects/q4x/ice/freeze01.tga
scale 2, 2
rgb 0.4
}
inlineGuide corpseBurnEffect(models/monsters/burnout.tga)
}
common/freezegib/ice02
{
translucent
twoSided
noShadows
{
blend blend
map gfx/effects/q4x/ice/freeze03.tga
vertexColor
}
}