// // BLOCK 3 - Textures for the Bank building // textures/euro/block3/bank/bank1 { qer_editorimage textures/euro/block3/bank/signs/bank_sign_d.tga diffusemap textures/euro/block3/bank/signs/bank_sign_d.tga specularmap textures/euro/block3/danteuk/gray/gray256_s.tga bumpmap textures/euro/block3/danteuk/gray/gray_local.tga { blend add map textures/euro/block3/bank/signs/bank_sign_d.tga red global0 green global1 blue global2 } } textures/euro/block3/bank/bankdoor { qer_editorimage textures/euro/block3/bank/bankdoor/bankdoor_d.tga diffusemap textures/euro/block3/bank/bankdoor/bankdoor_d.tga specularmap textures/euro/block3/bank/bankdoor/bankdoor_s.tga bumpmap textures/euro/block3/bank/bankdoor/bankdoor_local.tga { blend add map textures/euro/block3/bank/bankdoor/bankdoor_d.tga red global0 green global1 blue global2 } } textures/euro/block3/bank/glass { noSelfShadow //noshadows twosided translucent glass forceoverlays qer_editorimage textures/euro/block3/bank/glass/glass.tga // { // Program heatHaze.vfp // vertexParm 0 time * 0 , time * 0 // texture scrolling // vertexParm 1 .4 // magnitude of the distortion // fragmentProgram heatHaze.vfp // fragmentMap 0 _currentRender // fragmentMap 1 textures/sfx/vp1 // the normal map for distortion // } { maskcolor map makealpha(textures/euro/block3/bank/glass/glass.tga) } { blend gl_dst_alpha, gl_one maskalpha cubeMap env/gen2 red Parm0 green Parm1 blue Parm2 texgen reflect } }