table eyestable { { .3, 1, .9, .8, .5, .6, .5, .2, .7, .8, .3, .9, .3, .1, .5, .9, .2, .8 } } table maggottable { { 0,0,0,0,0,0,1,.6,.4,.1,0,1,.6,.4,.1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 } } table revtable { { .5,.5,.5,.5,.4,.5,.6,.7,0.6,.5,.4,.3 } } table rev2table { { .6,.5,.5,.4,.5,.3,.6,.6,.4,.2,.2,.4 } } table fireballtable { { .7,.8,1,1,1,1,1,1,.8,1,1,1,.8,.8,1,.7,1,.7,1,.7,.8,1,1,1,.7,.7 } } table death_fade { clamp { 0, 1 } } table throbtable2 { { 0,.25,.5,1,.5,.25 } } table vagtable { { 0,0,0,0,0,0,0,.25,.25,.25,.25,.5,.5,.5,.5,1,1,1,1,1,1,1,1,1,1,1,1,.5,.25,.25,.5,1,.5,.25 } } table archtable { clamp { 0,.25,.5,1,.5,.25, 0 } } // i can break stuff models/monsters/imp/imp { unsmoothedTangents //noselfshadow flesh renderbump -size 512 512 -aa 3 models/monsters/imp/imp_local.tga models/monsters/imp/work/imp_hp.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/imp/imp_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/imp/imp_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceOverlays bumpmap addnormals (models/monsters/imp/imp_local, heightmap (models/monsters/imp/imp_bmp.tga, 6) ) diffusemap models/monsters/imp/imp_d specularmap models/monsters/imp/imp_s } models/monsters/wraith/wraith { noselfShadow unsmoothedtangents flesh clamp renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 2 models/monsters/wraith/wraith_local.tga models/monsters/wraith/wraith_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/wraith/wraith_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/wraith/wraith_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceoverlays diffusemap models/monsters/wraith/wraith.tga bumpmap addnormals(models/monsters/wraith/wraith_local.tga, heightmap(models/monsters/wraith/wraith_h.tga, 3 ) ) specularmap models/monsters/wraith/wraith_s.tga } models/monsters/ticks/tick { noSelfShadow flesh clamp unsmoothedtangents renderbump -size 128 128 -trace 0.1 -colorMap -aa 4 models/monsters/ticks/tick_local.tga models/monsters/ticks/tick_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceoverlays diffusemap models/monsters/ticks/tick_d.tga bumpmap models/monsters/ticks/tick_local.tga specularmap models/monsters/ticks/tick_s.tga } models/monsters/ticks/tleg { noSelfShadow noshadows flesh clamp unsmoothedtangents //forceoverlays { if ( parm7 == 0 ) blend diffusemap map models/monsters/ticks/tleg_d.tga alphaTest 0.5 } { if ( parm7 == 0 ) blend bumpmap map models/monsters/ticks/tleg_local.tga } { if ( parm7 == 0 ) blend specularmap map models/monsters/ticks/tleg_s.tga } } models/monsters/maledict/mtongue { noSelfShadow //noshadows clamp unsmoothedtangents flesh renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 1 models/monsters/maledict/mtongue_local.tga models/monsters/maledict/mtongue_hi.lwo diffusemap models/monsters/maledict/mtongue.tga bumpmap addnormals(models/monsters/maledict/mtongue_local.tga, heightmap( models/monsters/maledict/mtongue_h.tga, 3 ) ) specularmap models/monsters/maledict/mtongue_s.tga } models/monsters/maledict/maledict { noSelfShadow clamp unsmoothedtangents flesh renderbump -size 2048 2048 -trace 0.01 -colorMap -aa 1 models/monsters/maledict/maledict_local.tga models/monsters/maledict/maledict_hi.lwo { blend diffusemap map models/monsters/maledict/maledict_d.tga alphaTest 0.5 } bumpmap addnormals(models/monsters/maledict/maledict_local.tga, heightmap( models/monsters/maledict/maledict_h.tga, 3 ) ) specularmap models/monsters/maledict/maledict_s.tga } models/monsters/maledict/bmaledict { noSelfShadow clamp unsmoothedtangents flesh { blend diffusemap map models/monsters/maledict/bmaledict_d.tga alphaTest 0.5 } bumpmap addnormals(models/monsters/maledict/maledict_local.tga, heightmap( models/monsters/maledict/bmaledict_h.tga, 3 ) ) specularmap models/monsters/maledict/bmaledict_s.tga } models/monsters/zombie/sawyer/shair1 { translucent clamp { blend filter map models/monsters/zombie/sawyer/shair1.tga } } models/monsters/zombie/morgue/morgue { noselfShadow unsmoothedtangents flesh clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.5 * (time - parm7) } renderbump -size 1024 1024 -trace 0.03 -colorMap -aa 2 models/monsters/zombie/morgue/morgue_local.tga models/monsters/zombie/morgue/morgue_hi.lwo forceoverlays diffusemap models/monsters/zombie/morgue/morgue_d.tga bumpmap addnormals(models/monsters/zombie/morgue/morgue_local.tga, heightmap(models/monsters/zombie/morgue/morgue_h.tga, 3 ) ) specularmap models/monsters/zombie/morgue/morgue_s.tga } models/monsters/zombie/sawyer/sawyer { noSelfShadow unsmoothedTangents flesh clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.5 * (time - parm7) } renderbump -size 1024 1024 -trace 0.03 -colorMap -aa 2 models/monsters/zombie/sawyer/sawyer_local.tga models/monsters/zombie/sawyer/sawyer_hi.lwo forceoverlays diffusemap models/monsters/zombie/sawyer/sawyer_d.tga { blend bumpmap map addnormals(models/monsters/zombie/sawyer/sawyer_local.tga, heightmap(models/monsters/zombie/sawyer/sawyer_h.tga, 6 ) ) } specularmap models/monsters/zombie/sawyer/sawyer_s.tga } models/monsters/sabaoth/treads { noSelfShadow noshadows ricochet { blend diffusemap map models/monsters/sabaoth/treads_d.tga alphaTest 0.5 translate time * 0 , time * 2 } { blend bumpmap map models/monsters/sabaoth/treads_local.tga translate time * 0 , time * 2 } { blend specularmap map models/monsters/sabaoth/treads_s.tga translate time * 0 , time * 2 } } models/monsters/sabaoth/treads_slow { noSelfShadow noshadows ricochet { blend diffusemap map models/monsters/sabaoth/treads_d.tga alphaTest 0.5 translate time * 0 , time * 2 } { blend bumpmap map models/monsters/sabaoth/treads_local.tga translate time * 0 , time * 2 } { blend specularmap map models/monsters/sabaoth/treads_s.tga translate time * 0 , time * 2 } } models/monsters/sabaoth/treads_stopped { noSelfShadow noshadows ricochet { blend diffusemap map models/monsters/sabaoth/treads_d.tga alphaTest 0.5 } { blend bumpmap map models/monsters/sabaoth/treads_local.tga } { blend specularmap map models/monsters/sabaoth/treads_s.tga } } models/monsters/sabaoth/gear3 { noSelfShadow noshadows ricochet { blend diffusemap map models/monsters/sabaoth/gear3_d.tga alphaTest 0.5 //rotate time * -.45 clamp } { blend bumpmap map models/monsters/sabaoth/gear3_local.tga //rotate time * -.45 clamp } { blend specularmap map models/monsters/sabaoth/gear3_s.tga //rotate time * -.45 clamp } } models/monsters/sabaoth/gear2 { noSelfShadow noshadows ricochet { blend diffusemap map models/monsters/sabaoth/gear2_d.tga alphaTest 0.5 //rotate time * -.45 clamp } { blend bumpmap map models/monsters/sabaoth/gear2_local.tga //rotate time * -.45 clamp } { blend specularmap map models/monsters/sabaoth/gear2_s.tga //rotate time * -.45 clamp } } models/monsters/sabaoth/gear1 { noSelfShadow noshadows ricochet { blend diffusemap map models/monsters/sabaoth/gear1_d.tga alphaTest 0.5 //rotate time * .45 clamp } { blend bumpmap map models/monsters/sabaoth/gear1_local.tga //rotate time * .45 clamp } { blend specularmap map models/monsters/sabaoth/gear1_s.tga //rotate time * .45 clamp } } models/monsters/sabaoth/sabaoth { noSelfShadow flesh clamp unsmoothedtangents renderbump -size 2048 2048 -trace 0.02 -colorMap -aa 1 models/monsters/sabaoth/sabaoth_local.tga models/monsters/sabaoth/sabaoth_hi.lwo diffusemap models/monsters/sabaoth/sabaoth_d.tga bumpmap addnormals(models/monsters/sabaoth/sabaoth_local.tga, heightmap( models/monsters/sabaoth/sabaoth_h.tga, 6 ) ) specularmap models/monsters/sabaoth/sabaoth_s.tga } models/monsters/vagary/eyes { noShadows //deform sprite //discrete nonsolid noimpact { if ( parm7 == 0 ) blend add map models/monsters/vagary/eyes.tga rgb throbtable2[ time * .3 ] -.6 } } models/monsters/bruiser/gui { noShadows //deform sprite //discrete nonsolid noimpact { blend add map models/monsters/bruiser/gui.tga //rgb throbtable2[ time * .3 ] -.6 } } models/monsters/bruiser/bhead { noSelfShadow flesh unsmoothedtangents clamp renderbump -size 1024 1024 -trace 0.09 -colorMap -aa 2 models/monsters/bruiser/bhead_local.tga models/monsters/bruiser/bhead_hi.lwo { blend diffusemap map models/monsters/bruiser/bhead_d.tga alphaTest 0.5 } bumpmap models/monsters/bruiser/bhead_local.tga specularmap models/monsters/bruiser/bhead_s.tga } models/monsters/bruiser/pt_bruiser/pt_bhead { noSelfShadow flesh unsmoothedtangents clamp { blend diffusemap map models/monsters/bruiser/pt_bruiser/pt_bhead_d.tga alphaTest 0.5 } bumpmap models/monsters/bruiser/pt_bruiser/pt_bhead_local.tga specularmap models/monsters/bruiser/pt_bruiser/pt_bhead_s.tga } models/monsters/bruiser/bruiser3 { noSelfShadow flesh unsmoothedtangents clamp renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 2 models/monsters/bruiser/bruiser3_local.tga models/monsters/bruiser/zbruiser3_hi.lwo diffusemap models/monsters/bruiser/bruiser3_d.tga bumpmap addnormals(models/monsters/bruiser/bruiser3_local.tga, heightmap( models/monsters/bruiser/bruiser3_h.tga, 6 ) ) specularmap models/monsters/bruiser/bruiser3_s.tga } models/monsters/bruiser/pt_bruiser/pt_bruiser3 { noSelfShadow flesh unsmoothedtangents clamp diffusemap models/monsters/bruiser/pt_bruiser/pt_bruiser3_d.tga bumpmap addnormals(models/monsters/bruiser/pt_bruiser/pt_bruiser3_local.tga, heightmap( models/monsters/bruiser/pt_bruiser/pt_bruiser3_h.tga, 6 ) ) specularmap models/monsters/bruiser/pt_bruiser/pt_bruiser3_s.tga } models/monsters/vagary/vagary { noSelfShadow flesh unsmoothedtangents clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/vagary/vagary_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/vagary/vagary_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceOverlays renderbump -size 1024 1024 -trace 0.1 -colorMap -aa 2 models/monsters/vagary/vagary_local.tga models/monsters/vagary/vagary_hi.lwo diffusemap models/monsters/vagary/vagary.tga bumpmap addnormals(models/monsters/vagary/vagary_local.tga, heightmap( models/monsters/vagary/vagary_h.tga, 9 ) ) specularmap models/monsters/vagary/vagary_s.tga } models/monsters/vagary/sac { noSelfShadow noshadows translucent unsmoothedtangents liquid clamp renderbump -size 256 256 -trace 0.02 -colorMap -aa 2 models/monsters/vagary/sac_local.tga models/monsters/vagary/sac_hi.lwo { if ( parm7 == 0 ) blend diffusemap map models/monsters/vagary/sac.tga } { if ( parm7 == 0 ) blend bumpmap map addnormals( models/monsters/vagary/sac_local.tga, heightmap( models/monsters/vagary/sac_h.tga, 8 ) ) } { if ( parm7 == 0 ) blend specularmap map models/monsters/vagary/sac_s.tga //scroll time * 0 , time * -0.1 } } //models/monsters/zombie/bernie/hip_flame //{ // qer_editorimage textures/particles/flame3_strip.tga // noSelfShadow // translucent // noShadows // twosided // deform tube // { // if ( parm7 == 0 ) // blend add // map textures/particles/flame2_strip.tga // scale 1 / 32 , 1 // scroll table32[ time * .65 ] , 0 // clamp // } //} models/monsters/zombie/bernie/butt_flame { qer_editorimage textures/particles/flame3_strip.tga noSelfShadow translucent noShadows twosided deform sprite { if ( parm7 == 0 ) blend add map textures/particles/burst_strip.tga scale 1 / 32 , 1 scroll table32[ time * .7 ] , 0 clamp } } models/monsters/zombie/bernie/pelvis_flame { qer_editorimage textures/particles/flame3_strip.tga noSelfShadow translucent noShadows twosided deform tube { if ( parm7 == 0 ) blend add map textures/particles/flame3_strip.tga scale 1 / 32 , 1 scroll table32[ time * .8 ] , 0 clamp } } //models/monsters/zombie/bernie/trap_flame //{ // qer_editorimage textures/particles/flame3_strip.tga // noSelfShadow // translucent // noShadows // twosided // deform tube // { // if ( parm7 == 0 ) // blend add // map textures/particles/flame2_strip.tga // scale 1 / 32 , 1 // scroll table32[ time * .7 ] , 0 // clamp // } //} models/monsters/zombie/bernie/head_flame { qer_editorimage textures/particles/flame3_strip.tga noSelfShadow translucent noShadows twosided deform tube { if ( parm7 == 0 ) blend add map textures/particles/flame3_strip.tga scale 1 / 32 , 1 scroll table32[ time * .8 ] , 0 clamp } } models/monsters/zombie/bernie/wrist_flame { qer_editorimage textures/particles/flame3_strip.tga noSelfShadow translucent noShadows twosided deform tube { if ( parm7 == 0 ) blend add map textures/particles/flame3_strip.tga scale 1 / 32 , 1 scroll table32[ time * .9 ] , 0 clamp } } models/monsters/zombie/bernie/berniefx { noShadows noselfshadow //deform sprite flesh nonsolid noimpact translucent { if ( parm7 == 0 ) maskcolor map makealpha(models/monsters/zombie/bernie/berniefx.tga) } { if ( parm7 == 0 ) blend gl_dst_alpha, gl_one maskalpha map models/monsters/lost/lostfx.tga red 1 blue .5 green .5 translate time * 0.2 , time * 1.1 } } models/monsters/zombie/bernie/jerky1 { noShadows noselfShadow translucent qer_editorimage models/monsters/zombie/bernie/jerky1.tga { blend diffusemap map models/monsters/zombie/bernie/jerky1.tga alphaTest 0.7 } { blend bumpmap map heightmap (models/monsters/zombie/bernie/jerky1_h.tga, 30) scroll time * 0 , time * -0.1 } specularmap models/monsters/zombie/bernie/jerky1_s.tga } models/monsters/zombie/bernie/bernie { noSelfShadow flesh clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.5 * (time - parm7) } renderbump -size 1024 1024 -trace 0.1 -colorMap -aa 2 models/monsters/zombie/bernie/bernie_local.tga models/monsters/zombie/bernie/bernie_hi.lwo forceoverlays diffusemap models/monsters/zombie/bernie/bernie_d.tga bumpmap addnormals(models/monsters/zombie/bernie/bernie_local.tga, heightmap(models/monsters/zombie/bernie/bernie_h.tga, 10 ) ) specularmap models/monsters/zombie/bernie/bernie_s.tga } models/monsters/wraith/wing { flesh noselfShadow translucent { if ( parm7 == 0 ) blend diffusemap map models/monsters/wraith/wing.tga alphaTest 0.7 } { if ( parm7 == 0 ) blend bumpmap map heightmap (models/monsters/wraith/wing_h.tga, 10) } { if ( parm7 == 0 ) blend specularmap map models/monsters/wraith/wing_s.tga } } models/monsters/wraith/weyes { noShadows //deform sprite //discrete nonsolid noimpact { if ( parm7 == 0 ) blend add map models/monsters/wraith/weyes.tga //rgb eyestable[ time * .5 ] } } models/gibs/pork { noselfShadow unsmoothedTangents nonsolid noimpact flesh clamp renderbump -size 512 512 -trace 0.02 -colorMap -aa 2 models/gibs/pork_local.tga models/gibs/pork_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.2 * (time - parm7) } { blend diffusemap map models/gibs/pork.tga //alphaTest parm6 } bumpmap addnormals(models/gibs/pork_local.tga, heightmap(models/gibs/pork_h.tga, 10 ) ) specularmap models/gibs/pork_s.tga } models/monsters/skeleton/skeleton01head { renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 2 models/monsters/skeleton/skeleton01_local.tga models/monsters/skeleton/skeleton_hi.lwo noselfShadow unsmoothedTangents noshadows nonsolid //noimpact removed by tim flesh clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { blend diffusemap map models/monsters/skeleton/skeleton01_d.tga //alphaTest parm7 // .5 + 0.5 * sintable [ time * .2 ] } specularmap models/monsters/skeleton/skeleton01_s.tga bumpmap addnormals(models/monsters/skeleton/skeleton01_local.tga, heightmap(models/monsters/skeleton/skeleton01_h.tga, 6 ) ) } models/monsters/skeleton/skeleton01 { renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 2 models/monsters/skeleton/skeleton01_local.tga models/monsters/skeleton/skeleton_hi.lwo noselfShadow unsmoothedTangents noshadows nonsolid //noimpact removed by tim flesh clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/skeleton/skeleton01_d.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { blend diffusemap map models/monsters/skeleton/skeleton01_d.tga //alphaTest parm7 // .5 + 0.5 * sintable [ time * .2 ] } specularmap models/monsters/skeleton/skeleton01_s.tga bumpmap addnormals(models/monsters/skeleton/skeleton01_local.tga, heightmap(models/monsters/skeleton/skeleton01_h.tga, 6 ) ) } models/monsters/skeleton/skragdoll { renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 2 models/monsters/skeleton/skeleton01_local.tga models/monsters/skeleton/skeleton_hi.lwo noselfShadow unsmoothedTangents noshadows nonsolid flesh clamp { blend diffusemap map models/monsters/skeleton/skeleton01_d.tga alphaTest .1 } specularmap models/monsters/skeleton/skeleton01_s.tga bumpmap addnormals(models/monsters/skeleton/skeleton01_local.tga, heightmap(models/monsters/skeleton/skeleton01_h.tga, 6 ) ) } models/monsters/skeleton/skeleton02_d { renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 2 models/monsters/skeleton/skeleton01_local.tga models/monsters/skeleton/skeleton_hi.lwo noselfShadow unsmoothedTangents noshadows nonsolid flesh clamp { blend diffusemap map models/monsters/skeleton/skeleton02_d.tga alphaTest .1 } specularmap models/monsters/skeleton/skeleton02_s.tga bumpmap addnormals(models/monsters/skeleton/skeleton01_local.tga, heightmap(models/monsters/skeleton/skeleton01_h.tga, 6 ) ) } models/monsters/lost/lost_emit1 { noselfShadow noshadows translucent deform particle2 lost_fire1 { blend add map models/monsters/spawn/particle1.tga colored } } models/monsters/lost/lostfx { noselfShadow noshadows translucent metal //deform particle lost_fire1 { if ( parm7 == 0 ) maskcolor map makealpha(models/monsters/lost/lostfxmask.tga) } { if ( parm7 == 0 ) blend gl_dst_alpha, gl_one maskalpha map models/monsters/lost/lostfx.tga translate time * -2.8 , time * -.1 } } models/monsters/zsecurity/dzsechead2 { noselfShadow unsmoothedTangents metal clamp nooverlays diffusemap models/monsters/zsecurity/dzsechead2.tga bumpmap models/monsters/zsecurity/zsechead2_local.tga specularmap models/monsters/zsecurity/dzsechead2_s.tga } models/monsters/spawn/bolt1 { qer_editorimage models/monsters/spawn/bolt1.tga noselfShadow noshadows translucent discrete nonsolid noimpact twosided deform tube { maskcolor map makealpha(models/monsters/spawn/boltmask) } { blend gl_dst_alpha, gl_one maskalpha map models/monsters/spawn/bolt1.tga translate time * 0 , time * -2 colored } { blend gl_dst_alpha, gl_one map models/monsters/spawn/bolt1.tga translate time * 0 , time * -1.1 scale 1, .77 colored } } models/monsters/spawn/particle1 { qer_editorimage models/monsters/spawn/particle1.tga noselfShadow noshadows translucent discrete nonsolid noimpact twosided deform sprite { blend add map models/monsters/spawn/particle1.tga colored } } models/monsters/spawn/spike { qer_editorimage models/monsters/spawn/spike.tga noselfShadow noshadows translucent discrete nonsolid noimpact twosided deform tube DECAL_MACRO decalInfo 10 5 ( 1 1 1 1 ) ( 0 0 0 0 ) { blend add map models/monsters/spawn/spike.tga } } models/monsters/spawn/ring1 { qer_editorimage models/monsters/spawn/ring1.tga noselfShadow noshadows translucent discrete nonsolid noimpact twosided { blend add map models/monsters/spawn/ring1.tga } } models/monsters/spawn/spawn_burn { qer_editorimage models/monsters/spawn/spawn_burn.tga noselfShadow noshadows translucent discrete nonsolid noimpact twosided DECAL_MACRO decalInfo 10 5 ( 1 1 1 1 ) ( 0 0 0 0 ) { //blend gl_dst_color, gl_zero blend gl_zero, gl_one_minus_src_color map models/monsters/spawn/spawn_burn.tga clamp // we don't want it to tile if the projection extends past the bounds //rgb decalFade[(time - Parm3)/(parm4 - parm3)] vertexColor // oblique projections will be slightly faded down } { blend add map models/monsters/spawn/spawn_burn_glow.tga rgb fireballtable[ time * .5 ] vertexColor // oblique projections will be slightly faded down } } models/monsters/spawn/crack { qer_editorimage models/m onsters/spawn/crack.tga DECAL_MACRO decalInfo 0.75 10 ( 1 1 1 10 ) ( -5 -5 -5 0 ) { blend gl_zero, gl_one_minus_src_alpha map makealpha(models/monsters/spawn/crack_burn.tga) clamp // we don't want it to tile if the projection extends past the bounds vertexColor // oblique projections will be slightly faded down } { blend add map models/monsters/spawn/crack.tga vertexColor // oblique projections will be slightly faded down } } models/monsters/spawn/redspawn2 { noselfShadow noshadows translucent discrete nonsolid noimpact twosided { blend add map models/monsters/spawn/redspawn2.tga //rotate time * 2 translate time * 0.2 , time * 0.1 rotate time * 1 colored vertexColor } { blend add map models/monsters/spawn/redspawn2.tga translate time * 0.27 , time * 0.08 rotate time * -.5 colored vertexColor } } models/monsters/spawn/redspawn1 { noselfShadow noshadows deform sprite translucent discrete nonsolid noimpact { blend add map models/monsters/spawn/redspawn1.tga rotate time * 1 zeroClamp colored vertexColor } { blend add map models/monsters/spawn/redspawn1.tga rotate time * -.6 zeroClamp colored vertexColor } } models/monsters/gseeker/gseeker { noSelfShadow flesh unsmoothedtangents clamp renderbump -size 512 1024 -trace 0.07 -colorMap -aa 2 models/monsters/gseeker/gseeker_local.tga models/monsters/gseeker/gseeker_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } diffusemap models/monsters/gseeker/gseeker.tga bumpmap addnormals( models/monsters/gseeker/gseeker_local.tga, heightmap( models/monsters/gseeker/gseeker_h.tga, 14 ) ) specularmap models/monsters/gseeker/gseeker_s.tga } models/monsters/guardian/tongue { flesh clamp unsmoothedTangents diffusemap models/monsters/guardian/tongue.tga bumpmap addnormals(models/monsters/hellknight/tongue_local.tga, heightmap(models/monsters/hellknight/tongue_h.tga, 4 ) ) specularmap models/monsters/hellknight/tongue_s.tga } models/monsters/guardian/guardianfx { flesh clamp unsmoothedtangents { blend add map models/monsters/guardian/guardianfx } } models/monsters/guardian/guardian { flesh clamp unsmoothedtangents renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 2 models/monsters/guardian/guardian_local.tga models/monsters/guardian/guardian_hi.lwo diffusemap models/monsters/guardian/guardian.tga bumpmap addnormals( models/monsters/guardian/guardian_local.tga, heightmap( models/monsters/guardian/guardian_h.tga, 14 ) ) specularmap models/monsters/guardian/guardian_s.tga } models/items/powerups/skull { noshadows deform sprite noselfShadow translucent clamp //{ // blend bumpmap // map models/items/powerups/skull_local.tga // } { blend add map models/items/powerups/skull.tga //rgb eyestable[ time * .03 ] } } models/monsters/zsecurity/id_badge { noShadows noselfShadow //polygonOffset nonsolid noimpact qer_editorimage models/monsters/zsecurity/id_badge.tga { blend diffusemap map models/monsters/zsecurity/id_badge.tga alphaTest 0.5 } specularmap models/monsters/zsecurity/id_badge_s.tga bumpmap models/monsters/zsecurity/id_badge_local.tga { blend add map models/monsters/zsecurity/id_gui.tga rgb fireballtable[ time * .6 ] } } /*********************************************************************** EURO CHANGES ***********************************************************************/ // AMBIENT VERSIONS OF ID MONSTERS // ORIGINALS ARE BELOW, COMMENTED OUT models/monsters/zombie/fatty/fatty { qer_editorimage models/monsters/zombie/fatty/fatty_local.tga noSelfShadow unsmoothedTangents flesh clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.5 * (time - parm7) } renderbump -size 1024 1024 -trace 0.02 -aa 2 models/monsters/zombie/fatty/fatty_local.tga models/monsters/zombie/fatty/fatty_hi.lwo forceoverlays diffusemap models/monsters/zombie/fatty/fatty_d.tga bumpmap addnormals( models/monsters/zombie/fatty/fatty_local.tga, heightmap( models/monsters/zombie/fatty/fatty_h.tga, 7 ) ) specularmap models/monsters/zombie/fatty/fatty_s.tga { blend add map models/monsters/zombie/fatty/fatty_d.tga red global0 green global1 blue global2 } } models/monsters/zombie/fatty/fattydamage { qer_editorimage models/monsters/zombie/fatty/fatty_local.tga noSelfShadow unsmoothedTangents flesh clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.5 * (time - parm7) } renderbump -size 1024 1024 -trace 0.02 -aa 2 models/monsters/zombie/fatty/fatty_local.tga models/monsters/zombie/fatty/fatty_hi.lwo forceoverlays diffusemap models/monsters/zombie/fatty/fatty_d.tga bumpmap addnormals( models/monsters/zombie/fatty/fatty_local.tga, heightmap( models/monsters/zombie/fatty/fatty_h.tga, 7 ) ) specularmap models/monsters/zombie/fatty/fatty_s.tga { blend add map models/monsters/zombie/fatty/fatty_d.tga red global0 green global1 blue global2 } } /* models/monsters/zombie/fatty/fatty { noSelfShadow unsmoothedTangents flesh clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.5 * (time - parm7) } renderbump -size 1024 1024 -trace 0.02 -aa 2 models/monsters/zombie/fatty/fatty_local.tga models/monsters/zombie/fatty/fatty_hi.lwo forceoverlays diffusemap models/monsters/zombie/fatty/fatty_d.tga bumpmap addnormals( models/monsters/zombie/fatty/fatty_local.tga, heightmap( models/monsters/zombie/fatty/fatty_h.tga, 7 ) ) specularmap models/monsters/zombie/fatty/fatty_s.tga } models/monsters/zombie/fatty/fattydamage { noSelfShadow unsmoothedTangents flesh clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.5 * (time - parm7) } renderbump -size 1024 1024 -trace 0.02 -aa 2 models/monsters/zombie/fatty/fatty_local.tga models/monsters/zombie/fatty/fatty_hi.lwo forceoverlays diffusemap models/monsters/zombie/fatty/fatty_d.tga bumpmap addnormals( models/monsters/zombie/fatty/fatty_local.tga, heightmap( models/monsters/zombie/fatty/fatty_h.tga, 7 ) ) specularmap models/monsters/zombie/fatty/fatty_s.tga } */ models/monsters/bruiser/h_bruiser { //noSelfShadow unsmoothedTangents flesh clamp renderbump -size 512 512 -colorMap -aa 2 models/monsters/bruiser/h_bruiser_local.tga models/monsters/bruiser/head_hi.lwo bumpmap addnormals( models/monsters/bruiser/h_bruiser_local.tga, heightmap( models/monsters/bruiser/h_bruiser_b.tga, 4 ) ) diffusemap models/monsters/bruiser/h_bruiser.tga specularmap models/monsters/bruiser/h_bruiser_s.tga } models/monsters/bruiser/bruiser { flesh clamp unsmoothedTangents renderbump -size 1024 1024 -colorMap -aa 2 models/monsters/bruiser/bruiser_local.tga models/monsters/bruiser/bruiser_hi.lwo bumpmap addnormals( models/monsters/bruiser/bruiser_local.tga, heightmap( models/monsters/bruiser/bruiser_h.tga, 7 ) ) diffusemap models/monsters/bruiser/bruiser_d.tga specularmap models/monsters/bruiser/bruiser_s.tga //{ //blend add //map models/monsters/bruiser/bruiser_fx.tga //rgb fireballtable[ time * .6 ] //} } models/monsters/revenant/revenant { flesh clamp unsmoothedTangents renderbump -size 1024 1024 -colorMap -aa 2 models/monsters/revenant/revenant_local.tga models/monsters/revenant/revenant_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/revenant/revenant_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/revenant/revenant_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceOverlays diffusemap models/monsters/revenant/revenant.tga bumpmap addnormals(models/monsters/revenant/revenant_local.tga, heightmap(models/monsters/revenant/revenant_h.tga, 2 ) ) specularmap models/monsters/revenant/revenant_s.tga } models/monsters/revenant/revenant2 { noselfShadow noShadows translucent unsmoothedTangents flesh clamp renderbump -size 512 512 -aa 2 models/monsters/revenant/revenant2_local.tga models/monsters/revenant/revenant2_hi.lwo { if ( parm7 == 0 ) blend diffusemap map models/monsters/revenant/revenant2.tga rgb revtable[ time * .1 ] //translate time * -.02 , time * 0.2 } { if ( parm7 == 0 ) blend bumpmap map models/monsters/revenant/revenant2_local.tga } { if ( parm7 == 0 ) blend specularmap map models/monsters/revenant/revenant2_s.tga translate time * -.02 , time * 0.2 //rotate time * 0.05 //rgb rev2table[ time * .1 ] } } models/monsters/lost/lost { noSelfShadow unsmoothedTangents flesh clamp renderbump -size 512 512 -trace 0.07 -aa 2 models/monsters/lost/lost_local.tga models/monsters/lost/lost_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } diffusemap models/monsters/lost/lost.tga bumpmap addnormals( models/monsters/lost/lost_local.tga, heightmap( models/monsters/lost/lost_b.tga, 9 ) ) specularmap models/monsters/lost/lost_s.tga } models/monsters/mancubus/mancubus { noselfShadow flesh clamp renderbump -size 1024 1024 -colorMap -aa 2 models/monsters/mancubus/mancubus_local.tga models/monsters/mancubus/mancubus_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/mancubus/mancubus_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/mancubus/mancubus_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceOverlays diffusemap models/monsters/mancubus/mancubus.tga bumpmap addnormals(models/monsters/mancubus/mancubus_local.tga, heightmap(models/monsters/mancubus/mancubus_h.tga, 5 ) ) specularmap models/monsters/mancubus/mancubus_s.tga } models/monsters/mancubus/mancubus_metal { nooverlays noselfShadow metal clamp renderbump -size 1024 1024 -aa 2 models/monsters/mancubus/mancubus_local.tga models/monsters/mancubus/mancubus_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/mancubus/mancubus_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/mancubus/mancubus_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceOverlays diffusemap models/monsters/mancubus/mancubus.tga bumpmap addnormals(models/monsters/mancubus/mancubus_local.tga, heightmap(models/monsters/mancubus/mancubus_h.tga, 5 ) ) specularmap models/monsters/mancubus/mancubus_s.tga } models/monsters/sentry/sentry { noselfShadow unsmoothedTangents ricochet clamp renderbump -size 1024 1024 -trace 0.07 -colorMap -aa 2 models/monsters/sentry/sentry_local.tga models/monsters/sentry/sentry_hi.lwo diffusemap models/monsters/sentry/sentry_d.tga bumpmap addnormals( models/monsters/sentry/sentry_local.tga, heightmap( models/monsters/sentry/sentry_h.tga, 3 ) ) specularmap models/monsters/sentry/sentry_s.tga } models/monsters/maggot/magspine { noselfShadow noshadows metal clamp { if ( parm7 == 0 ) blend diffusemap map models/monsters/maggot/magspine.tga alphaTest 0.5 } bumpmap models/monsters/maggot/magspine_local.tga specularmap models/monsters/maggot/magspine_s.tga } models/monsters/maggot/magtongue { noselfShadow //unsmoothedTangents flesh clamp diffusemap models/monsters/maggot/magtongue.tga bumpmap addnormals(models/monsters/maggot/magtongue_local.tga, heightmap(models/monsters/maggot/magtongue_h.tga, 9 ) ) specularmap models/monsters/maggot/magtongue_s.tga } models/monsters/maggot/mageyes { noShadows //deform sprite //discrete nonsolid noimpact { blend add map models/monsters/maggot/mageyes.tga //rgb eyestable[ time * .1 ] } } models/monsters/maggot/maggot3 { noselfShadow unsmoothedTangents flesh clamp renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 2 models/monsters/maggot/maggot3_local.tga models/monsters/maggot/maggot3_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/maggot/maggot3_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/maggot/maggot3_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceOverlays diffusemap models/monsters/maggot/maggot3_d.tga bumpmap addnormals(models/monsters/maggot/maggot3_local.tga, heightmap(models/monsters/maggot/maggot3_h.tga, 9 ) ) specularmap models/monsters/maggot/maggot3_s.tga } models/monsters/vulgar/vulgar_eyes { noShadows //deform sprite //discrete nonsolid noimpact { if ( parm7 == 0 ) blend add map models/monsters/vulgar/vulgar_eyes.tga rgb eyestable[ time * .1 ] } } models/monsters/vulgar/vulgar { noselfShadow unsmoothedTangents flesh clamp renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 2 models/monsters/vulgar/vulgar_local.tga models/monsters/vulgar/vulgar_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceOverlays diffusemap models/monsters/vulgar/vulgar.tga bumpmap addnormals(models/monsters/vulgar/vulgar_local.tga, heightmap(models/monsters/vulgar/vulgar_h.tga, 30 ) ) specularmap models/monsters/vulgar/vulgar_s.tga } models/monsters/vulgar/vtail { noselfShadow unsmoothedTangents flesh clamp renderbump -size 1024 128 -trace 0.02 models/monsters/vulgar/vtail_local.tga models/monsters/vulgar/vtail_hi.lwo { blend diffusemap map models/monsters/vulgar/vtail.tga alphaTest 0.5 } bumpmap models/monsters/vulgar/vtail_local.tga specularmap models/monsters/vulgar/vtail_s.tga } //// Zombie Security guards // Someone spelled "shield" wrong -Xian models/monsters/zsecurity/zsheild_glass { translucent twosided //nonsolid //noimpact noshadows ricochet { blend filter map models/monsters/zsecurity/zsheild_glass.tga } specularmap models/monsters/zsecurity/zsheild_glass.tga { blend add cubeMap env/gen1 texgen reflect } } models/monsters/zsecurity/zsheild { renderbump -size 512 512 -trace 0.07 -colorMap -aa 2 models/monsters/zsecurity/zsheild_local.tga models/monsters/zsecurity/zsheild_hi.lwo noselfShadow //nonsolid clamp forceoverlays ricochet { blend diffusemap map models/monsters/zsecurity/zsheild.tga alphaTest 0.5 } specularmap models/monsters/zsecurity/zsheild_s.tga bumpmap addnormals(models/monsters/zsecurity/zsheild_local.tga, heightmap(models/monsters/zsecurity/zsheild_h.tga, 10 ) ) } models/monsters/zsecurity/zsecurity { noselfShadow unsmoothedTangents metal clamp renderbump -size 1024 1024 -trace 0.07 -colorMap -aa 2 models/monsters/zsecurity/zsecurity_local.tga models/monsters/zsecurity/zsecurity_hi.lwo diffusemap models/monsters/zsecurity/zsecurity.tga bumpmap addnormals(models/monsters/zsecurity/zsecurity_local.tga, heightmap(models/monsters/zsecurity/zsecurity_h.tga, 5 ) ) specularmap models/monsters/zsecurity/zsecurity_s.tga } models/monsters/zsecurity/zsechead3 { noselfShadow unsmoothedTangents metal clamp renderbump -size 512 512 -trace 0.07 -colorMap -aa 2 models/monsters/zsecurity/zsechead3_local.tga models/monsters/zsecurity/zsechead3_hi.lwo diffusemap models/monsters/zsecurity/zsechead3.tga { blend bumpmap map addnormals(models/monsters/zsecurity/zsechead3_local.tga, heightmap(models/monsters/zsecurity/zsechead3_h.tga, 4 ) ) } specularmap models/monsters/zsecurity/zsechead3_s.tga } models/monsters/zsecurity/dzsechead3 { noselfshadow metal clamp renderbump -size 512 512 -aa 2 -trace 0.05 -colorMap models/mapobjects/fpos/fpos_local.tga models/mapobjects/fpos/fpos_hi.lwo { blend bumpmap map addnormals(models/monsters/zsecurity/zsechead3_local.tga, heightmap(models/monsters/zsecurity/zsechead3_h.tga, 4 ) ) } { blend diffusemap map models/monsters/zsecurity/zsechead3.tga rgb 1-death_fade[(time+Parm4)*.5] } { blend specularmap map models/monsters/zsecurity/zsechead3_s.tga rgb 1-death_fade[(time+Parm4)*.5] } { blend bumpmap map addnormals (models/monsters/zsecurity/zsechead3_local.tga, heightmap (models/monsters/zsecurity/dzsechead3_h.tga, 7) ) } { blend diffusemap map models/monsters/zsecurity/dzsechead3.tga rgb death_fade[(time+Parm4)*.5] //alphaTest .5 + 0.5 * sintable [ time * .1 ] } { blend specularmap map models/monsters/zsecurity/dzsechead3_s.tga rgb death_fade[(time+Parm4)*.5] } } models/monsters/zsecurity/zsechelm { noselfShadow unsmoothedTangents ricochet clamp renderbump -size 512 512 -trace 0.07 -colorMap -aa 2 models/monsters/zsecurity/zsechelm_local.tga models/monsters/zsecurity/zsechelm_hi.lwo diffusemap models/monsters/zsecurity/zsechelm.tga bumpmap models/monsters/zsecurity/zsechelm_local.tga specularmap models/monsters/zsecurity/zsechelm_s.tga } models/monsters/zsecurity/zsechead { noselfShadow unsmoothedTangents metal clamp renderbump -size 512 512 -trace 0.07 -colorMap -aa 2 models/monsters/zsecurity/zsechead_local.tga models/monsters/zsecurity/zsechead_hi.lwo diffusemap models/monsters/zsecurity/zsechead.tga bumpmap addnormals(models/monsters/zsecurity/zsechead_local.tga, heightmap(models/monsters/zsecurity/zsechead_h.tga,7 ) ) specularmap models/monsters/zsecurity/zsechead_s.tga } models/monsters/zsecurity/zsechead2 { noselfShadow unsmoothedTangents metal clamp noOverlays renderbump -size 512 512 -trace 0.07 -colorMap -aa 2 models/monsters/zsecurity/zsechead2_local.tga models/monsters/zsecurity/zsechead2_hi.lwo diffusemap models/monsters/zsecurity/zsechead2.tga bumpmap models/monsters/zsecurity/zsechead2_local.tga specularmap models/monsters/zsecurity/zsechead2_s.tga } models/monsters/zsecurity/zsechead4 { noselfShadow //unsmoothedTangents flesh clamp renderbump -size 512 512 -trace 0.07 -colorMap -aa 2 models/monsters/zsecurity/zsechead4_local.tga models/monsters/zsecurity/zsechead4_hi.lwo diffusemap models/monsters/zsecurity/zsechead4.tga { blend bumpmap map addnormals(models/monsters/zsecurity/zsechead4_local.tga, heightmap(models/monsters/zsecurity/zsechead4_h.tga, 8 ) ) } specularmap models/monsters/zsecurity/zsechead4_s.tga } models/monsters/archvile/archvilehand2 { //noselfShadow //renderbump -size 256 256 -trace 0.01 -colorMap -aa 2 models/monsters/archvile/archvilehand2_local.tga models/monsters/archvile/archvilehand2_hi.lwo //DECAL_MACRO noselfShadow noShadows translucent { blend add map models/monsters/archvile/archvilehand2_fx.tga rgb archtable[ ( time + parm4 ) * .8 ] } } models/monsters/archvile/archvile2 { noselfShadow unsmoothedTangents flesh clamp renderbump -size 1024 1024 -trace 0.01 -colorMap -aa 2 models/monsters/archvile/archvile2_local.tga models/monsters/archvile/archvile2_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/archvile/archvile2_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/archvile/archvile2_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceOverlays diffusemap models/monsters/archvile/archvile2.tga bumpmap addnormals(models/monsters/archvile/archvile2_local.tga, heightmap(models/monsters/archvile/archvile2_h.tga, 3) ) specularmap models/monsters/archvile/archvile2_s.tga } models/monsters/tentacle/dp_tentacle { noSelfShadow clamp flesh { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/tentacle/dp_tentacle_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/tentacle/dp_tentacle_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceOverlays renderbump -size 128 256 -aa 2 models/monsters/tentacle/dp_tentacle_local.tga models/monsters/tentacle/dp_tentacle_hi.lwo diffusemap models/monsters/tentacle/dp_tentacle.tga bumpmap addnormals( models/monsters/tentacle/dp_tentacle_local.tga, heightmap( models/monsters/tentacle/dp_tentacle_h.tga, 7 ) ) specularmap models/monsters/tentacle/dp_tentacle_s.tga } models/monsters/zombie/commando/teeth { noSelfShadow noshadows twoSided clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceoverlays { if ( parm7 == 0 ) blend diffusemap map models/monsters/zombie/commando/teeth.tga alphaTest 0.5 } bumpmap heightmap(models/monsters/zombie/commando/teeth_b.tga , 6 ) specularmap models/monsters/zombie/commando/teeth_s.tga } models/monsters/zombie/commando/com1_eye { { blend add map models/monsters/zombie/commando/com1_eye.tga rgb eyestable[ time * .3 ] } } models/monsters/zombie/commando/com1_d { noSelfShadow unsmoothedTangents flesh clamp renderbump -size 1024 1024 -trace 0.05 -colorMap -aa 2 models/monsters/zombie/commando/com1_local.tga models/monsters/zombie/commando/com1_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/zombie/commando/com1_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/zombie/commando/com1_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceoverlays diffusemap models/monsters/zombie/commando/com1_d.tga bumpmap addnormals( models/monsters/zombie/commando/com1_local.tga, heightmap( models/monsters/zombie/commando/com1_h.tga, 7 ) ) specularmap models/monsters/zombie/commando/com1_s.tga } models/monsters/pinky/pinky_d { flesh noSelfShadow unsmoothedTangents clamp renderbump -size 1024 1024 -trace 0.05 -colorMap -aa 2 models/monsters/pinky/pinky_local.tga models/monsters/pinky/zpinky_hi.lwo bumpmap addnormals( models/monsters/pinky/pinky_local.tga, heightmap( models/monsters/pinky/pinky_b.tga, 9 ) ) diffusemap models/monsters/pinky/pinky_d.tga specularmap models/monsters/pinky/pinky_s.tga } models/monsters/pinky/pinky { noSelfShadow unsmoothedTangents flesh clamp renderbump -size 1024 1024 -trace 0.05 -colorMap -aa 2 models/monsters/pinky/pinky_local.tga models/monsters/pinky/zpinky_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/pinky/pinky_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/pinky/pinky_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceOverlays bumpmap addnormals( models/monsters/pinky/pinky_local.tga, heightmap( models/monsters/pinky/pinky_b.tga, 4 ) ) diffusemap models/monsters/pinky/pinky_d.tga specularmap models/monsters/pinky/pinky_s.tga } models/monsters/pinky/pinkyns { noSelfShadow unsmoothedTangents flesh clamp bumpmap addnormals( models/monsters/pinky/pinky_local.tga, heightmap( models/monsters/pinky/pinky_b.tga, 9 ) ) diffusemap models/monsters/pinky/pinky_d.tga specularmap models/monsters/pinky/pinky_s.tga } models/monsters/pinky/pinky_metal { forceOverlays noSelfShadow unsmoothedTangents ricochet clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/pinky/pinky_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/pinky/pinky_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } bumpmap addnormals( models/monsters/pinky/pinky_local.tga, heightmap( models/monsters/pinky/pinky_b.tga, 9 ) ) diffusemap models/monsters/pinky/pinky_d.tga specularmap models/monsters/pinky/pinky_s.tga } models/monsters/pinky/film { noselfShadow noShadows translucent bumpmap heightmap(models/monsters/pinky/film_b.tga, 4 ) specularmap models/monsters/pinky/film_s.tga } models/monsters/cacodemon/cacodemon // EXPLANATION: cacodemon_mouth shader is so there's no smoothing inbetween the mouth and the rest of the model. // EXPLANATION: cacodemon_hp_foot exists only to render him out and not have the renderbump be covered by the mouth. // EXPLANATION: cacodemon_hp_jaw exists only to render him out and not have the under area of his jaw covered by the belly. // EXPLANATION: This means there will be three locals maps that need to be combined when it's all thru rendering. // EXPLANATION: You have to comment out each of the renderbumps on cacodemon, because you can't run them both at once. { unsmoothedTangents //renderbump -size 512 512 -aa 2 -colormap models/monsters/cacodemon/cacodemon_foot_local.tga models/monsters/cacodemon/work/cacodemon_hp_foot.lwo renderbump -size 512 512 -aa 2 -colormap models/monsters/cacodemon/cacodemon_jaw_local.tga models/monsters/cacodemon/work/cacodemon_hp_jaw.lwo noselfshadow flesh clamp collision { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/cacodemon/cacodemon_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/cacodemon/cacodemon_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceoverlays { blend bumpmap map addnormals(models/monsters/cacodemon/cacodemon_local.tga, heightmap(models/monsters/cacodemon/cacodemon_h.tga, 6) ) } { if ( parm7 == 0 ) blend diffusemap map models/monsters/cacodemon/cacodemon_d alphatest .75 } { if ( parm7 ) blend diffusemap map models/monsters/cacodemon/cacodemon_d } specularmap models/monsters/cacodemon/cacodemon_s } models/monsters/cacodemon/cacodemon_mouth { unsmoothedTangents //renderbump -size 512 512 -aa 2 -colormap models/monsters/cacodemon/cacodemon_mouth_local.tga models/monsters/cacodemon/work/cacodemon_hp_jaw.lwo noselfshadow flesh collision clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/cacodemon/cacodemon_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/cacodemon/cacodemon_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } { blend bumpmap map addnormals(models/monsters/cacodemon/cacodemon_local.tga, heightmap(models/monsters/cacodemon/cacodemon_h.tga, 6) ) } { if ( parm7 == 0 ) blend diffusemap map models/monsters/cacodemon/cacodemon_d alphatest .75 } { if ( parm7 ) blend diffusemap map models/monsters/cacodemon/cacodemon_d } { blend specularmap map models/monsters/cacodemon/cacodemon_s } } models/monsters/cacodemon/cacoeye // EXPLANATION: This shader's for the glowy eyes { translucent noshadows collision { if ( parm7 == 0 ) blend add map models/monsters/cacodemon/cacoeye } } models/monsters/cacodemon/cacobrain // EXPLANATION: This shader's for the glowy brain. { translucent noshadows collision { if ( parm7 == 0 ) blend add map models/monsters/cacodemon/cacobrain rgb throbtable2[ time * .5 ] } } models/monsters/cherub/teeth { noSelfShadow noshadows clamp { if ( parm7 == 0 ) blend diffusemap map models/monsters/cherub/teeth.tga alphaTest 0.5 } { if ( parm7 == 0 ) blend bumpmap map heightmap(models/monsters/cherub/teeth_h.tga , 4 ) } { if ( parm7 == 0 ) blend specularmap map models/monsters/cherub/teeth_s.tga } } models/monsters/cherub/wing { noselfShadow noShadows translucent glass clamp { if ( parm7 == 0 ) blend gl_dst_color,gl_zero map models/monsters/cherub/wing.tga } } models/monsters/cherub/wingfx { noselfShadow noShadows translucent glass clamp { if ( parm7 == 0 ) blend specularmap map models/monsters/cherub/wing_s.tga } { if ( parm7 == 0 ) blend bumpmap map heightmap(models/monsters/cherub/wing_h.tga, 7 ) } } models/monsters/spectre/dis { noselfShadow clamp { blend diffusemap map models/monsters/spectre/dis.tga alphaTest .5 + 0.5 * sintable [ time * .2 ] } bumpmap addnormals(models/characters/male_npc/jumpsuit/jumpsuit_local.tga, heightmap(models/characters/male_npc/jumpsuit/jumpsuit_h.tga, 5 ) ) specularmap models/characters/male_npc/jumpsuit/jumpsuit_s.tga } models/monsters/spectre/dis2 { noselfShadow twosided clamp { blend add map models/monsters/spectre/dis2.tga alphaTest .5 + 0.5 * sintable [ time * .2 ] -.02 } } models/monsters/spectre/spectre { noselfShadow flesh clamp renderbump -size 1024 1024 -aa 2 models/monsters/spectre/spectre_local.tga models/monsters/spectre/spectre_hi.lwo { blend diffusemap map models/monsters/spectre/spectre.tga alphaTest .5 + 0.5 * sintable [ time * .1 ] } bumpmap addnormals(models/monsters/spectre/spectre_local.tga, heightmap(models/monsters/spectre/spectre_h.tga, 5 ) ) specularmap models/monsters/spectre/spectre_s.tga } models/monsters/zombie/zombie02/zombie02 { noselfShadow //unsmoothedTangents flesh forceoverlays clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } diffusemap models/monsters/zombie/zombie02/zombie02.tga { blend bumpmap map addnormals(models/characters/male_npc/jumpsuit/jumpsuit_local.tga, heightmap(models/monsters/zombie/zombie02/zombie02_h.tga, 12 ) ) } specularmap models/monsters/zombie/zombie02/zombie02_s.tga } models/monsters/zombie/zombie02/zhead02 { noselfShadow unsmoothedTangents forceoverlays flesh clamp renderbump -size 512 512 -trace 0.05 -colorMap -aa 2 models/monsters/zombie/zombie02/zhead02_local.tga models/monsters/zombie/zombie02/zhead02_hi.lwo diffusemap models/monsters/zombie/zombie02/zhead02.tga bumpmap addnormals(models/monsters/zombie/zombie02/zhead02_local.tga, heightmap(models/monsters/zombie/zombie02/zhead02_h.tga, 9 ) ) specularmap models/monsters/zombie/zombie02/zhead02_s.tga } models/monsters/trite/web1 { collision translucent qer_editorimage models/monsters/trite/web1.tga noShadows { blend diffusemap map models/monsters/trite/web1.tga } } models/monsters/trite/strand { translucent qer_editorimage models/monsters/trite/strand.tga noShadows { blend diffusemap map models/monsters/trite/strand.tga } } models/monsters/trite/trite { noselfShadow //unsmoothedTangents flesh clamp renderbump -size 512 512 -trace 0.02 -colorMap -aa 2 models/monsters/trite/trite_local.tga models/monsters/trite/ztrite_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } forceOverlays diffusemap models/monsters/trite/trite.tga bumpmap models/monsters/trite/trite_local.tga specularmap models/monsters/trite/trite_s.tga } models/monsters/zombie/zfem/zfhair02 { translucent noshadows noselfShadow { blend diffusemap map models/monsters/zombie/zfem/zfhair02.tga alphaTest 0.5 } specularmap models/monsters/zombie/zfem/zfhair02_s.tga } models/monsters/zombie/zfem/zfhair01 { translucent noshadows noselfShadow { blend diffusemap map models/monsters/zombie/zfem/zfhair01.tga alphaTest 0.2 } specularmap models/monsters/zombie/zfem/zfhair01_s.tga } models/monsters/zombie/zfem/zfem01 { noselfShadow flesh clamp renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 2 models/monsters/zombie/zfem/zfem01_local.tga models/monsters/zombie/zfem/zfem01_hi.lwo diffusemap models/monsters/zombie/zfem/zfem01.tga bumpmap addnormals(models/monsters/zombie/zfem/zfem01_local.tga, heightmap(models/monsters/zombie/zfem/zfem01_h.tga, 2 ) ) specularmap models/monsters/zombie/zfem/zfem01_s.tga } models/monsters/archvile/archvile_eyes { noShadows //deform sprite //discrete nonsolid noimpact { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/archvile/archvile_eyes_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/archvile/archvile_eyes_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceOverlays { blend add map models/monsters/archvile/archvile_eyes.tga rgb eyestable[ time * .1 ] } } models/monsters/archvile/archvile { noselfShadow unsmoothedTangents flesh clamp renderbump -size 2048 2048 -trace 0.02 -colorMap -aa 2 models/monsters/archvile/archvile_local.tga models/monsters/archvile/archvile_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/archvile/archvile_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/archvile/archvile_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceOverlays diffusemap models/monsters/archvile/archvile.tga bumpmap addnormals(models/monsters/archvile/archvile_local.tga, heightmap(models/monsters/archvile/archvile_h.tga, 30 ) ) specularmap models/monsters/archvile/archvile_s.tga } models/monsters/archvile/archtail { noselfShadow unsmoothedTangents flesh clamp renderbump -size 1024 128 -trace 0.02 models/monsters/archvile/archtail_local.tga models/monsters/archvile/archtail_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/archvile/archtail_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/archvile/archtail_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceOverlays { blend diffusemap map models/monsters/archvile/archtail.tga alphaTest 0.5 } bumpmap models/monsters/archvile/archtail_local.tga specularmap models/monsters/archvile/archtail_s.tga } models/monsters/maggot/maggot2 { noselfShadow flesh clamp renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 2 models/monsters/maggot/maggot2_local.tga models/monsters/maggot/maggot2_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/maggot/maggot2_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/maggot/maggot2_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceOverlays diffusemap models/monsters/maggot/maggot2.tga bumpmap addnormals(models/monsters/maggot/maggot2_local.tga, heightmap(models/monsters/maggot/maggot2_h.tga, 10 ) ) specularmap models/monsters/maggot/maggot2_s.tga } models/monsters/spawn/spawn2 { noselfShadow noshadows translucent discrete nonsolid noimpact twosided { blend add map models/monsters/spawn/spawn2.tga //rotate time * 2 translate time * 0.2 , time * 0.1 rotate time * 1 colored vertexColor } { blend add map models/monsters/spawn/spawn2.tga translate time * 0.27 , time * 0.08 rotate time * -.5 colored vertexColor } } models/monsters/spawn/spawn1 { noselfShadow noshadows deform sprite translucent discrete nonsolid noimpact { blend add map models/monsters/spawn/spawn1.tga rotate time * 1 zeroClamp colored vertexColor } { blend add map models/monsters/spawn/spawn1.tga rotate time * -.6 zeroClamp colored vertexColor } } models/gibs/gibmaster { noselfShadow unsmoothedTangents nonsolid //noimpact removed by Tim flesh clamp renderbump -size 512 512 -trace 0.02 -colorMap -aa 2 models/gibs/gibmaster_local.tga models/gibs/gibmaster_hi.lwo diffusemap models/gibs/gibmaster.tga bumpmap addnormals(models/gibs/gibmaster_local.tga, heightmap(models/gibs/gibmaster_h.tga, 10 ) ) specularmap models/gibs/gibmaster_s.tga } models/monsters/ghostskull/bugger { noselfShadow noshadows translucent //nodraw deform particle2 ghostskull { blend add map models/monsters/ghostskull/bugger } } models/monsters/ghostskull/ghostskull3emit { noselfShadow noshadows translucent //nodraw //deform particle2 ghostskull { blend add map models/monsters/ghostskull/ghostskull3emit } } models/monsters/ghostskull/ghostskull3 { noselfShadow noShadows translucent renderbump -size 512 512 -trace 0.1 -colorMap -aa 2 models/monsters/ghostskull/ghostskull3_local.tga models/monsters/ghostskull/ghostskull3_hi.lwo bumpmap models/monsters/ghostskull/ghostskull3_local diffusemap models/monsters/ghostskull/ghostskull3.tga { blend specularmap map models/monsters/ghostskull/ghostskull3_s.tga scroll time * -.5 , time * 0 } { blend add map models/monsters/ghostskull/ghostskull3_add.tga rgb throbtable2[ time * .5 ] +.1 } } models/monsters/ghostskull/ghostskull { noselfShadow noShadows translucent //twosided clamp renderbump -size 512 512 -trace 0.1 -colorMap -aa 2 models/monsters/ghostskull/ghostskull_local.tga models/monsters/ghostskull/ghostskull_hi.lwo bumpmap addnormals(models/monsters/ghostskull/ghostskull_local.tga, heightmap(models/monsters/ghostskull/ghostskull_h.tga, 6 ) ) diffusemap models/monsters/ghostskull/ghostskull.tga { blend specularmap map models/monsters/ghostskull/ghostskull_s.tga //translate time * 0.2 , time * 0.1 //rotate time * 0.05 //rgb rev2table[ time * .1 ] } } models/monsters/hellknight/tongue { flesh unsmoothedTangents renderbump -size 128 256 -trace 0.1 -colorMap -aa 2 models/monsters/hellknight/tongue_local.tga models/monsters/hellknight/tongue_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/hellknight/hellknight_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/hellknight/hellknight_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceOverlays diffusemap models/monsters/hellknight/tongue.tga bumpmap addnormals(models/monsters/hellknight/tongue_local.tga, heightmap(models/monsters/hellknight/tongue_h.tga, 4 ) ) specularmap models/monsters/hellknight/tongue_s.tga } models/monsters/hellknight/gob2 { noselfShadow noshadows //twosided translucent bumpmap heightmap(models/monsters/hellknight/gob2_h.tga, 4 ) specularmap models/monsters/hellknight/gob2_s.tga } models/monsters/hellknight/gob { noselfShadow noshadows //twosided translucent { blend bumpmap map heightmap(models/monsters/hellknight/gob_h.tga, 4 ) translate time * 0 , time * -1 } specularmap models/monsters/hellknight/gob_s.tga } models/monsters/hellknight/bighellknight { flesh //unsmoothedTangents clamp renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 1 models/monsters/hellknight/bighellknight_local.tga models/monsters/hellknight/zhellknight_hi.lwo diffusemap models/monsters/hellknight/bighellknight.tga bumpmap addnormals(models/monsters/hellknight/bighellknight_local.tga, heightmap(models/monsters/hellknight/bighellknight_h.tga, 10 ) ) specularmap models/monsters/hellknight/bighellknight_s.tga } models/monsters/hellknight/hellknight { flesh unsmoothedTangents clamp renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 1 models/monsters/hellknight/hellknight_local.tga models/monsters/hellknight/zhellknight_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/hellknight/hellknight_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/hellknight/hellknight_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceOverlays diffusemap models/monsters/hellknight/hellknight.tga bumpmap addnormals(models/monsters/hellknight/hellknight_local.tga, heightmap(models/monsters/hellknight/hellknight_h.tga, 10 ) ) specularmap models/monsters/hellknight/hellknight_s.tga } models/monsters/bruiser/greenfireball { qer_editorimage models/monsters/bruiser/greenfireball.tga noShadows deform sprite noselfShadow translucent twosided { Blend add Map models/monsters/bruiser/greenfireball.tga zeroclamp rotate time * 0.7 //centerscale mgscaleTable[time* .9], mgscaleTable[time*. 9] rgb fireballtable[ time * .7 ] } { Blend add Map models/monsters/bruiser/greenfireball2.tga zeroclamp rotate time * -0.6 //centerscale mgscaleTable[time* .9], mgscaleTable[time* .9] rgb fireballtable[ time * 1 ] } } models/monsters/zsecurity/zsechand_left { noselfShadow renderbump -size 128 128 -trace 0.07 -colorMap -aa 4 models/monsters/zsecurity/zhand_local.tga models/monsters/zsecurity/zhand_hi.lwo diffusemap models/monsters/zsecurity/zhand.tga bumpmap models/monsters/zsecurity/zhand_local.tga specularmap models/monsters/zsecurity/zhand_s.tga } models/monsters/zsecurity/zsechand_right { noselfShadow renderbump -size 128 128 -trace 0.07 -colorMap -aa 4 models/monsters/zsecurity/zhand_local.tga models/monsters/zsecurity/zhand_hi.lwo diffusemap models/monsters/zsecurity/zhand.tga bumpmap models/monsters/zsecurity/zhand_local.tga specularmap models/monsters/zsecurity/zhand_s.tga } models/monsters/zsecurity/zsecfist_left { noselfShadow renderbump -size 1024 1024 -trace 0.07 -colorMap -aa 2 models/monsters/zsecurity/zsecurity_local.tga models/monsters/zsecurity/zsecurity_hi.lwo diffusemap models/monsters/zsecurity/zsecurity.tga bumpmap addnormals(models/monsters/zsecurity/zsecurity_local.tga, heightmap(models/monsters/zsecurity/zsecurity_h.tga, 5 ) ) specularmap models/monsters/zsecurity/zsecurity_s.tga } models/monsters/zsecurity/zsecfist_right { noselfShadow renderbump -size 1024 1024 -trace 0.07 -colorMap -aa 2 models/monsters/zsecurity/zsecurity_local.tga models/monsters/zsecurity/zsecurity_hi.lwo diffusemap models/monsters/zsecurity/zsecurity.tga bumpmap addnormals(models/monsters/zsecurity/zsecurity_local.tga, heightmap(models/monsters/zsecurity/zsecurity_h.tga, 5 ) ) specularmap models/monsters/zsecurity/zsecurity_s.tga } models/monsters/zsecurity/marsec { noselfShadow translucent //twosided nonsolid noimpact noshadows { blend diffusemap map models/monsters/zsecurity/marsec.tga } } models/monsters/zsecurity/zsgogs { noselfShadow renderbump -size 256 256 -trace 0.07 -colorMap -aa 2 models/monsters/zsecurity/zsgogs_local.tga models/monsters/zsecurity/zsgogs_hi.lwo { blend diffusemap map models/monsters/zsecurity/zsgogs.tga alphaTest 0.7 } bumpmap models/monsters/zsecurity/zsgogs_local.tga specularmap models/monsters/zsecurity/zsgogs_s.tga } models/monsters/zsecurity/zsgogs2damage { translucent twosided nonsolid noimpact noshadows { blend filter map models/monsters/zsecurity/zsgogs2damage.tga } bumpmap addnormals(models/monsters/zsecurity/zsgogs2_local.tga, heightmap(models/monsters/zsecurity/zsgogs2_h.tga,7 ) ) specularmap models/monsters/zsecurity/zsgogs2damage_s.tga } models/monsters/zsecurity/zsgogs2bloody { translucent twosided nonsolid noimpact noshadows { blend filter map models/monsters/zsecurity/zsgogs2bloody.tga } bumpmap models/monsters/zsecurity/zsgogs2_local.tga specularmap models/monsters/zsecurity/zsgogs2bloody_s.tga { blend add cubeMap env/bland texgen reflect } } models/monsters/zsecurity/zsgogs2 { translucent twosided nonsolid noimpact noshadows noselfshadow //nodraw renderbump -size 256 256 -trace 0.07 -colorMap -aa 2 models/monsters/zsecurity/zsgogs2_local.tga models/monsters/zsecurity/zsgogs2_hi.lwo { blend filter map models/monsters/zsecurity/zsgogs2.tga } bumpmap models/monsters/zsecurity/zsgogs2_local.tga specularmap models/monsters/zsecurity/zsgogs2_s.tga { blend add cubeMap env/generic texgen reflect } } models/monsters/maggot/meyes { noShadows //deform sprite //discrete nonsolid noimpact { blend add map models/monsters/maggot/meyes.tga rgb eyestable[ time * .5 ] } } models/monsters/maggot/maggot_ken { noselfShadow flesh clamp renderbump -size 1024 1024 -aa 2 models/monsters/maggot/maggot_local.tga models/monsters/maggot/maggot_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/maggot/maggot_ken_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/maggot/maggot_ken_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceOverlays { blend diffusemap map models/monsters/maggot/maggot.tga alphaTest .5 + 0.5 * sintable [ time * .1 ] } bumpmap addnormals(models/monsters/maggot/maggot_local.tga, heightmap(models/monsters/maggot/maggot_h.tga, 5 ) ) specularmap models/monsters/maggot/maggot_s.tga } models/monsters/maggot/maggot { noselfShadow flesh clamp renderbump -size 1024 1024 -aa 2 models/monsters/maggot/maggot_local.tga models/monsters/maggot/maggot_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceOverlays { blend diffusemap map models/monsters/maggot/maggot.tga } bumpmap addnormals(models/monsters/maggot/maggot_local.tga, heightmap(models/monsters/maggot/maggot_h.tga, 5 ) ) specularmap models/monsters/maggot/maggot_s.tga } models/monsters/maggot/maggot_death { noselfShadow flesh clamp renderbump -size 1024 1024 -aa 2 models/monsters/maggot/maggot_local.tga models/monsters/maggot/maggot_hi.lwo { blend diffusemap map models/monsters/maggot/maggot.tga alphaTest death_fade[ (time + Parm4) * Parm3 ] } bumpmap addnormals(models/monsters/maggot/maggot_local.tga, heightmap(models/monsters/maggot/maggot_h.tga, 5 ) ) specularmap models/monsters/maggot/maggot_s.tga } models/monsters/revenant/reye { noShadows //deform sprite //discrete nonsolid noimpact { if ( parm7 == 0 ) blend add map models/monsters/revenant/reye.tga rgb eyestable[ time * .7 ] } } models/monsters/revenant/leye { noShadows //deform sprite //discrete nonsolid noimpact { if ( parm7 == 0 ) blend add map textures\sfx\black_2 //rgb eyestable[ time * .7 ] } } models/gibs/sweetmeat { noselfShadow flesh clamp renderbump -size 256 256 -aa 2 models/gibs/sweetmeat_local.tga models/gibs/sweetmeat_hi.lwo diffusemap models/gibs/sweetmeat.tga bumpmap models/gibs/sweetmeat_local.tga specularmap models/gibs/sweetmeat_s.tga } models/gibs/heart { noselfShadow flesh clamp renderbump -size 128 128 -aa 2 models/gibs/heart_local.tga models/gibs/heart_hi.lwo diffusemap models/gibs/heart.tga bumpmap models/gibs/heart_local.tga specularmap models/gibs/heart_s.tga } models/gibs/spine { noselfShadow flesh clamp renderbump -size 128 256 -aa 2 models/gibs/spine_local.tga models/gibs/spine_hi.lwo diffusemap models/gibs/spine.tga bumpmap models/gibs/spine_local.tga specularmap models/gibs/spine_s.tga } models/monsters/mancubus/mpipe_fx { noselfShadow { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/mancubus/mancubus_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/mancubus/mancubus_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceOverlays { blend diffusemap map models/monsters/mancubus/mpipe_fx.tga translate time * 0.1 , time * 0.2 scale 2, 4 //scaleTable[time * 0.2] , scaleTable[time * 0.1] } { Blend bumpmap map models/monsters/mancubus/mpipe_local.tga } { Blend specularmap map models/monsters/mancubus/mpipe_s.tga } } models/monsters/mancubus/mpipe { noselfShadow renderbump -size 256 256 -aa 2 models/monsters/mancubus/mpipe_local.tga models/monsters/mancubus/mpipe_hi.lwo forceOverlays { if ( parm7 == 0 ) blend diffusemap map models/monsters/mancubus/mpipe.tga alphaTest 0.7 } { if ( parm7 == 0 ) Blend bumpmap map models/monsters/mancubus/mpipe_local.tga } { if ( parm7 == 0 ) Blend specularmap map models/monsters/mancubus/mpipe_s.tga } } models/monsters/zombie/zombie01/zback01 { noShadows nonsolid noimpact twoSided translucent forceoverlays clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } { blend filter map models/monsters/zombie/zombie01/zback01.tga } specularmap models/monsters/zombie/zombie01/zback01_s.tga } models/monsters/zombie/zombie01/zback01b { noShadows nonsolid noimpact twoSided clamp translucent { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } { blend filter map models/monsters/zombie/zombie01/zback01.tga } specularmap models/monsters/zombie/zombie01/zback01b_s.tga } models/monsters/zombie/zombie01/eyes/brown { translucent noshadows deform eyeBall sort 1 { blend filter map models/monsters/zombie/zombie01/eyes/brown.tga centerScale 0.6, 0.6 } } models/monsters/zombie/zombie01/eyes/dead { translucent noshadows //deform eyeBall sort 1 { blend add map models/monsters/zombie/zombie01/eyes/godmode.tga //translate time * 0.0 , time * 0.6 } } models/monsters/zombie/zombie01/eyes/blue { translucent noshadows deform eyeBall sort 1 { blend filter map models/monsters/zombie/zombie01/eyes/blue.tga centerScale 0.6, 0.6 } } models/gibs/brain { noselfShadow flesh nonsolid noimpact clamp renderbump -size 128 128 -aa 4 models/gibs/brain_local.tga models/gibs/brain_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { blend diffusemap map models/gibs/brain.tga //alphaTest parm6 } bumpmap models/gibs/brain_local.tga specularmap models/gibs/brain_s.tga } models/monsters/zombie/zombie01/zarms04 { noselfShadow flesh clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } renderbump -size 256 256 -aa 2 models/monsters/zombie/zombie01/zarms04_local.tga models/monsters/zombie/zombie01/zarms04_hi.lwo diffusemap models/monsters/zombie/zombie01/zarms04.tga bumpmap addnormals(models/monsters/zombie/zombie01/zarms04_local.tga, heightmap(models/monsters/zombie/zombie01/zarms04_h.tga, 5 ) ) specularmap models/monsters/zombie/zombie01/zarms04_s.tga } models/monsters/zombie/zombie01/zrarms04 { noselfShadow flesh clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } renderbump -size 256 256 -aa 2 models/monsters/zombie/zombie01/zarms04_local.tga models/monsters/zombie/zombie01/zarms04_hi.lwo diffusemap models/monsters/zombie/zombie01/zarms04.tga bumpmap addnormals(models/monsters/zombie/zombie01/zarms04_local.tga, heightmap(models/monsters/zombie/zombie01/zarms04_h.tga, 5 ) ) specularmap models/monsters/zombie/zombie01/zarms04_s.tga } models/monsters/zombie/zombie01/zlarms04 { noselfShadow flesh clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } renderbump -size 256 256 -aa 2 models/monsters/zombie/zombie01/zarms04_local.tga models/monsters/zombie/zombie01/zarms04_hi.lwo diffusemap models/monsters/zombie/zombie01/zarms04.tga bumpmap addnormals(models/monsters/zombie/zombie01/zarms04_local.tga, heightmap(models/monsters/zombie/zombie01/zarms04_h.tga, 5 ) ) specularmap models/monsters/zombie/zombie01/zarms04_s.tga } models/monsters/zombie/zombie01/zarms03 { noselfShadow flesh clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zarms03_local.tga models/monsters/zombie/zombie01/zarms03_hi.lwo diffusemap models/monsters/zombie/zombie01/zarms03.tga bumpmap addnormals(models/monsters/zombie/zombie01/zarms03_local.tga, heightmap(models/monsters/zombie/zombie01/zarms03_h.tga, 5 ) ) specularmap models/monsters/zombie/zombie01/zarms03_s.tga } models/monsters/zombie/zombie01/zrarms03 { noselfShadow flesh clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zarms03_local.tga models/monsters/zombie/zombie01/zarms03_hi.lwo diffusemap models/monsters/zombie/zombie01/zarms03.tga bumpmap addnormals(models/monsters/zombie/zombie01/zarms03_local.tga, heightmap(models/monsters/zombie/zombie01/zarms03_h.tga, 5 ) ) specularmap models/monsters/zombie/zombie01/zarms03_s.tga } models/monsters/zombie/zombie01/zlarms03 { noselfShadow flesh clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zarms03_local.tga models/monsters/zombie/zombie01/zarms03_hi.lwo diffusemap models/monsters/zombie/zombie01/zarms03.tga bumpmap addnormals(models/monsters/zombie/zombie01/zarms03_local.tga, heightmap(models/monsters/zombie/zombie01/zarms03_h.tga, 5 ) ) specularmap models/monsters/zombie/zombie01/zarms03_s.tga } models/monsters/zombie/zombie01/zarms02 { noselfShadow flesh clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zarms02_local.tga models/monsters/zombie/zombie01/zarms02_hi.lwo { blend diffusemap map models/monsters/zombie/zombie01/zarms02.tga alphaTest 0.7 } bumpmap addnormals(models/monsters/zombie/zombie01/zarms02_local.tga, heightmap(models/monsters/zombie/zombie01/zarms02_h.tga, 5 ) ) specularmap models/monsters/zombie/zombie01/zarms02_s.tga } models/monsters/zombie/zombie01/zrarms02 { noselfShadow flesh clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zarms02_local.tga models/monsters/zombie/zombie01/zarms02_hi.lwo { blend diffusemap map models/monsters/zombie/zombie01/zarms02.tga alphaTest 0.7 } bumpmap addnormals(models/monsters/zombie/zombie01/zarms02_local.tga, heightmap(models/monsters/zombie/zombie01/zarms02_h.tga, 5 ) ) specularmap models/monsters/zombie/zombie01/zarms02_s.tga } models/monsters/zombie/zombie01/zlarms02 { noselfShadow flesh clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zarms02_local.tga models/monsters/zombie/zombie01/zarms02_hi.lwo { blend diffusemap map models/monsters/zombie/zombie01/zarms02.tga alphaTest 0.7 } bumpmap addnormals(models/monsters/zombie/zombie01/zarms02_local.tga, heightmap(models/monsters/zombie/zombie01/zarms02_h.tga, 5 ) ) specularmap models/monsters/zombie/zombie01/zarms02_s.tga } models/monsters/zombie/zombie01/zarms01 { noselfShadow forceoverlays flesh clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zarms01_local.tga models/monsters/zombie/zombie01/zarms01_hi.lwo diffusemap models/monsters/zombie/zombie01/zarms01.tga bumpmap addnormals(models/monsters/zombie/zombie01/zarms01_local.tga, heightmap(models/monsters/zombie/zombie01/zarms01_h.tga, 5 ) ) specularmap models/monsters/zombie/zombie01/zarms01_s.tga } models/monsters/zombie/zombie01/zarms01b { noselfShadow flesh clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zarms01_local.tga models/monsters/zombie/zombie01/zarms01_hi.lwo diffusemap models/monsters/zombie/zombie01/zarms01b.tga bumpmap addnormals(models/monsters/zombie/zombie01/zarms01_local.tga, heightmap(models/monsters/zombie/zombie01/zarms01_h.tga, 5 ) ) specularmap models/monsters/zombie/zombie01/zarms01_s.tga } models/monsters/zombie/zombie01/zrarms01 { noselfShadow flesh clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zarms01_local.tga models/monsters/zombie/zombie01/zarms01_hi.lwo diffusemap models/monsters/zombie/zombie01/zarms01.tga bumpmap addnormals(models/monsters/zombie/zombie01/zarms01_local.tga, heightmap(models/monsters/zombie/zombie01/zarms01_h.tga, 5 ) ) specularmap models/monsters/zombie/zombie01/zarms01_s.tga } models/monsters/zombie/zombie01/zlarms01 { noselfShadow flesh clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zarms01_local.tga models/monsters/zombie/zombie01/zarms01_hi.lwo diffusemap models/monsters/zombie/zombie01/zarms01.tga bumpmap addnormals(models/monsters/zombie/zombie01/zarms01_local.tga, heightmap(models/monsters/zombie/zombie01/zarms01_h.tga, 5 ) ) specularmap models/monsters/zombie/zombie01/zarms01_s.tga } models/monsters/zombie/zombie01/ztorso03 { noselfShadow flesh clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/ztorso03_local.tga models/monsters/zombie/zombie01/ztorso03_hi.lwo diffusemap models/monsters/zombie/zombie01/ztorso03.tga bumpmap addnormals(models/monsters/zombie/zombie01/ztorso03_local.tga, heightmap(models/monsters/zombie/zombie01/ztorso03_h.tga, 9 ) ) specularmap models/monsters/zombie/zombie01/ztorso03_s.tga } models/monsters/zombie/zombie01/ztorso02 { noselfShadow flesh clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/ztorso02_local.tga models/monsters/zombie/zombie01/ztorso02_hi.lwo diffusemap models/monsters/zombie/zombie01/ztorso02.tga bumpmap addnormals(models/monsters/zombie/zombie01/ztorso02_local.tga, heightmap(models/monsters/zombie/zombie01/ztorso02_h.tga, 5 ) ) specularmap models/monsters/zombie/zombie01/ztorso02_s.tga } models/monsters/zombie/zombie01/ztorso01 { noselfShadow forceoverlays flesh clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/ztorso01_local.tga models/monsters/zombie/zombie01/ztorso01_hi.lwo diffusemap models/monsters/zombie/zombie01/ztorso01.tga bumpmap addnormals(models/monsters/zombie/zombie01/ztorso01_local.tga, heightmap(models/monsters/zombie/zombie01/ztorso01_h.tga, 5 ) ) specularmap models/monsters/zombie/zombie01/ztorso01_s.tga } models/monsters/zombie/zombie01/ztorso01b { noselfShadow flesh clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/ztorso01_local.tga models/monsters/zombie/zombie01/ztorso01_hi.lwo diffusemap models/monsters/zombie/zombie01/ztorso01b.tga bumpmap addnormals(models/monsters/zombie/zombie01/ztorso01_local.tga, heightmap(models/monsters/zombie/zombie01/ztorso01b_h.tga, 5 ) ) specularmap models/monsters/zombie/zombie01/ztorso01b_s.tga } models/monsters/zombie/zombie01/zhead03 { noselfShadow forceoverlays flesh clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zhead03_local.tga models/monsters/zombie/zombie01/zhead03_hi.lwo diffusemap models/monsters/zombie/zombie01/zhead03.tga bumpmap addnormals(models/monsters/zombie/zombie01/zhead03_local.tga, heightmap(models/monsters/zombie/zombie01/zhead03_h.tga, 9 ) ) specularmap models/monsters/zombie/zombie01/zhead03_s.tga } models/monsters/zombie/zombie01/zhead02 { noselfShadow forceoverlays flesh clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zhead02_local.tga models/monsters/zombie/zombie01/zhead02_hi.lwo diffusemap models/monsters/zombie/zombie01/zhead02.tga bumpmap addnormals(models/monsters/zombie/zombie01/zhead02_local.tga, heightmap(models/monsters/zombie/zombie01/zhead02_h.tga, 3 ) ) specularmap models/monsters/zombie/zombie01/zhead02_s.tga } models/monsters/zombie/zombie01/zhead02b { noselfShadow flesh clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zhead02_local.tga models/monsters/zombie/zombie01/zhead02_hi.lwo diffusemap models/monsters/zombie/zombie01/zhead02b.tga bumpmap addnormals(models/monsters/zombie/zombie01/zhead02_local.tga, heightmap(models/monsters/zombie/zombie01/zhead02b_h.tga, 3 ) ) specularmap models/monsters/zombie/zombie01/zhead02b_s.tga } models/monsters/zombie/zombie01/zlegs01 { noselfShadow forceoverlays flesh clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zlegs01_local.tga models/monsters/zombie/zombie01/zlegs01_hi.lwo diffusemap models/monsters/zombie/zombie01/zlegs01.tga bumpmap addnormals(models/monsters/zombie/zombie01/zlegs01_local.tga, heightmap(models/monsters/zombie/zombie01/zlegs01_h.tga, 5 ) ) specularmap models/monsters/zombie/zombie01/zlegs01_s.tga } models/monsters/zombie/zombie01/zlegs01b { noselfShadow flesh clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zlegs01_local.tga models/monsters/zombie/zombie01/zlegs01_hi.lwo diffusemap models/monsters/zombie/zombie01/zlegs01b.tga bumpmap addnormals(models/monsters/zombie/zombie01/zlegs01_local.tga, heightmap(models/monsters/zombie/zombie01/zlegs01_h.tga, 5 ) ) specularmap models/monsters/zombie/zombie01/zlegs01b_s.tga } models/monsters/zombie/zombie01/zjaw01 { noselfShadow flesh clamp renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zjaw01_local.tga models/monsters/zombie/zombie01/zjaw01_hi.lwo { blend diffusemap map models/monsters/zombie/zombie01/zjaw01.tga alphaTest 0.5 } bumpmap addnormals(models/monsters/zombie/zombie01/zjaw01_local.tga, heightmap(models/monsters/zombie/zombie01/zjaw01_h.tga, 5 ) ) specularmap models/monsters/zombie/zombie01/zjaw01_s.tga } models/monsters/zombie/zombie01/zhead01 { noselfShadow flesh clamp forceOverlays { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } renderbump -size 512 512 -aa 2 models/monsters/zombie/zombie01/zhead01_local.tga models/monsters/zombie/zombie01/zhead01_hi.lwo diffusemap models/monsters/zombie/zombie01/zhead01.tga bumpmap addnormals(models/monsters/zombie/zombie01/zhead01_local.tga, heightmap(models/monsters/zombie/zombie01/zhead01_h.tga, 5 ) ) specularmap models/monsters/zombie/zombie01/zhead01_s.tga } models/gibs/meat_strand { //noSelfShadow noshadows twoSided qer_editorimage models/gibs/meat_strand.tga { blend diffusemap map models/gibs/meat_strand_d.tga alphaTest 0.5 } bumpmap heightmap(models/gibs/meat_strand_h.tga , 15 ) specularmap models/gibs/meat_strand_s.tga } models/monsters/sentry/adriansentry { noselfShadow ricochet clamp renderbump -size 1024 1024 -trace 0.07 -colorMap -aa 2 models/monsters/sentry/sentry_local.tga models/monsters/sentry/sentry_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/sentry/sentrydis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/sentry/sentrydis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } diffusemap models/monsters/sentry/adriansentry_d.tga bumpmap addnormals( models/monsters/sentry/sentry_local.tga, heightmap( models/monsters/sentry/adriansentry_h.tga, 3 ) ) specularmap models/monsters/sentry/adriansentry_s.tga } models/monsters/sentry/spiston_d { noShadows { blend bumpmap map models/monsters/sentry/spiston_local.tga } { blend diffuseMap //GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA map models/monsters/sentry/spiston_d.tga alphaTest 0.5 } specularmap models/monsters/sentry/spiston_s.tga } models/monsters/sentry/sflap_d { noShadows { blend bumpmap map models/monsters/sentry/sflap_local.tga } { blend diffuseMap //GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA map models/monsters/sentry/sflap_d.tga alphaTest 0.5 } specularmap models/monsters/sentry/sflap_s.tga } models/monsters/zombie/fatty/bloodyfatty { flesh clamp { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } diffusemap models/monsters/zombie/fatty/bloodyfatty_d.tga bumpmap addnormals( models/monsters/zombie/fatty/fatty_local.tga, heightmap( models/monsters/zombie/fatty/fatty_h.tga, 7 ) ) specularmap models/monsters/zombie/fatty/bloodyfatty_s.tga } models/monsters/lost/skull { noSelfShadow clamp diffusemap models/monsters/lost/skull.tga bumpmap addnormals( models/monsters/lost/skull_local.tga, heightmap( models/monsters/lost/skull_b.tga, 7 ) ) specularmap models/monsters/lost/skull_s.tga } models/monsters/lost/lost_fx { noSelfShadow noshadows twoSided translucent { blend add map models/monsters/lost/lost_fx.tga rgb eyestable[ time * .3 ] alphaTest 0.5 } } models/monsters/lost/lost_teeth { noSelfShadow noshadows twoSided { blend diffusemap map models/monsters/lost/lost_teeth.tga alphaTest 0.5 } bumpmap heightmap(models/monsters/lost/lost_teeth_b.tga , 4 ) specularmap models/monsters/lost/lost_teeth_s.tga } models/monsters/pinky/teeth { noSelfShadow twoSided { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } { if ( parm7 == 0 ) blend diffusemap map models/monsters/pinky/teeth.tga alphaTest 0.5 } bumpmap heightmap(models/monsters/pinky/teeth_b.tga , 6 ) specularmap models/monsters/pinky/teeth_s.tga } models/monsters/jethro/jarmor { noSelfShadow bumpmap addnormals ( models/characters/sarge2/armor/armorhi_local.tga, heightmap ( models/characters/sarge2/armor/armor_h.tga, 3 ) ) diffusemap models/monsters/jethro/jarmor.tga specularmap models/characters/sarge2/armor/armor_s.tga } models/monsters/jethro/jethro { noSelfShadow bumpmap addnormals( models/monsters/jethro/jethro_local.tga, heightmap( models/monsters/jethro/jethro_h.tga, 5 ) ) diffusemap models/monsters/jethro/jethro.tga specularmap models/monsters/jethro/jethro_s.tga } models/monsters/jethro/jethrohair { translucent nonsolid noimpact twosided noshadows //polygonOffset { blend gl_dst_color,gl_zero map models/monsters/jethro/jethrohair.tga } } models/monsters/jethro/jethrohair2 { translucent nonsolid noimpact twosided noshadows //polygonOffset { blend gl_dst_color,gl_zero map models/monsters/jethro/jethrohair2.tga } } models/monsters/jethro/jethroa { noSelfShadow bumpmap addnormals( models/monsters/jethro/jethro_local.tga, heightmap( models/monsters/jethro/jethro_h.tga, 5 ) ) diffusemap models/monsters/jethro/grey.tga specularmap models/monsters/jethro/grey2.tga } models/monsters/jethro/jethrob { noSelfShadow bumpmap addnormals( models/monsters/jethro/jethro2_local.tga, heightmap( models/monsters/jethro/jethro_h.tga, 5 ) ) diffusemap models/monsters/jethro/grey.tga specularmap models/monsters/jethro/grey2.tga } models/monsters/bruiser/eyes { noSelfShadow noshadows translucent { blend add map models/monsters/bruiser/eyes.tga rgb eyestable[ time * .3 ] } } models/monsters/adrian/amumble { noSelfShadow bumpmap addnormals( models/monsters/adrian/amumble_hm.tga, heightmap( models/monsters/adrian/amumble_add.tga, 3 ) ) diffusemap models/monsters/adrian/amumble.tga specularmap models/monsters/adrian/amumble_s.tga } models/monsters/adrian/ahmumble { noSelfShadow bumpmap addnormals( models/monsters/adrian/ahmumble_hm.tga, heightmap( models/monsters/adrian/ahmumble_add.tga, 4 ) ) diffusemap models/monsters/adrian/ahmumble.tga specularmap models/monsters/adrian/ahmumble_s.tga } models/monsters/adrian/atag { noSelfShadow twosided { blend diffusemap map models/monsters/adrian/atag.tga alphaTest 0.5 } } models/monsters/mumble/tag { noShadows twosided { blend diffusemap map models/monsters/mumble/tag.tga alphaTest 0.5 } } models/monsters/mumble/mumble { noSelfShadow bumpmap addnormals( models/monsters/mumble/mumble_hm.tga, heightmap( models/monsters/mumble/mumble_add.tga, 3 ) ) diffusemap models/monsters/mumble/mumble.tga specularmap models/monsters/mumble/mumble_s.tga } models/monsters/mumble/hmumble { noSelfShadow bumpmap addnormals( models/monsters/mumble/hmumble_hm.tga, heightmap( models/monsters/mumble/hmumble_add.tga, 4 ) ) diffusemap models/monsters/mumble/hmumble.tga specularmap models/monsters/mumble/hmumble_s.tga } models/monsters/zombie/zhead01 { bumpmap addnormals( models/monsters/zombie/zhead01_b.tga, heightmap( models/monsters/zombie/zhead01_add.tga, 7 ) ) diffusemap models/monsters/zombie/zhead01_d.tga specularmap models/monsters/zombie/zhead01_s.tga } models/monsters/zombie/zombie01 { bumpmap addnormals( ase/zb_local.tga, heightmap( models/monsters/zombie/zombie01_add.tga, 7 ) ) diffusemap models/monsters/zombie/zombie01_d.tga specularmap models/monsters/zombie/zombie01_s.tga } models/monsters/zombie/boney/adrianboney01 { noSelfShadow unsmoothedTangents flesh { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.5 * (time - parm7) } renderbump -size 1024 1024 -trace 0.03 -colorMap -aa 2 models/monsters/zombie/boney/a_boney_localhell02.tga models/monsters/zombie/boney/boney_hi.lwo forceoverlays diffusemap models/monsters/zombie/boney/a_boney_dhell01b { blend bumpmap map addnormals(models/monsters/zombie/boney/a_boney_localhell02.tga, heightmap(models/monsters/zombie/boney/a_boney_bhell01.tga, 6 ) ) } specularmap models/monsters/zombie/boney/a_boney_shell01.tga } models/monsters/zombie/boney/adrianboney02 { noSelfShadow unsmoothedTangents flesh { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.5 * (time - parm7) } renderbump -size 1024 1024 -trace 0.03 -colorMap -aa 2 models/monsters/zombie/boney/boney_local.tga models/monsters/zombie/boney/boney_hi.lwo forceoverlays diffusemap models/monsters/zombie/boney/a_boney_dhell02.tga { blend bumpmap map addnormals(models/monsters/zombie/boney/boney_local.tga, heightmap(models/monsters/zombie/boney/a_boney_bhell02.tga, 3 ) ) } specularmap models/monsters/zombie/boney/a_boney_shell02.tga } models/monsters/hellknight/a_hk_cutter { flesh unsmoothedTangents noselfShadow renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 1 models/monsters/hellknight/hellknight_local.tga models/monsters/hellknight/zhellknight_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/hellknight/hellknight_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/hellknight/hellknight_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceOverlays diffusemap models/monsters/hellknight/a_hellknight_04a.tga bumpmap addnormals(models/monsters/hellknight/hellknight_local.tga, heightmap(models/monsters/hellknight/a_hellknight_b01.tga, 9 ) ) specularmap models/monsters/hellknight/a_hellknight_s04a.tga } models/monsters/hellknight/a_hk_branded { flesh unsmoothedTangents noselfShadow renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 1 models/monsters/hellknight/hellknight_local.tga models/monsters/hellknight/zhellknight_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/hellknight/hellknight_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/hellknight/hellknight_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceOverlays diffusemap models/monsters/hellknight/a_hk_branded_02b.tga bumpmap addnormals(models/monsters/hellknight/hellknight_local.tga, heightmap(models/monsters/hellknight/a_hk_branded_b01.tga, 10 ) ) specularmap models/monsters/hellknight/a_hk_branded_s02b.tga } models/monsters/imp/a_hellimp { unsmoothedTangents //noselfshadow flesh renderbump -size 512 512 -aa 3 models/monsters/imp/imp_local.tga models/monsters/imp/work/imp_hp.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/imp/imp_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/imp/imp_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceOverlays bumpmap addnormals(models/monsters/imp/imp_local.tga, heightmap(models/monsters/imp/a_imp_b08a, 10 ) ) diffusemap models/monsters/imp/a_imp_d08a specularmap models/monsters/imp/a_imp_s08a } models/monsters/maggot/a_hellmaggot { noselfShadow unsmoothedTangents flesh clamp renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 2 models/monsters/maggot/maggot3_local.tga models/monsters/maggot/maggot3_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/maggot/maggot3_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/maggot/maggot3_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceOverlays diffusemap models/monsters/maggot/a_maggot3_d02.tga bumpmap addnormals (models/monsters/maggot/maggot3_local.tga, heightmap(models/monsters/maggot/a_maggot3_b02, 8 ) ) specularmap models/monsters/maggot/a_maggot3_s02.tga } //*****************************************************Moved from kentest.mtr - start***************************************** models/monsters/gseeker/gwhizz { noselfShadow noshadows translucent //nodraw deform particle2 gwhizz { blend add map models/monsters/gseeker/gwhizz } } models/monsters/cherub/cherub2 { noselfShadow flesh renderbump -size 1024 1024 -trace 0.01 -colorMap -aa 2 models/monsters/cherub/cherub_local.tga models/monsters/cherub/zcherub_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/cherub/cherub2_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/cherub/cherub2_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceOverlays diffusemap models/monsters/cherub/cherub.tga bumpmap addnormals(models/monsters/cherub/cherub_local.tga, heightmap(models/monsters/cherub/cherub_h.tga, 0) ) specularmap models/monsters/cherub/cherub_s.tga } models/monsters/cherub/cherub { noselfShadow flesh renderbump -size 1024 1024 -trace 0.05 -colorMap -aa 2 models/monsters/cherub/cherub_local.tga models/monsters/cherub/zcherub_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/cherub/cherub2_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/cherub/cherub2_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceOverlays diffusemap models/monsters/cherub/cherub.tga bumpmap addnormals(models/monsters/cherub/cherub_local.tga, heightmap(models/monsters/cherub/cherub_h.tga, 4) ) specularmap models/monsters/cherub/cherub_s.tga } models/monsters/trite/newtrite2 { noselfShadow unsmoothedtangents flesh renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 2 models/monsters/trite/newtrite2_local.tga models/monsters/trite/newtrite2_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceoverlays diffusemap models/monsters/trite/newtrite.tga bumpmap addnormals(models/monsters/trite/newtrite2_local.tga, heightmap(models/monsters/trite/newtrite_h.tga, 3 ) ) specularmap models/monsters/trite/newtrite_s.tga } models/monsters/trite/newtrite { noselfShadow unsmoothedtangents flesh renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 2 models/monsters/trite/newtrite_local.tga models/monsters/trite/newtrite_hi.lwo { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 0.3 * (time - parm7) } { // burning corpse effect if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture alphaTest 0.3 * (time - parm7) } forceoverlays diffusemap models/monsters/trite/newtrite.tga bumpmap addnormals(models/monsters/trite/newtrite_local.tga, heightmap(models/monsters/trite/newtrite_h.tga, 3 ) ) specularmap models/monsters/trite/newtrite_s.tga } models/monsters/zombie/boney/boney { noSelfShadow flesh unsmoothedTangents { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.5 * (time - parm7) } renderbump -size 1024 1024 -trace 0.03 -colorMap -aa 2 models/monsters/zombie/boney/boney_local.tga models/monsters/zombie/boney/boney_hi.lwo forceoverlays diffusemap models/monsters/zombie/boney/boney { blend bumpmap map addnormals(models/monsters/zombie/boney/boney_local.tga, heightmap(models/monsters/zombie/boney/boney_h.tga, 8 ) ) } specularmap models/monsters/zombie/boney/boney_s.tga } //*****************************************************Moved from kentest.mtr - end***************************************** //*****************************************************Moved from senetemp.mtr - start***************************************** table bfgblast1table { { .5, 1 } }//{ { .2, .3, .4, .6, .8, .9 } } models/monsters/cyberdemon/cyberdemon_temp1 { unsmoothedTangents //noselfshadow renderbump -size 1024 1024 -aa 2 -colormap models/monsters/cyberdemon/cyberdemon_local1.tga models/monsters/cyberdemon/work/cyberdemonZB_hp1.lwo { blend bumpmap map addnormals (models/monsters/cyberdemon/cyberdemon_local, heightmap (models/monsters/cyberdemon/cyberdemon_bmp, 6) ) } { blend diffusemap map models/monsters/cyberdemon/cyberdemon // //alphatest .75 } specularmap models/monsters/cyberdemon/cyberdemon_s } models/monsters/cyberdemon/cyberdemon_temp2 { unsmoothedTangents //noselfshadow renderbump -size 1024 1024 -aa 2 -colormap models/monsters/cyberdemon/cyberdemon_local2.tga models/monsters/cyberdemon/work/cyberdemonZB_hp2.lwo { blend bumpmap map addnormals (models/monsters/cyberdemon/cyberdemon_local, heightmap (models/monsters/cyberdemon/cyberdemon_bmp, 6) ) } { blend diffusemap map models/monsters/cyberdemon/cyberdemon // //alphatest .75 } specularmap models/monsters/cyberdemon/cyberdemon_s } models/monsters/cyberdemon/cyberdemon_temp3 { unsmoothedTangents //noselfshadow renderbump -size 1024 1024 -aa 2 -trace .02 -colormap models/monsters/cyberdemon/cyberdemon_local3.tga models/monsters/cyberdemon/work/cyberdemonZB_hp3.lwo { blend bumpmap map addnormals (models/monsters/cyberdemon/cyberdemon_local, heightmap (models/monsters/cyberdemon/cyberdemon_bmp, 6) ) } { blend diffusemap map models/monsters/cyberdemon/cyberdemon // //alphatest .75 } specularmap models/monsters/cyberdemon/cyberdemon_s } models/monsters/cacodemon/caco_shot { translucent noshadows sort nearest { maskcolor map makealpha(models/weapons/bfg/bfgblast1_mask) translate time *.5, 1 } { blend gl_dst_alpha, gl_one maskalpha map models/weapons/bfg/bfgblast1a translate time * .5 , time * -1 scale 1, bfgblast1table[time *.2] } } models/monsters/cyberdemon/cyberdemon { unsmoothedTangents //noselfshadow renderbump -size 1024 1024 -aa 2 -colormap models/monsters/cyberdemon/cyberdemon_local.tga models/monsters/cyberdemon/work/cyberdemonZB_hp.lwo { blend bumpmap map addnormals (models/monsters/cyberdemon/cyberdemon_local, heightmap (models/monsters/cyberdemon/cyberdemon_bmp, 6) ) } { blend diffusemap map models/monsters/cyberdemon/cyberdemon // alphatest .5 } specularmap models/monsters/cyberdemon/cyberdemon_s } //*****************************************************Moved from senetemp.mtr - end*****************************************