View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0005307 | The Dark Mod | Graphics | public | 21.07.2020 15:41 | 17.12.2023 11:20 |
| Reporter | cabalistic | Assigned To | stgatilov | ||
| Priority | normal | Severity | normal | Reproducibility | always |
| Status | resolved | Resolution | fixed | ||
| Product Version | TDM 2.09 | ||||
| Target Version | TDM 2.12 | Fixed in Version | TDM 2.12 | ||
| Summary | 0005307: Accountant 1: machine arrows have black background | ||||
| Description | Load mission "The Accountant 1" and go to the coordinates from the screenshot. The depicted machinery has some gauges with an arrow that with 2.09 renders with a black background. In 2.08 the background is transparent as it should be, *unless* you set "image_useNormalCompression 2", in which case the same error is visible. It happens during interaction rendering for the ambient light in both the old and new backend. Given the reproducibility in 2.08, it likely has to do with the normal map compression changes? | ||||
| Tags | No tags attached. | ||||
| Attached Files | |||||
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Can we fix this on the map level? tdm_epi_shader_electrical.mtr > transformer_needle_a The bump stage (blend bumpmap) wants to alpha test which makes no sense Same applies to transformer_needle_b |
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| I guess it depends how many materials are affected, and how complicated it would be to work around it in code. | |
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I believe that original Doom 3 respects alpha on the bump stage. It can be used to fade away the bump pattern at the edge of a decal (etc). The needle material doesn't really need it though. |
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@nbohr1more You're confusing alpha and alphaTest here, no? |
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Hmm, I suspect that this is another variant of "DDS does not work with Image Program functions" since we always revert whenever someone accidentally converts a glass normalmap to DDS. Does RGTC mode still respect: forceHighQuality highquality uncompressed keywords that prevent the on-the-fly conversion or fallback DDS loading? |
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Gee, @nbohr1more, your hard line breaks keep freaking me out :> > Hmm, I suspect that this is another variant of "DDS does not work with Image Program functions" since we > always revert whenever someone accidentally converts a glass normalmap to DDS. I disagree. The image file in question is a .tga. It has been reported that image-normal-compression somehow affects this bug but I don't feel like bothering with that since I have already found what's causing it and suggested a fix not related to RGTC. I could speculate that maybe it has something to do with the default alpha the GL spec requires RG format implicitly to generate which is different to what D3 filled in on 24-bit .tga files. But generally I don't care. To be completely honest it's possible to fix this also on the renderer level, but it will have a side effect potentially causing other glitches somewhere else. > Does RGTC mode still respect: >forceHighQuality >highquality >uncompressed > keywords that prevent the on-the-fly conversion or fallback DDS loading? We don't really have DDS's for normal maps, do we? I can't remember which keyword controls dds/jpg/tga loading and which controls on-the-fly compression. But again I don't care because I assume the render quality difference to be negligible for bumpmaps, especially compared with stock TDM diffuse maps. It's more of a VRAM conservation/load speed choice than anything else. |
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Re. alpha in normal maps, I just noticed this in the renderbump docs at https://www.iddevnet.com/doom3/bumpmaps.html 'The alpha channel of the normal map will contain a mask if there were areas in the map that did not directly map to geometry. This can be copied to a diffuse map to use with the alpha test option for per-pixel opacity. Note that if you use the normal map as a template for the specular map, you should explicitly clear or remove the alpha channel, because it will prevent more efficient compression forms from being used.' So it seems normal (no pun intended) for the internal renderbump tool to produce a normal map with an alpha channel, but as per id's docs you're expected to copy it to diffuse if you want it for alphaTest. It's quite likely not everyone who's used renderbump has actually seen that passage, though. (The fish I ported from Arx:EoS has an unused normal map that's fully alpha transparent everywhere but the fish's eye; I experimented with it a bit, but I think in the end I packaged it without enabling it in the material decl.) |
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"The alpha channel of the normal map will contain a mask if there were areas in the map that did not directly map to geometry" It is normal to have alpha channel, but it is NOT normal if texels with nontrivial alpha value get mapped to some rendered geometry. So this description does not contradict the general idea that alpha channel in bumpmap has undefined behavior. |
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Anyway, can someone at least explain what change broke it? Did it happen when RGTC compression was enabled? |
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@stgatilov The more important question for me is what the material author wanted to achieve with alphaTest and why do we want to keep it here. |
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Epifire made the arc transformer model. It looks as though he may have revised it for some reason: in DR I have transformer_needle_a, transformer_needle_b -- in tdm_epi_shader.mtr. No bump map; alphaTest on the diffusemap. transformer_needle_a2, transformer_needle_b2 -- in tdm_epi_shader_2.mtr. Diffuse and bumpmap stages with alphatest on both. Possibly he just copied the diffusemap stage to alter it for the bumpmap, and the alphatest got left in; I don't know of any reason to attempt a double alphatest in a material. transformer_needle_local.tga from The Accountant's pk4 does not actually appear to have an alpha channel. |
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forceHighQuality does not cure this commenting out the normal map stage appears to fix it for one of the needles in the scene? Calling EpiFire... |
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Thanks for notifying me here nbohr1more! The arc_transformer prop was one of my first bigger models I did for TDM. So chances are there are some unnecessary stages in the material. Definitely go ahead and remove that redundant alphatest in the bumpmap. This all being said, I really need to get my SVN access back up and running so I can start making my own commits. I had taken a long break after that big server crash we had years ago and hadn't set it back up since then. Considering I'm back in full work mode (with some pretty big stuff coming) I'm gonna definitely need to get hooked back up. Do let me know if there is any other weirdness or bugs in my assets. |
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@Epifire : Please let me know if you have any assets to commit and you need me to commit them since you currently have SVN woes? Otherwise, I will move this to 2.11 so there will be more time. |
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I removed the alphatest stage on those bumpmap stages in the epi_shader_2. I tested this in my beta 2.10 client and the needles worked; so I've attached it here. @nbohr1more If someone has info or a page on getting setup to the SVN, I'd love to get hooked up on that again. tdm_epi_shader_2.mtr (62,090 bytes)
//==========================================
// Second shader compilation for the models made by Epifire!
//==========================================
// I tried to sort my mesh shaders into groups so you can better find a definition and simillar materials based by it's category!
// This MTR file has been updated to the Notepad++ layout. Use Notepad++ if text blocks are compacted it should then be sorted properly to be readable.
// Here are the current available idexes listed in their respective order that you may search...
// Misc&SoloProjects - Lights&Effects - Mechanical - Food
// Start search here >< (below catagory listings!) with "ctrl+f"
// search ------------------- index
//-------------- Misc&SoloProjects ----------------
// -------------------
wall_fountain_001
{
surftype15
description "stone"
diffusemap models/darkmod/props/textures/wall_fountain_001
bumpmap models/darkmod/props/textures/wall_fountain_001_local
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/wall_fountain_001
rgb 0.15 * parm11
}
}
feather_duster_001
{
surftype15
twosided
noselfshadow
description "carpet"
forceOverlays
{
blend diffusemap
map models/darkmod/props/textures/feather_duster_001
alphatest 0.5
}
}
scroll_ornate_001
{
surftype15
description "cloth"
forceOverlays
bumpmap models/darkmod/props/textures/scroll_ornate_001_local
diffusemap models/darkmod/props/textures/scroll_ornate_001
}
gondola_001
{
surftype15
description "wood"
forceOverlays
bumpmap models/darkmod/props/textures/gondola_001_local
diffusemap models/darkmod/props/textures/gondola_001
specularmap models/darkmod/props/textures/gondola_001_s
{
maskcolor
map makealpha (models/darkmod/props/textures/gondola_001_mask)
alpha .15
}
{
blend gl_dst_alpha, gl_one
cameraCubeMap env/envsky_seaside
texgen reflect
}
}
gondola_001_cloth
{
surftype15
description "carpet"
forceOverlays
bumpmap models/darkmod/props/textures/gondola_001_local
diffusemap models/darkmod/props/textures/gondola_001
specularmap models/darkmod/props/textures/gondola_001_s
}
ivy_set_001
{
surftype15
description "foliage"
//twosided
{
blend diffusemap
map models/darkmod/props/textures/ivy_set_001
alphatest 0.5
}
bumpmap models/darkmod/props/textures/ivy_set_001_local
specularmap models/darkmod/props/textures/ivy_set_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/ivy_set_001
rgb 0.15 * parm11
}
}
ornate_table_001
{
surftype15
description "wood"
diffusemap models/darkmod/props/textures/ornate_table_001
bumpmap models/darkmod/props/textures/ornate_table_001_local
specularmap models/darkmod/props/textures/ornate_table_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/ornate_table_001
rgb 0.15 * parm11
}
}
microscope_001
{
surftype15
description "metal"
diffusemap models/darkmod/props/textures/microscope_001
bumpmap models/darkmod/props/textures/microscope_001_local
specularmap models/darkmod/props/textures/microscope_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/microscope_001
rgb 0.15 * parm11
}
}
storefront_signs_001
{
// Signage art by MalachiAD
surftype15
description "wood"
diffusemap models/darkmod/props/textures/storefront_signs_001
bumpmap models/darkmod/props/textures/storefront_signs_001_local
specularmap models/darkmod/props/textures/storefront_signs_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/storefront_signs_001
rgb 0.15 * parm11
}
}
wrapped_corpse_001
{
surftype15
description "carpet"
diffusemap models/darkmod/props/textures/wrapped_corpse_001
bumpmap models/darkmod/props/textures/wrapped_corpse_001_local
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/wrapped_corpse_001
rgb 0.15 * parm11
}
}
sofa1_redux_001
{
surftype15
description "carpet"
diffusemap models/darkmod/props/textures/sofa1_redux_001
bumpmap models/darkmod/props/textures/sofa1_redux_001_local
specularmap models/darkmod/props/textures/sofa1_redux_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/sofa1_redux_001
rgb 0.15 * parm11
}
}
abbey_statue_001
{
surftype15
description "stone"
diffusemap models/darkmod/props/textures/abbey_statue_001
bumpmap models/darkmod/props/textures/abbey_statue_001_local
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/abbey_statue_001
rgb 0.15 * parm11
}
}
plate_decor_loot_001
{
surftype15
description "tile"
diffusemap models/darkmod/props/textures/plate_decor_loot_001
bumpmap models/darkmod/props/textures/plate_decor_loot_001_local
specularmap models/darkmod/props/textures/plate_decor_loot_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/plate_decor_loot_001
rgb 0.15 * parm11
}
}
plate_decor_loot_002
{
surftype15
description "metal"
diffusemap models/darkmod/props/textures/plate_decor_loot_002
bumpmap models/darkmod/props/textures/plate_decor_loot_002_local
specularmap models/darkmod/props/textures/plate_decor_loot_002_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/plate_decor_loot_002
rgb 0.15 * parm11
}
// TDM Ambient Method Related
{
if (global5 == 1)
blend add
map models/darkmod/props/textures/plate_decor_loot_002
scale 1, 1
red global2
green global3
blue global4
}
{
if (global5 == 2)
blend add
program ambientEnvironment.vfp
vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump
vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular
vertexParm 2 global2, global3, global4, 1
fragmentMap 0 cubeMap env/gen1
fragmentMap 1 models/darkmod/props/textures/plate_decor_loot_002_local // Bump
fragmentMap 2 models/darkmod/props/textures/plate_decor_loot_002 // Diffuse
fragmentMap 3 models/darkmod/props/textures/plate_decor_loot_002_s // Specular
}
}
bedroom_clutter_001
{
surftype15
description "wood"
diffusemap models/darkmod/props/textures/bedroom_clutter_001
bumpmap models/darkmod/props/textures/bedroom_clutter_001_local
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/bedroom_clutter_001
rgb 0.15 * parm11
}
// TDM Ambient Method Related
{
if (global5 == 1)
blend add
map models/darkmod/props/textures/bedroom_clutter_001
scale 1, 1
red global2
green global3
blue global4
}
{
if (global5 == 2)
blend add
program ambientEnvironment.vfp
vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump
vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular
vertexParm 2 global2, global3, global4, 1
fragmentMap 0 cubeMap env/gen1
fragmentMap 1 models/darkmod/props/textures/bedroom_clutter_001_local // Bump
fragmentMap 2 models/darkmod/props/textures/bedroom_clutter_001 // Diffuse
fragmentMap 3 _black // Specular
}
}
clutter_waste_basket_001
{
surftype15
description "metal"
noshadows
{
blend diffusemap
map models/darkmod/props/textures/clutter_waste_basket_001
alphatest 0.5
}
bumpmap models/darkmod/props/textures/clutter_waste_basket_001_local
specularmap models/darkmod/props/textures/clutter_waste_basket_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/clutter_waste_basket_001
rgb 0.15 * parm11
}
// TDM Ambient Method Related
{
if (global5 == 1)
blend add
map models/darkmod/props/textures/clutter_waste_basket_001
scale 1, 1
red global2
green global3
blue global4
}
{
if (global5 == 2)
blend add
program ambientEnvironment.vfp
vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump
vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular
vertexParm 2 global2, global3, global4, 1
fragmentMap 0 cubeMap env/gen1
fragmentMap 1 models/darkmod/props/textures/clutter_waste_basket_001_local // Bump
fragmentMap 2 models/darkmod/props/textures/clutter_waste_basket_001 // Diffuse
fragmentMap 3 models/darkmod/props/textures/clutter_waste_basket_001_s // Specular
}
}
crystal_ball_pedestal_cloth
{
surftype15
description "cloth"
twosided
{
blend diffusemap
map models/darkmod/props/textures/crystal_ball_pedestal_001
alphatest 0.5
}
bumpmap models/darkmod/props/textures/crystal_ball_pedestal_001_local
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/crystal_ball_pedestal_001
rgb 0.15 * parm11
}
}
crystal_ball_pedestal_stone
{
surftype15
description "stone"
diffusemap models/darkmod/props/textures/crystal_ball_pedestal_001
bumpmap models/darkmod/props/textures/crystal_ball_pedestal_001_local
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/crystal_ball_pedestal_001
rgb 0.15 * parm11
}
}
crystal_ball_pedestal_002
{
surftype15
description "stone"
diffusemap models/darkmod/props/textures/crystal_ball_pedestal_002
bumpmap models/darkmod/props/textures/crystal_ball_pedestal_002_local
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/crystal_ball_pedestal_002
rgb 0.15 * parm11
}
}
wizard_cloth_001
{
surftype15
description "cloth"
diffusemap models/darkmod/props/textures/wizard_cloth_001
bumpmap models/darkmod/props/textures/wizard_cloth_001_local
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/wizard_cloth_001
rgb 0.15 * parm11
}
}
wizard_roof_001
{
surftype15
description "stone"
diffusemap models/darkmod/props/textures/wizard_roof_001
bumpmap models/darkmod/props/textures/wizard_roof_001_local
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/wizard_roof_001
rgb 0.15 * parm11
}
}
wizard_signage_001
{
surftype15
description "cloth"
{
blend diffusemap
map models/darkmod/props/textures/wizard_signage_001
alphatest 0.5
}
bumpmap models/darkmod/props/textures/wizard_signage_001_local
specularmap models/darkmod/props/textures/wizard_signage_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/wizard_signage_001
rgb 0.15 * parm11
}
}
wizard_signage_001_glow
{
noshadows
nonsolid
{
blend diffusemap
map models/darkmod/props/textures/wizard_signage_001_glow
alphatest 0.5
// scroll 0 * 1, (time * 4)
}
{
blend add
map models/darkmod/props/textures/talisman_glow_strip
rgb 1
scroll 0 * 1, (time * .4)
}
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/wizard_signage_001_glow
rgb 0.15 * parm11
}
}
cobblestone_blnd_001
{
surftype15
description "stone"
noshadows
{
blend bumpmap
map models/darkmod/props/textures/cobblestone_blnd_001_local
VertexColor
}
{
blend diffusemap
map models/darkmod/props/textures/cobblestone_blnd_001
VertexColor
}
{
blend specularmap
map models/darkmod/props/textures/cobblestone_blnd_001_s
VertexColor
}
// TDM Ambient Method Related
{
if (global5 == 1)
blend add
map models/darkmod/props/textures/cobblestone_blnd_001
scale 1,1
red global2
green global3
blue global4
VertexColor
}
{
blend bumpmap
map models/darkmod/props/textures/cobblestone_blnd_002_local
inverseVertexColor
}
{
blend diffusemap
map models/darkmod/props/textures/cobblestone_blnd_002
inverseVertexColor
}
{
blend specularmap
map models/darkmod/props/textures/cobblestone_blnd_002_s
inverseVertexColor
}
// TDM Ambient Method Related
{
if (global5 == 1)
blend add
map models/darkmod/props/textures/cobblestone_blnd_002
scale 1,1
red global2
green global3
blue global4
inverseVertexColor
}
}
cobblestone_blnd_002
{
surftype15
description "grass"
noshadows
{
blend bumpmap
map models/darkmod/props/textures/cobblestone_blnd_003_local
VertexColor
}
{
blend diffusemap
map models/darkmod/props/textures/cobblestone_blnd_003
VertexColor
}
// TDM Ambient Method Related
{
if (global5 == 1)
blend add
map models/darkmod/props/textures/cobblestone_blnd_003
scale 1,1
red global2
green global3
blue global4
VertexColor
}
{
blend bumpmap
map models/darkmod/props/textures/cobblestone_blnd_002_local
inverseVertexColor
}
{
blend diffusemap
map models/darkmod/props/textures/cobblestone_blnd_002
inverseVertexColor
}
{
blend specularmap
map models/darkmod/props/textures/cobblestone_blnd_002_s
inverseVertexColor
}
}
// search ---------------- index
//-------------- Lights&Effects ----------------
// ----------------
vault_font_001
{
noshadows
nonsolid
{
blend diffusemap
map models/darkmod/props/textures/vault_font_001
alphatest 0.5
}
bumpmap models/darkmod/props/textures/vault_font_001_local
specularmap models/darkmod/props/textures/vault_font_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/vault_font_001
rgb 0.15 * parm11
}
}
lamppost_strip_effect_001
{
noshadows
nonsolid
twosided
{
blend add
map models/darkmod/props/textures/lamppost_strip_effect
red .4
blue .4
translate time*.6, time*0
}
}
lights/shadows/shadowmap_test
{
blendLight
qer_editorimage lights/shadows/fan_shadow_001_ed.jpg
{
blend blend
forceHighQuality
map lights/shadows/shadowmap_test
clamp
}
}
lights/shadows/fan_shadow_001
{
qer_editorimage lights/shadows/fan_shadow_001_ed.jpg
{
forceHighQuality
map lights/shadows/fan_shadow_001
colored
zeroClamp
}
}
// Moddified version of SteveL's original material - For Epi's Crystal Ball material
crystal_ball_001
{
discrete
nonsolid
translucent
{
vertexProgram heatHazeWithAlphaDepth.vfp
vertexParm 0 0.1 * sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 3)], 0.15 * sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 1.5)]
vertexParm 1 (( parm6 + 1.5) - (( parm6 || 0) * 1.0))
vertexParm 2 ( 0.6 / 60.0 ) // Set this to ( 1.0 / opaque_depth )
fragmentProgram heatHazeWithAlphaDepth.vfp
fragmentMap 0 _currentRender
fragmentMap 1 textures/sfx/vp1
fragmentMap 2 _currentDepth
scale 4,4
}
{
maskAlpha
blend gl_dst_alpha, gl_one_minus_dst_alpha
map textures/water_source/sea_water_001
translate 0.01 * sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 3)], 0.075 * sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 1.5)]
rgb 0.05
}
// NB most waters use a single draw of their surface texture, and you don't need this second one for them.
// I've only got 2 here because I started with sea_water_01 which happens to use 2 draws
{
maskAlpha
blend gl_dst_alpha, gl_one_minus_dst_alpha
map textures/water_source/sea_water_001
translate 0.015 * sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 3)], 0.0375 * sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 1.5)]
rgb 0.3
}
}
crystal_ball_shine
{
translucent
noShadows
sort 10 // sort very late, so no translucent objects in the world draws over it
{
blend add
map models/darkmod/props/textures/crystal_ball
vertexColor
}
}
water_mist_001
{
noimpact
noFragment
noshadows
translucent
twoSided
forceoverlays
sort decal
sort nearest
forceOpaque
sort postProcess
qer_EditorImage models/darkmod/props/textures/water_mist_001
{
vertexProgram heatHazeWithMask.vfp
vertexParm 0 time * 0 , time * 0.35 // texture scrolling
vertexParm 1 1 // magnitude of the distortion
fragmentProgram heatHazeWithMask.vfp
fragmentMap 0 _currentRender
fragmentMap 1 models/darkmod/props/textures/water_mist_001 // the normal map for distortion
fragmentMap 2 models/darkmod/props/textures/water_mist_001_alpha // the distortion blend map
inverseVertexColor
}
{
blend add
map models/darkmod/props/textures/water_mist_001_depth
colored
scroll 0 * 1, (time * .5) // texture scrolling
VertexColor
}
{
blend diffusemap
map models/darkmod/props/textures/_transparent
alphaTest 0.5
inverseVertexColor
}
}
transformer_needle_a2
{
nonsolid
noshadows
{
blend diffusemap
map models/darkmod/props/textures/transformer_needle
alphaTest 0.5
rotate -1
clamp
}
{
blend bumpmap
map models/darkmod/props/textures/transformer_needle_local
rotate -1
clamp
}
// TDM Ambient Method Related
{
if (global5 == 1)
blend add
map models/darkmod/props/textures/transformer_needle
scale 1, 1
red global2
green global3
blue global4
}
}
transformer_needle_b2
{
nonsolid
noshadows
{
blend diffusemap
map models/darkmod/props/textures/transformer_needle
alphaTest 0.5
rotate -1
clamp
}
{
blend bumpmap
map models/darkmod/props/textures/transformer_needle_local
rotate -1
clamp
}
// TDM Ambient Method Related
{
if (global5 == 1)
blend add
map models/darkmod/props/textures/transformer_needle
scale 1, 1
red global2
green global3
blue global4
}
}
lights/shadows/steam_engine_grate
{
qer_editorimage models/darkmod/props/textures/steam_engine_grate_ed.jpg
{
forceHighQuality
map models/darkmod/props/textures/steam_engine_grate
colored
zeroClamp
}
}
steam_engine_grate
{
noshadows
nonsolid
{
blend add
map models/darkmod/props/textures/steam_engine_grate
green 0.2
blue 0.2
}
}
steam_engine_heatwarp
{
noimpact
noFragment
noshadows
qer_EditorImage textures/darkmod/sfx/deforms/waterfall.tga
//deform sprite
{
vertexProgram heatHazeWithMask.vfp
vertexParm 0 time * 0 , time * 0.5 // texture scrolling
vertexParm 1 1 // magnitude of the distortion
fragmentProgram heatHazeWithMask.vfp
fragmentMap 0 _currentRender
fragmentMap 1 textures/darkmod/sfx/deforms/waterfall.tga // the normal map for distortion
fragmentMap 2 textures/darkmod/sfx/deforms/waterfall_alpha.tga // the distortion blend map
}
}
steam_engine_glassReadout
{
noimpact
noFragment
noshadows
translucent
diffusemap models/darkmod/props/textures/steam_engine_003
{
vertexProgram heatHazeWithMask.vfp
vertexParm 0 time * 0 , time * 0 // texture scrolling
vertexParm 1 1 // magnitude of the distortion
fragmentProgram heatHazeWithMask.vfp
fragmentMap 0 _currentRender
fragmentMap 1 models/darkmod/props/textures/steam_engine_003_local // the normal map for distortion
}
{
blend filter
map models/darkmod/props/textures/steam_engine_003
colored
}
}
steam_engine_glassReadoutOn
{
noimpact
noFragment
noshadows
translucent
diffusemap models/darkmod/props/textures/steam_engine_003
{
vertexProgram heatHazeWithMask.vfp
vertexParm 0 time * 0 , time * 0 // texture scrolling
vertexParm 1 1 // magnitude of the distortion
fragmentProgram heatHazeWithMask.vfp
fragmentMap 0 _currentRender
fragmentMap 1 models/darkmod/props/textures/steam_engine_003_local // the normal map for distortion
}
{
blend diffusemap
map models/darkmod/props/textures/steam_engine_003
colored
}
}
// search ------------ index
//-------------- Mechanical ----------------
// ------------
mechanical_debris_001
{
surftype15
description "metal"
bumpmap models/darkmod/props/textures/mechanical_debris_001_local
specularmap models/darkmod/props/textures/mechanical_debris_001_s
{
blend diffusemap
map models/darkmod/props/textures/mechanical_debris_001
alphatest 0.5
}
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/mechanical_debris_001
rgb 0.15 * parm11
}
}
wall_lock_001
{
surftype15
description "metal"
diffusemap models/darkmod/props/textures/wall_lock_001
bumpmap models/darkmod/props/textures/wall_lock_001_local
specularmap models/darkmod/props/textures/wall_lock_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/wall_lock_001
rgb 0.15 * parm11
}
}
charge_post_001
{
surftype15
description "metal"
diffusemap models/darkmod/props/textures/charge_post_001
bumpmap models/darkmod/props/textures/charge_post_001_local
specularmap models/darkmod/props/textures/charge_post_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/charge_post_001
rgb 0.15 * parm11
}
}
turbine_junk_001
{
surftype15
description "metal"
diffusemap models/darkmod/props/textures/turbine_junk_001
bumpmap models/darkmod/props/textures/turbine_junk_001_local
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/turbine_junk_001
rgb 0.15 * parm11
}
}
turbine_junk_002
{
surftype15
description "metal"
diffusemap models/darkmod/props/textures/turbine_junk_002
bumpmap models/darkmod/props/textures/turbine_junk_002_local
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/turbine_junk_002
rgb 0.15 * parm11
}
}
bank_vault_001
{
surftype15
description "metal"
diffusemap models/darkmod/props/textures/bank_vault_001
bumpmap models/darkmod/props/textures/bank_vault_001_local
specularmap models/darkmod/props/textures/bank_vault_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/bank_vault_001
rgb 0.15 * parm11
}
}
security_camera_001
{
surftype15
description "metal"
diffusemap models/darkmod/props/textures/security_camera_001
bumpmap models/darkmod/props/textures/security_camera_001_local
specularmap models/darkmod/props/textures/security_camera_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/security_camera_001
rgb 0.15 * parm11
}
}
security_camera_001_nonsolid
{
nonsolid
diffusemap models/darkmod/props/textures/security_camera_001
bumpmap models/darkmod/props/textures/security_camera_001_local
specularmap models/darkmod/props/textures/security_camera_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/security_camera_001
rgb 0.15 * parm11
}
}
security_camera_001_glow
{
surftype15
description "metal"
diffusemap models/darkmod/props/textures/security_camera_001
bumpmap models/darkmod/props/textures/security_camera_001_local
specularmap models/darkmod/props/textures/security_camera_001_s
{
blend add
map models/darkmod/props/textures/security_camera_001_glow
green 0.2
blue 0.2
}
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/security_camera_001
rgb 0.15 * parm11
}
}
safe_set_001
{
surftype15
description "metal"
diffusemap models/darkmod/props/textures/safe_set_001
bumpmap models/darkmod/props/textures/safe_set_001_local
specularmap models/darkmod/props/textures/safe_set_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/safe_set_001
rgb 0.15 * parm11
}
}
safe_set_003
{
surftype15
description "metal"
diffusemap models/darkmod/props/textures/safe_set_003
bumpmap models/darkmod/props/textures/safe_set_003_local
specularmap models/darkmod/props/textures/safe_set_003_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/safe_set_003
rgb 0.15 * parm11
}
}
wall_planter_001
{
surftype15
description "wood"
diffusemap models/darkmod/props/textures/wall_planter_001
bumpmap models/darkmod/props/textures/wall_planter_001_local
specularmap models/darkmod/props/textures/wall_planter_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/wall_planter_001
rgb 0.15 * parm11
}
// TDM Ambient Method Related
{
if (global5 == 1)
blend add
map models/darkmod/props/textures/wall_planter_001
scale 1, 1
red global2
green global3
blue global4
}
{
if (global5 == 2)
blend add
program ambientEnvironment.vfp
vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump
vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular
vertexParm 2 global2, global3, global4, 1
fragmentMap 0 cubeMap env/gen1
fragmentMap 1 models/darkmod/props/textures/wall_planter_001_local // Bump
fragmentMap 2 models/darkmod/props/textures/wall_planter_001 // Diffuse
fragmentMap 3 models/darkmod/props/textures/wall_planter_001_s // Specular
}
}
street_speaker_001
{
surftype15
description "metal"
diffusemap models/darkmod/props/textures/street_speaker_001
bumpmap models/darkmod/props/textures/street_speaker_001_local
specularmap models/darkmod/props/textures/street_speaker_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/street_speaker_001
rgb 0.15 * parm11
}
// TDM Ambient Method Related
{
if (global5 == 1)
blend add
map models/darkmod/props/textures/street_speaker_001
scale 1, 1
red global2
green global3
blue global4
}
{
if (global5 == 2)
blend add
program ambientEnvironment.vfp
vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump
vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular
vertexParm 2 global2, global3, global4, 1
fragmentMap 0 cubeMap env/gen1
fragmentMap 1 models/darkmod/props/textures/street_speaker_001_local // Bump
fragmentMap 2 models/darkmod/props/textures/street_speaker_001 // Diffuse
fragmentMap 3 models/darkmod/props/textures/street_speaker_001_s // Specular
}
}
street_speaker_001_nocollision
{
noimpact
diffusemap models/darkmod/props/textures/street_speaker_001
bumpmap models/darkmod/props/textures/street_speaker_001_local
specularmap models/darkmod/props/textures/street_speaker_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/street_speaker_001
rgb 0.15 * parm11
}
// TDM Ambient Method Related
{
if (global5 == 1)
blend add
map models/darkmod/props/textures/street_speaker_001
scale 1, 1
red global2
green global3
blue global4
}
{
if (global5 == 2)
blend add
program ambientEnvironment.vfp
vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump
vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular
vertexParm 2 global2, global3, global4, 1
fragmentMap 0 cubeMap env/gen1
fragmentMap 1 models/darkmod/props/textures/street_speaker_001_local // Bump
fragmentMap 2 models/darkmod/props/textures/street_speaker_001 // Diffuse
fragmentMap 3 models/darkmod/props/textures/street_speaker_001_s // Specular
}
}
vehicle_tram_001
{
surftype15
description "metal"
//noshadows
forceOverlays
bumpmap models/darkmod/props/textures/vehicle_tram_001_local
diffusemap models/darkmod/props/textures/vehicle_tram_001
specularmap models/darkmod/props/textures/vehicle_tram_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/vehicle_tram_001
rgb 0.15 * parm11
}
}
vehicle_tram_001_alt
{
surftype15
description "metal"
//noshadows
forceOverlays
bumpmap models/darkmod/props/textures/vehicle_tram_001_local
diffusemap models/darkmod/props/textures/vehicle_tram_001
specularmap models/darkmod/props/textures/vehicle_tram_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/vehicle_tram_001
rgb 0.15 * parm11
}
}
vehicle_tram_001_on
{
surftype15
description "metal"
//noshadows
forceOverlays
bumpmap models/darkmod/props/textures/vehicle_tram_001_local
diffusemap models/darkmod/props/textures/vehicle_tram_001
specularmap models/darkmod/props/textures/vehicle_tram_001_s
{
blend add
map models/darkmod/props/textures/vehicle_tram_001_lights
rgb .6
}
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/vehicle_tram_001
rgb 0.15 * parm11
}
}
tram_arcbolt_001
{
noshadows
nonsolid
twosided
{
blend diffusemap
map models/darkmod/props/textures/arcBolt_card
alphatest 0.5
translate time*2, time*4
VertexColor
}
{
blend add
map models/darkmod/props/textures/arcBolt_card
rgb 1
translate time*2, time*4
VertexColor
}
{
blend diffusemap
map models/darkmod/props/textures/_transparent
alphatest 0.5
inverseVertexColor
}
}
steam_engine_003
{
surftype15
description "metal"
//noshadows
forceOverlays
bumpmap models/darkmod/props/textures/steam_engine_003_local
diffusemap models/darkmod/props/textures/steam_engine_003
specularmap models/darkmod/props/textures/steam_engine_003_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/steam_engine_003
rgb 0.15 * parm11
}
}
transformer_gauge_2
{
surftype15
noshadows
description "metal"
noshadows
forceOverlays
diffusemap models/darkmod/props/textures/transformer_gauge
}
// search ------ index
//-------------- Food ----------------
// ------
food_banquet_001
{
surftype15
description "moss"
noshadows
{
blend diffusemap
map models/darkmod/props/textures/food_banquet_001
alphatest 0.5
}
bumpmap models/darkmod/props/textures/food_banquet_001_local
specularmap models/darkmod/props/textures/food_banquet_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/food_banquet_001
rgb 0.15 * parm11
}
// TDM Ambient Method Related
{
if (global5 == 1)
blend add
map models/darkmod/props/textures/food_banquet_001
scale 1, 1
red global2
green global3
blue global4
}
{
if (global5 == 2)
blend add
program ambientEnvironment.vfp
vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump
vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular
vertexParm 2 global2, global3, global4, 1
fragmentMap 0 cubeMap env/gen1
fragmentMap 1 models/darkmod/props/textures/food_banquet_001_local // Bump
fragmentMap 2 models/darkmod/props/textures/food_banquet_001 // Diffuse
fragmentMap 3 models/darkmod/props/textures/food_banquet_001_s // Specular
}
}
// search ------------------- index
//-------------- Lord Edgar Series ----------------
// -------------------
audiograph_player_001
{
// credits: Epifire
diffusemap models/darkmod/props/textures/audiograph_player_001
bumpmap models/darkmod/props/textures/audiograph_player_001_local
specularmap models/darkmod/props/textures/audiograph_player_001_s
// This is the code for the transparency
{
blend diffusemap
map models/darkmod/props/textures/audiograph_player_001
alphatest 0.5
}
// This is the code required for frob highlighting this texture
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white.tga
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map textures/audiograph_player_001
rgb 0.15 * parm11
}
// TDM Ambient Method Related
{
if (global5 == 1)
blend add
map models/darkmod/props/textures/audiograph_player_001
scale 1, 1
red global2
green global3
blue global4
}
{
if (global5 == 2)
blend add
program ambientEnvironment.vfp
vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump
vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular
vertexParm 2 global2, global3, global4, 1
fragmentMap 0 cubeMap env/gen1
fragmentMap 1 models/darkmod/props/textures/audiograph_player_001_local // Bump
fragmentMap 2 models/darkmod/props/textures/audiograph_player_001
// Diffuse
fragmentMap 3 _black // Specular
}
}
surgical_toolset_001
{
surftype15
description "wood"
diffusemap models/darkmod/props/textures/surgical_toolset_001
bumpmap models/darkmod/props/textures/surgical_toolset_001_local
specularmap models/darkmod/props/textures/surgical_toolset_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/surgical_toolset_001
rgb 0.15 * parm11
}
// TDM Ambient Method Related
{
if (global5 == 1)
blend add
map models/darkmod/props/textures/surgical_toolset_001
scale 1, 1
red global2
green global3
blue global4
}
{
if (global5 == 2)
blend add
program ambientEnvironment.vfp
vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump
vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular
vertexParm 2 global2, global3, global4, 1
fragmentMap 0 cubeMap env/gen1
fragmentMap 1 models/darkmod/props/textures/surgical_toolset_001_local // Bump
fragmentMap 2 models/darkmod/props/textures/surgical_toolset_001 // Diffuse
fragmentMap 3 models/darkmod/props/textures/surgical_toolset_001_s // Specular
}
}
sword_collection_001
{
surftype15
description "wood"
diffusemap models/darkmod/props/textures/sword_collection_001
bumpmap models/darkmod/props/textures/sword_collection_001_local
specularmap models/darkmod/props/textures/sword_collection_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/sword_collection_001
rgb 0.15 * parm11
}
// TDM Ambient Method Related
{
if (global5 == 1)
blend add
map models/darkmod/props/textures/sword_collection_001
scale 1, 1
red global2
green global3
blue global4
}
{
if (global5 == 2)
blend add
program ambientEnvironment.vfp
vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump
vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular
vertexParm 2 global2, global3, global4, 1
fragmentMap 0 cubeMap env/gen1
fragmentMap 1 models/darkmod/props/textures/sword_collection_001_local // Bump
fragmentMap 2 models/darkmod/props/textures/sword_collection_001 // Diffuse
fragmentMap 3 models/darkmod/props/textures/sword_collection_001_s // Specular
}
}
utility_room_001
{
// credits: Epifire
diffusemap models/darkmod/props/textures/utility_room_001
bumpmap models/darkmod/props/textures/utility_room_001_local
specularmap models/darkmod/props/textures/utility_room_001_s
// This is the code for the transparency
{
blend diffusemap
map models/darkmod/props/textures/utility_room_001
alphatest 0.5
}
// This is the code required for frob highlighting this texture
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white.tga
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map textures/utility_room_001
rgb 0.15 * parm11
}
// TDM Ambient Method Related
{
if (global5 == 1)
blend add
map models/darkmod/props/textures/utility_room_001
scale 1, 1
red global2
green global3
blue global4
}
{
if (global5 == 2)
blend add
program ambientEnvironment.vfp
vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump
vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular
vertexParm 2 global2, global3, global4, 1
fragmentMap 0 cubeMap env/gen1
fragmentMap 1 models/darkmod/props/textures/utility_room_001_local // Bump
fragmentMap 2 models/darkmod/props/textures/utility_room_001
// Diffuse
fragmentMap 3 _black // Specular
}
}
utility_grate_001
{
// Mesh used for Epifire's fan
metal
diffusemap textures/goldwell_custom/mesh
bumpmap textures/goldwell_custom/mesh_local
{
blend diffusemap
map textures/goldwell_custom/mesh
alphatest 0.5
}
// This is the code required for frob highlighting this texture
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white.tga
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map textures/utility_grate_001
rgb 0.15 * parm11
}
}
rooftop_woodtrim_001
{
wood
//diffusemap textures/darkmod/wood/boards/rough_wood_grey
bumpmap textures/darkmod/wood/boards/rough_wood_fungi_local
{
blend diffusemap
map textures/darkmod/wood/boards/rough_wood_grey
colored
}
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map textures/darkmod/wood/boards/rough_wood_grey
rgb 0.15 * parm11
}
// TDM Ambient Method Related
{
if (global5 == 1)
blend add
map textures/darkmod/wood/boards/rough_wood_grey
scale 1, 1
red global2
green global3
blue global4
}
{
if (global5 == 2)
blend add
program ambientEnvironment.vfp
vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump
vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular
vertexParm 2 global2, global3, global4, 1
fragmentMap 0 cubeMap env/gen1
fragmentMap 1 textures/darkmod/wood/boards/rough_wood_fungi_local // Bump
fragmentMap 2 textures/darkmod/wood/boards/rough_wood_grey // Diffuse
fragmentMap 3 _black // Specular
}
}
rooftop_tiles_001
{
//tile collision sounds
surftype15
description "tile"
noshadows
forceOverlays
bumpmap models/darkmod/props/textures/rooftop_tiles_001_local
diffusemap models/darkmod/props/textures/rooftop_tiles_001
specularmap models/darkmod/props/textures/rooftop_tiles_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/rooftop_tiles_001
rgb 0.15 * parm11
}
// TDM Ambient Method Related
{
if (global5 == 1)
blend add
map models/darkmod/props/textures/rooftop_tiles_001
scale 1, 1
red global2
green global3
blue global4
}
{
if (global5 == 2)
blend add
program ambientEnvironment.vfp
vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump
vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular
vertexParm 2 global2, global3, global4, 1
fragmentMap 0 cubeMap env/gen1
fragmentMap 1 models/darkmod/props/textures/rooftop_tiles_001_local // Bump
fragmentMap 2 models/darkmod/props/textures/rooftop_tiles_001 // Diffuse
fragmentMap 3 _black // Specular
}
}
rooftop_tiles_002
{
//wood collision noise
surftype15
description "wood"
noshadows
forceOverlays
bumpmap models/darkmod/props/textures/rooftop_tiles_001_local
diffusemap models/darkmod/props/textures/rooftop_tiles_001
specularmap models/darkmod/props/textures/rooftop_tiles_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/rooftop_tiles_001
rgb 0.15 * parm11
}
// TDM Ambient Method Related
{
if (global5 == 1)
blend add
map models/darkmod/props/textures/rooftop_tiles_001
scale 1, 1
red global2
green global3
blue global4
}
{
if (global5 == 2)
blend add
program ambientEnvironment.vfp
vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump
vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular
vertexParm 2 global2, global3, global4, 1
fragmentMap 0 cubeMap env/gen1
fragmentMap 1 models/darkmod/props/textures/rooftop_tiles_001_local // Bump
fragmentMap 2 models/darkmod/props/textures/rooftop_tiles_001 // Diffuse
fragmentMap 3 _black // Specular
}
}
rooftop_tiles_003
{
//metalic collision sounds
surftype15
description "metal"
noshadows
forceOverlays
bumpmap models/darkmod/props/textures/rooftop_tiles_001_local
diffusemap models/darkmod/props/textures/rooftop_tiles_001
specularmap models/darkmod/props/textures/rooftop_tiles_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/rooftop_tiles_001
rgb 0.15 * parm11
}
// TDM Ambient Method Related
{
if (global5 == 1)
blend add
map models/darkmod/props/textures/rooftop_tiles_001
scale 1, 1
red global2
green global3
blue global4
}
{
if (global5 == 2)
blend add
program ambientEnvironment.vfp
vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump
vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular
vertexParm 2 global2, global3, global4, 1
fragmentMap 0 cubeMap env/gen1
fragmentMap 1 models/darkmod/props/textures/rooftop_tiles_001_local // Bump
fragmentMap 2 models/darkmod/props/textures/rooftop_tiles_001 // Diffuse
fragmentMap 3 _black // Specular
}
}
rooftop_gutters_001
{
surftype15
description "metal"
noshadows
forceOverlays
bumpmap models/darkmod/props/textures/rooftop_gutters_001_local
diffusemap models/darkmod/props/textures/rooftop_gutters_001
specularmap models/darkmod/props/textures/rooftop_gutters_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/rooftop_gutters_001
rgb 0.15 * parm11
}
// TDM Ambient Method Related
{
if (global5 == 1)
blend add
map models/darkmod/props/textures/rooftop_gutters_001
scale 1, 1
red global2
green global3
blue global4
}
{
if (global5 == 2)
blend add
program ambientEnvironment.vfp
vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump
vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular
vertexParm 2 global2, global3, global4, 1
fragmentMap 0 cubeMap env/gen1
fragmentMap 1 models/darkmod/props/textures/rooftop_gutters_001_local // Bump
fragmentMap 2 models/darkmod/props/textures/rooftop_gutters_001 // Diffuse
fragmentMap 3 _black // Specular
}
}
rooftop_chimney_001
{
twosided
// credits: Epifire
diffusemap models/darkmod/props/textures/rooftop_chimney_001
bumpmap models/darkmod/props/textures/rooftop_chimney_001_local
specularmap models/darkmod/props/textures/rooftop_chimney_001_s
// This is the code for the transparency
{
blend diffusemap
map models/darkmod/props/textures/rooftop_chimney_001
alphatest 0.5
}
// This is the code required for frob highlighting this texture
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white.tga
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map textures/rooftop_chimney_001
rgb 0.15 * parm11
}
// TDM Ambient Method Related
{
if (global5 == 1)
blend add
map models/darkmod/props/textures/rooftop_chimney_001
scale 1, 1
red global2
green global3
blue global4
}
{
if (global5 == 2)
blend add
program ambientEnvironment.vfp
vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump
vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular
vertexParm 2 global2, global3, global4, 1
fragmentMap 0 cubeMap env/gen1
fragmentMap 1 models/darkmod/props/textures/rooftop_chimney_001_local // Bump
fragmentMap 2 models/darkmod/props/textures/rooftop_chimney_001 // Diffuse
fragmentMap 3 _black // Specular
}
} |
|
|
tdm_epi_shader_2-2.mtr (31,831 bytes)
//==========================================
// Second shader compilation for the models made by Epifire!
//==========================================
// I tried to sort my mesh shaders into groups so you can better find a definition and simillar materials based by it's category!
// This MTR file has been updated to the Notepad++ layout. Use Notepad++ if text blocks are compacted it should then be sorted properly to be readable.
// Here are the current available idexes listed in their respective order that you may search...
// Misc&SoloProjects - Lights&Effects - Mechanical - Food
// Start search here >< (below catagory listings!) with "ctrl+f"
// search ------------------- index
//-------------- Misc&SoloProjects ----------------
// -------------------
microscope_001
{
surftype15
description "metal"
diffusemap models/darkmod/props/textures/microscope_001
bumpmap models/darkmod/props/textures/microscope_001_local
specularmap models/darkmod/props/textures/microscope_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/microscope_001
rgb 0.15 * parm11
}
}
abbey_statue_001
{
surftype15
description "stone"
diffusemap models/darkmod/props/textures/abbey_statue_001
bumpmap models/darkmod/props/textures/abbey_statue_001_local
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/abbey_statue_001
rgb 0.15 * parm11
}
}
plate_decor_loot_001
{
surftype15
description "tile"
diffusemap models/darkmod/props/textures/plate_decor_loot_001
bumpmap models/darkmod/props/textures/plate_decor_loot_001_local
specularmap models/darkmod/props/textures/plate_decor_loot_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/plate_decor_loot_001
rgb 0.15 * parm11
}
}
plate_decor_loot_002
{
surftype15
description "metal"
diffusemap models/darkmod/props/textures/plate_decor_loot_002
bumpmap models/darkmod/props/textures/plate_decor_loot_002_local
specularmap models/darkmod/props/textures/plate_decor_loot_002_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/plate_decor_loot_002
rgb 0.15 * parm11
}
}
bedroom_clutter_001
{
surftype15
description "wood"
diffusemap models/darkmod/props/textures/bedroom_clutter_001
bumpmap models/darkmod/props/textures/bedroom_clutter_001_local
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/bedroom_clutter_001
rgb 0.15 * parm11
}
}
clutter_waste_basket_001
{
surftype15
description "metal"
noshadows
{
blend diffusemap
map models/darkmod/props/textures/clutter_waste_basket_001
alphatest 0.5
}
bumpmap models/darkmod/props/textures/clutter_waste_basket_001_local
specularmap models/darkmod/props/textures/clutter_waste_basket_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/clutter_waste_basket_001
rgb 0.15 * parm11
}
}
crystal_ball_pedestal_cloth
{
surftype15
description "cloth"
twosided
{
blend diffusemap
map models/darkmod/props/textures/crystal_ball_pedestal_001
alphatest 0.5
}
bumpmap models/darkmod/props/textures/crystal_ball_pedestal_001_local
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/crystal_ball_pedestal_001
rgb 0.15 * parm11
}
}
crystal_ball_pedestal_stone
{
surftype15
description "stone"
diffusemap models/darkmod/props/textures/crystal_ball_pedestal_001
bumpmap models/darkmod/props/textures/crystal_ball_pedestal_001_local
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/crystal_ball_pedestal_001
rgb 0.15 * parm11
}
}
wizard_cloth_001
{
surftype15
description "cloth"
diffusemap models/darkmod/props/textures/wizard_cloth_001
bumpmap models/darkmod/props/textures/wizard_cloth_001_local
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/wizard_cloth_001
rgb 0.15 * parm11
}
}
wizard_roof_001
{
surftype15
description "stone"
diffusemap models/darkmod/props/textures/wizard_roof_001
bumpmap models/darkmod/props/textures/wizard_roof_001_local
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/wizard_roof_001
rgb 0.15 * parm11
}
}
wizard_signage_001
{
surftype15
description "cloth"
{
blend diffusemap
map models/darkmod/props/textures/wizard_signage_001
alphatest 0.5
}
bumpmap models/darkmod/props/textures/wizard_signage_001_local
specularmap models/darkmod/props/textures/wizard_signage_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/wizard_signage_001
rgb 0.15 * parm11
}
}
wizard_signage_001_glow
{
noshadows
nonsolid
{
blend diffusemap
map models/darkmod/props/textures/wizard_signage_001_glow
alphatest 0.5
// scroll 0 * 1, (time * 4)
}
{
blend add
map models/darkmod/props/textures/talisman_glow_strip
rgb 1
scroll 0 * 1, (time * .4)
}
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/wizard_signage_001_glow
rgb 0.15 * parm11
}
}
cobblestone_blnd_001
{
surftype15
description "stone"
noshadows
{
blend bumpmap
map models/darkmod/props/textures/cobblestone_blnd_001_local
VertexColor
}
{
blend diffusemap
map models/darkmod/props/textures/cobblestone_blnd_001
VertexColor
}
{
blend specularmap
map models/darkmod/props/textures/cobblestone_blnd_001_s
VertexColor
}
{
blend bumpmap
map models/darkmod/props/textures/cobblestone_blnd_002_local
inverseVertexColor
}
{
blend diffusemap
map models/darkmod/props/textures/cobblestone_blnd_002
inverseVertexColor
}
{
blend specularmap
map models/darkmod/props/textures/cobblestone_blnd_002_s
inverseVertexColor
}
}
cobblestone_blnd_002
{
surftype15
description "grass"
noshadows
{
blend bumpmap
map models/darkmod/props/textures/cobblestone_blnd_003_local
VertexColor
}
{
blend diffusemap
map models/darkmod/props/textures/cobblestone_blnd_003
VertexColor
}
{
blend bumpmap
map models/darkmod/props/textures/cobblestone_blnd_002_local
inverseVertexColor
}
{
blend diffusemap
map models/darkmod/props/textures/cobblestone_blnd_002
inverseVertexColor
}
{
blend specularmap
map models/darkmod/props/textures/cobblestone_blnd_002_s
inverseVertexColor
}
}
// search ---------------- index
//-------------- Lights&Effects ----------------
// ----------------
lights/shadows/fan_shadow_001
{
qer_editorimage lights/shadows/fan_shadow_001_ed.jpg
{
forceHighQuality
map lights/shadows/fan_shadow_001
colored
zeroClamp
}
}
// Moddified version of SteveL's original material - For Epi's Crystal Ball material
crystal_ball_001
{
discrete
nonsolid
translucent
{
vertexProgram heatHazeWithAlphaDepth.vfp
vertexParm 0 0.1 * sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 3)], 0.15 * sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 1.5)]
vertexParm 1 (( parm6 + 1.5) - (( parm6 || 0) * 1.0))
vertexParm 2 ( 0.6 / 60.0 ) // Set this to ( 1.0 / opaque_depth )
fragmentProgram heatHazeWithAlphaDepth.vfp
fragmentMap 0 _currentRender
fragmentMap 1 textures/sfx/vp1
fragmentMap 2 _currentDepth
scale 4,4
}
{
maskAlpha
blend gl_dst_alpha, gl_one_minus_dst_alpha
map textures/water_source/sea_water_001
translate 0.01 * sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 3)], 0.075 * sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 1.5)]
rgb 0.05
}
// NB most waters use a single draw of their surface texture, and you don't need this second one for them.
// I've only got 2 here because I started with sea_water_01 which happens to use 2 draws
{
maskAlpha
blend gl_dst_alpha, gl_one_minus_dst_alpha
map textures/water_source/sea_water_001
translate 0.015 * sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 3)], 0.0375 * sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 1.5)]
rgb 0.3
}
}
crystal_ball_shine
{
translucent
noShadows
sort 10 // sort very late, so no translucent objects in the world draws over it
{
blend add
map models/darkmod/props/textures/crystal_ball
vertexColor
}
}
water_mist_001
{
noimpact
noFragment
noshadows
translucent
twoSided
forceoverlays
sort decal
sort nearest
forceOpaque
sort postProcess
qer_EditorImage models/darkmod/props/textures/water_mist_001
{
vertexProgram heatHazeWithMask.vfp
vertexParm 0 time * 0 , time * 0.35 // texture scrolling
vertexParm 1 1 // magnitude of the distortion
fragmentProgram heatHazeWithMask.vfp
fragmentMap 0 _currentRender
fragmentMap 1 models/darkmod/props/textures/water_mist_001 // the normal map for distortion
fragmentMap 2 models/darkmod/props/textures/water_mist_001_alpha // the distortion blend map
inverseVertexColor
}
{
blend add
map models/darkmod/props/textures/water_mist_001_depth
colored
scroll 0 * 1, (time * .5) // texture scrolling
VertexColor
}
{
blend diffusemap
map models/darkmod/props/textures/_transparent
alphaTest 0.5
inverseVertexColor
}
}
transformer_needle_a2
{
nonsolid
noshadows
{
blend diffusemap
map models/darkmod/props/textures/transformer_needle
alphaTest 0.5
rotate -1
clamp
}
{
blend bumpmap
map models/darkmod/props/textures/transformer_needle_local
alphaTest 0.5
rotate -1
clamp
}
}
transformer_needle_b2
{
nonsolid
noshadows
{
blend diffusemap
map models/darkmod/props/textures/transformer_needle
alphaTest 0.5
rotate -1
clamp
}
{
blend bumpmap
map models/darkmod/props/textures/transformer_needle_local
alphaTest 0.5
rotate -1
clamp
}
}
lights/shadows/steam_engine_grate
{
qer_editorimage models/darkmod/props/textures/steam_engine_grate_ed.jpg
{
forceHighQuality
map models/darkmod/props/textures/steam_engine_grate
colored
zeroClamp
}
}
steam_engine_grate
{
noshadows
nonsolid
{
blend add
map models/darkmod/props/textures/steam_engine_grate
green 0.2
blue 0.2
}
}
steam_engine_heatwarp
{
noimpact
noFragment
noshadows
qer_EditorImage textures/darkmod/sfx/deforms/waterfall.tga
//deform sprite
{
vertexProgram heatHazeWithMask.vfp
vertexParm 0 time * 0 , time * 0.5 // texture scrolling
vertexParm 1 1 // magnitude of the distortion
fragmentProgram heatHazeWithMask.vfp
fragmentMap 0 _currentRender
fragmentMap 1 textures/darkmod/sfx/deforms/waterfall.tga // the normal map for distortion
fragmentMap 2 textures/darkmod/sfx/deforms/waterfall_alpha.tga // the distortion blend map
}
}
steam_engine_glassReadout
{
noimpact
noFragment
noshadows
translucent
diffusemap models/darkmod/props/textures/steam_engine_003
{
vertexProgram heatHazeWithMask.vfp
vertexParm 0 time * 0 , time * 0 // texture scrolling
vertexParm 1 1 // magnitude of the distortion
fragmentProgram heatHazeWithMask.vfp
fragmentMap 0 _currentRender
fragmentMap 1 models/darkmod/props/textures/steam_engine_003_local // the normal map for distortion
}
{
blend filter
map models/darkmod/props/textures/steam_engine_003
colored
}
}
steam_engine_glassReadoutOn
{
noimpact
noFragment
noshadows
translucent
diffusemap models/darkmod/props/textures/steam_engine_003
{
vertexProgram heatHazeWithMask.vfp
vertexParm 0 time * 0 , time * 0 // texture scrolling
vertexParm 1 1 // magnitude of the distortion
fragmentProgram heatHazeWithMask.vfp
fragmentMap 0 _currentRender
fragmentMap 1 models/darkmod/props/textures/steam_engine_003_local // the normal map for distortion
}
{
blend diffusemap
map models/darkmod/props/textures/steam_engine_003
colored
}
}
// search ------------ index
//-------------- Mechanical ----------------
// ------------
mechanical_debris_001
{
surftype15
description "metal"
{
blend diffusemap
map models/darkmod/props/textures/mechanical_debris_001
alphatest 0.5
}
bumpmap models/darkmod/props/textures/mechanical_debris_001_local
specularmap models/darkmod/props/textures/mechanical_debris_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/mechanical_debris_001
rgb 0.15 * parm11
}
}
safe_set_001
{
surftype15
description "metal"
diffusemap models/darkmod/props/textures/safe_set_001
bumpmap models/darkmod/props/textures/safe_set_001_local
specularmap models/darkmod/props/textures/safe_set_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/safe_set_001
rgb 0.15 * parm11
}
}
wall_planter_001
{
surftype15
description "wood"
diffusemap models/darkmod/props/textures/wall_planter_001
bumpmap models/darkmod/props/textures/wall_planter_001_local
specularmap models/darkmod/props/textures/wall_planter_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/wall_planter_001
rgb 0.15 * parm11
}
}
street_speaker_001
{
surftype15
description "metal"
diffusemap models/darkmod/props/textures/street_speaker_001
bumpmap models/darkmod/props/textures/street_speaker_001_local
specularmap models/darkmod/props/textures/street_speaker_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/street_speaker_001
rgb 0.15 * parm11
}
}
street_speaker_001_nocollision
{
noimpact
diffusemap models/darkmod/props/textures/street_speaker_001
bumpmap models/darkmod/props/textures/street_speaker_001_local
specularmap models/darkmod/props/textures/street_speaker_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/street_speaker_001
rgb 0.15 * parm11
}
}
vehicle_tram_001
{
surftype15
description "metal"
//noshadows
forceOverlays
bumpmap models/darkmod/props/textures/vehicle_tram_001_local
diffusemap models/darkmod/props/textures/vehicle_tram_001
specularmap models/darkmod/props/textures/vehicle_tram_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/vehicle_tram_001
rgb 0.15 * parm11
}
}
vehicle_tram_001_alt
{
surftype15
description "metal"
//noshadows
forceOverlays
bumpmap models/darkmod/props/textures/vehicle_tram_001_local
diffusemap models/darkmod/props/textures/vehicle_tram_001
specularmap models/darkmod/props/textures/vehicle_tram_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/vehicle_tram_001
rgb 0.15 * parm11
}
}
vehicle_tram_001_on
{
surftype15
description "metal"
//noshadows
forceOverlays
bumpmap models/darkmod/props/textures/vehicle_tram_001_local
diffusemap models/darkmod/props/textures/vehicle_tram_001
specularmap models/darkmod/props/textures/vehicle_tram_001_s
{
blend add
map models/darkmod/props/textures/vehicle_tram_001_lights
rgb .6
}
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/vehicle_tram_001
rgb 0.15 * parm11
}
}
tram_arcbolt_001
{
noshadows
nonsolid
twosided
{
blend diffusemap
map models/darkmod/props/textures/arcBolt_card
alphatest 0.5
translate time*2, time*4
VertexColor
}
{
blend add
map models/darkmod/props/textures/arcBolt_card
rgb 1
translate time*2, time*4
VertexColor
}
{
blend diffusemap
map models/darkmod/props/textures/_transparent
alphatest 0.5
inverseVertexColor
}
}
steam_engine_003
{
surftype15
description "metal"
//noshadows
forceOverlays
bumpmap models/darkmod/props/textures/steam_engine_003_local
diffusemap models/darkmod/props/textures/steam_engine_003
specularmap models/darkmod/props/textures/steam_engine_003_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/steam_engine_003
rgb 0.15 * parm11
}
}
transformer_gauge_2
{
surftype15
noshadows
description "metal"
noshadows
forceOverlays
diffusemap models/darkmod/props/textures/transformer_gauge
}
// search ------ index
//-------------- Food ----------------
// ------
food_banquet_001
{
surftype15
description "moss"
noshadows
{
blend diffusemap
map models/darkmod/props/textures/food_banquet_001
alphatest 0.5
}
bumpmap models/darkmod/props/textures/food_banquet_001_local
specularmap models/darkmod/props/textures/food_banquet_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/food_banquet_001
rgb 0.15 * parm11
}
}
// search ------------------- index
//-------------- Lord Edgar Series ----------------
// -------------------
audiograph_player_001
{
// credits: Epifire
bumpmap models/darkmod/props/textures/audiograph_player_001_local
specularmap models/darkmod/props/textures/audiograph_player_001_s
// This is the code for the transparency
{
blend diffusemap
map models/darkmod/props/textures/audiograph_player_001
alphatest 0.5
}
// This is the code required for frob highlighting this texture
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white.tga
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map textures/audiograph_player_001
rgb 0.15 * parm11
}
}
surgical_toolset_001
{
surftype15
description "wood"
diffusemap models/darkmod/props/textures/surgical_toolset_001
bumpmap models/darkmod/props/textures/surgical_toolset_001_local
specularmap models/darkmod/props/textures/surgical_toolset_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/surgical_toolset_001
rgb 0.15 * parm11
}
}
sword_collection_001
{
surftype15
description "wood"
diffusemap models/darkmod/props/textures/sword_collection_001
bumpmap models/darkmod/props/textures/sword_collection_001_local
specularmap models/darkmod/props/textures/sword_collection_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/sword_collection_001
rgb 0.15 * parm11
}
}
utility_room_001
{
twosided
// credits: Epifire
bumpmap models/darkmod/props/textures/utility_room_001_local
specularmap models/darkmod/props/textures/utility_room_001_s
// This is the code for the transparency
{
blend diffusemap
map models/darkmod/props/textures/utility_room_001
alphatest 0.5
}
// This is the code required for frob highlighting this texture
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white.tga
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/utility_room_001
rgb 0.15 * parm11
}
}
utility_grate_001
{
// Mesh used for Epifire's fan
metal
qer_editorimage textures/darkmod/metal/grate/mesh_ed
diffusemap textures/darkmod/metal/grate/mesh
bumpmap textures/darkmod/metal/grate/mesh_local
// This is the code for the transparency
{
blend diffusemap
map textures/darkmod/metal/grate/mesh
alphatest 0.5
}
// This is the code required for frob highlighting this texture
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white.tga
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map textures/darkmod/metal/grate/mesh
rgb 0.15 * parm11
}
}
rooftop_woodtrim_001
{
wood
bumpmap textures/darkmod/wood/boards/rough_wood_fungi_local
{
blend diffusemap
map textures/darkmod/wood/boards/rough_wood_grey
colored
}
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map textures/darkmod/wood/boards/rough_wood_grey
rgb 0.15 * parm11
}
}
rooftop_tiles_001
{
//tile collision sounds
surftype15
description "tile"
noshadows
forceOverlays
bumpmap models/darkmod/props/textures/rooftop_tiles_001_local
diffusemap models/darkmod/props/textures/rooftop_tiles_001
specularmap models/darkmod/props/textures/rooftop_tiles_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/rooftop_tiles_001
rgb 0.15 * parm11
}
}
rooftop_tiles_002
{
//wood collision noise
surftype15
description "wood"
noshadows
forceOverlays
bumpmap models/darkmod/props/textures/rooftop_tiles_001_local
diffusemap models/darkmod/props/textures/rooftop_tiles_001
specularmap models/darkmod/props/textures/rooftop_tiles_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/rooftop_tiles_001
rgb 0.15 * parm11
}
}
rooftop_tiles_003
{
//metalic collision sounds
surftype15
description "metal"
noshadows
forceOverlays
bumpmap models/darkmod/props/textures/rooftop_tiles_001_local
diffusemap models/darkmod/props/textures/rooftop_tiles_001
specularmap models/darkmod/props/textures/rooftop_tiles_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/rooftop_tiles_001
rgb 0.15 * parm11
}
}
rooftop_gutters_001
{
surftype15
description "metal"
noshadows
forceOverlays
bumpmap models/darkmod/props/textures/rooftop_gutters_001_local
diffusemap models/darkmod/props/textures/rooftop_gutters_001
specularmap models/darkmod/props/textures/rooftop_gutters_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/rooftop_gutters_001
rgb 0.15 * parm11
}
}
rooftop_chimney_001
{
twosided
// credits: Epifire
bumpmap models/darkmod/props/textures/rooftop_chimney_001_local
specularmap models/darkmod/props/textures/rooftop_chimney_001_s
// This is the code for the transparency
{
blend diffusemap
map models/darkmod/props/textures/rooftop_chimney_001
alphatest 0.5
}
// This is the code required for frob highlighting this texture
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white.tga
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map textures/rooftop_chimney_001
rgb 0.15 * parm11
}
}
tdm_epi_shader.mtr (21,543 bytes)
//==========================================
// Shader compilation for the models made by Epifire!
//==========================================
// I tried to sort my mesh shaders into groups so you can better find a definition and simillar materials based by it's category!
// This MTR file has been updated to the Notepad++ layout. Use Notepad++ if text blocks are compacted it should then be sorted properly to be readable.
// Here are the current available idexes listed in their respective order that you may search...
// Textured-Lights - Deform-Flare - Blend-Textures - Electrical Equipment - Furnature - Castle_Lab - The Accountant Series - Lord Edgar Series - Misc.
// Start search here >< (below catagory listings!) with "ctrl+f"
// search ----------------- index
//-------------- Textured-Lights ----------------
// -----------------
lights/shadows/shadow_transformer
{
qer_editorimage lights/shadows/shadow_transformer_ed.jpg
{
forceHighQuality
map lights/shadows/shadow_transformer
colored
zeroClamp
}
}
// search -------------- index
//-------------- Deform-Flare ----------------
// --------------
bulb_glowing
{
noSelfShadow
noShadows
nonsolid
//sort postprocess
deform flare 6
translucent
{
blend add
map textures/darkmod/sfx/candleglow.tga //textures/particles/fbeam
clamp
colored
}
}
arcBolt_card
{
noshadows
nonsolid
twosided
{
blend diffusemap
map models/darkmod/props/textures/arcBolt_card
alphatest 0.5
scroll 0 * 1, (time * 4)
}
{
blend add
map models/darkmod/props/textures/arcBolt_card
rgb 1
scroll 0 * 1, (time * 4)
}
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/arcBolt_card
rgb 0.15 * parm11
}
}
// search --------------- index
//-------------- Blend-Textures ----------------
// ---------------
terrain_blend_001
{
surftype15
description "grass"
noshadows
{
blend bumpmap
map textures/terrain/generic_grass_001_local
VertexColor
}
{
blend diffusemap
map textures/terrain/generic_grass_001
VertexColor
}
{
blend bumpmap
map textures/terrain/castle_dirt_001_local
inverseVertexColor
}
{
blend diffusemap
map textures/terrain/castle_dirt_001
inverseVertexColor
}
}
terrain_blend_COPY
{
surftype15
description "grass"
noshadows
{
blend bumpmap
map textures/terrain/generic_grass_001_local
VertexColor
}
{
blend diffusemap
map textures/terrain/generic_grass_001
VertexColor
}
{
blend bumpmap
map textures/terrain/castle_dirt_001_local
inverseVertexColor
}
{
blend diffusemap
map textures/terrain/castle_dirt_001
inverseVertexColor
}
}
// search ---------------------- index
//-------------- Electrical Equipment ----------------
// ----------------------
spotlight_harbour_001
{
surftype15
description "harbour spotlight by Epifire!"
metal
noshadows
forceOverlays
bumpmap models/darkmod/props/textures/spotlight_harbour_001_local
specularmap models/darkmod/props/textures/spotlight_harbour_001_s
qer_editorimage models/darkmod/props/textures/spotlight_harbour_001_ed
{
blend diffusemap
map models/darkmod/props/textures/spotlight_harbour_001
alphatest 0.5
}
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/spotlight_harbour_001
rgb 0.15 * parm11
}
}
spotlight_harbour_glow
{
surftype15
description "harbour spotlight by Epifire!"
metal
// noshadows
forceOverlays
diffusemap models/darkmod/props/textures/spotlight_harbour_001
bumpmap models/darkmod/props/textures/spotlight_harbour_001_local
qer_editorimage models/darkmod/props/textures/spotlight_harbour_001_ed
{
blend add
map models/darkmod/props/textures/spotlight_harbour_001
rgb .8
}
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/spotlight_harbour_001
rgb 0.15 * parm11
}
}
transformer_needle_a
{
nonsolid
noshadows
{
blend diffusemap
map models/darkmod/props/textures/transformer_needle
alphaTest 0.5
rotate 0.015 * sintable [ time * 5 ]
clamp
}
}
transformer_needle_b
{
nonsolid
noshadows
{
blend diffusemap
map models/darkmod/props/textures/transformer_needle
alphaTest 0.5
rotate 0.02 * sintable [ time * 4 ]
clamp
}
}
transformer_gauge
{
surftype15
description "metal"
noshadows
forceOverlays
diffusemap models/darkmod/props/textures/transformer_gauge
{
blend add
map models/darkmod/props/textures/transformer_gauge
rgb .45
}
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/transformer_gauge
rgb 0.15 * parm11
}
}
control_junction_001
{
surftype15
description "metal"
noshadows
forceOverlays
bumpmap models/darkmod/props/textures/control_junction_001_local
specularmap models/darkmod/props/textures/control_junction_001_s
qer_editorimage models/darkmod/props/textures/control_junction_001_ed
{
blend diffusemap
map models/darkmod/props/textures/control_junction_001
alphatest 0.5
}
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/control_junction_001
rgb 0.15 * parm11
}
}
arc_transformer_001
{
surftype15
description "metal"
noshadows
forceOverlays
bumpmap models/darkmod/props/textures/arc_transformer_001_local
specularmap models/darkmod/props/textures/arc_transformer_001_s
qer_editorimage models/darkmod/props/textures/arc_transformer_001_ed
{
blend diffusemap
map models/darkmod/props/textures/arc_transformer_001
alphatest 0.5
}
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/arc_transformer_001
rgb 0.15 * parm11
}
}
arc_transformer_002
{
surftype15
description "metal"
noshadows
forceOverlays
bumpmap models/darkmod/props/textures/arc_transformer_002_local
specularmap models/darkmod/props/textures/arc_transformer_002_s
qer_editorimage models/darkmod/props/textures/arc_transformer_002_ed
{
blend diffusemap
map models/darkmod/props/textures/arc_transformer_002
alphatest 0.5
}
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/arc_transformer_002
rgb 0.15 * parm11
}
}
wiring_set_001
{
surftype15
description "metal"
qer_editorimage models/darkmod/props/textures/wiring_set_001_ed
noshadows
forceOverlays
bumpmap models/darkmod/props/textures/wiring_set_001_local
diffusemap models/darkmod/props/textures/wiring_set_001
specularmap models/darkmod/props/textures/wiring_set_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/wiring_set_001
rgb 0.15 * parm11
}
}
charger_mast_001
{
surftype15
description "metal"
qer_editorimage models/darkmod/props/textures/charger_mast_001_ed
noshadows
forceOverlays
bumpmap models/darkmod/props/textures/charger_mast_001_local
diffusemap models/darkmod/props/textures/charger_mast_001
specularmap models/darkmod/props/textures/charger_mast_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/charger_mast_001
rgb 0.15 * parm11
}
}
charger_mast_002
{
surftype15
description "metal"
//qer_editorimage models/darkmod/props/textures/charger_mast_002_ed
noshadows
forceOverlays
bumpmap models/darkmod/props/textures/charger_mast_002_local
diffusemap models/darkmod/props/textures/charger_mast_002
specularmap models/darkmod/props/textures/charger_mast_002_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/charger_mast_002
rgb 0.15 * parm11
}
}
charger_mast_003 //(brass skin)
{
surftype15
description "metal"
noshadows
forceOverlays
bumpmap models/darkmod/props/textures/charger_mast_002_local
diffusemap models/darkmod/props/textures/charger_mast_003
specularmap models/darkmod/props/textures/charger_mast_002_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/charger_mast_003
rgb 0.15 * parm11
}
}
// search ----------- index
//-------------- Furnature ----------------
// -----------
leather_chair_001
{
surftype15
description "carpet"
qer_editorimage models/darkmod/props/textures/leather_chair_001_ed
noshadows
bumpmap models/darkmod/props/textures/leather_chair_001_local
diffusemap models/darkmod/props/textures/leather_chair_001
specularmap models/darkmod/props/textures/leather_chair_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/leather_chair_001
rgb 0.15 * parm11
}
}
leather_ottoman_001
{
surftype15
description "carpet"
qer_editorimage models/darkmod/props/textures/leather_ottoman_001_ed
forceOverlays
bumpmap models/darkmod/props/textures/leather_ottoman_001_local
diffusemap models/darkmod/props/textures/leather_ottoman_001
specularmap models/darkmod/props/textures/leather_ottoman_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/leather_ottoman_001
rgb 0.15 * parm11
}
}
// search ------------ index
//-------------- Castle_Lab ----------------
// ------------
flagstone_floor_001
{
surftype15
stone
// qer_editorimage models/darkmod/props/textures/flagstone_floor_001_ed
forceOverlays
bumpmap models/darkmod/props/textures/flagstone_floor_001_local
diffusemap models/darkmod/props/textures/flagstone_floor_001
// specularmap
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/flagstone_floor_001
rgb 0.15 * parm11
}
}
old_brick_wall_001
{
surftype15
stone
// qer_editorimage models/darkmod/props/textures/old_brick_wall_001_ed
forceOverlays
bumpmap models/darkmod/props/textures/old_brick_wall_001_local
diffusemap models/darkmod/props/textures/old_brick_wall_001
// specularmap
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/old_brick_wall_001
rgb 0.15 * parm11
}
}
stone_staircase_001
{
surftype15
stone
// qer_editorimage models/darkmod/props/textures/stone_staircase_001_ed
forceOverlays
bumpmap models/darkmod/props/textures/stone_staircase_001_local
diffusemap models/darkmod/props/textures/stone_staircase_001
// specularmap
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/stone_staircase_001
rgb 0.15 * parm11
}
}
stone_staircase_002
{
surftype15
stone
// qer_editorimage models/darkmod/props/textures/stone_staircase_002_ed
forceOverlays
bumpmap models/darkmod/props/textures/stone_staircase_002_local
diffusemap models/darkmod/props/textures/stone_staircase_002
// specularmap
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/stone_staircase_002
rgb 0.15 * parm11
}
}
stone_arch_001
{
surftype15
description "stone"
// qer_editorimage models/darkmod/props/textures/stone_arch_001_ed
forceOverlays
bumpmap models/darkmod/props/textures/stone_arch_001_local
diffusemap models/darkmod/props/textures/stone_arch_001
// specularmap
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/stone_arch_001
rgb 0.15 * parm11
}
}
wood_arch_001
{
surftype15
description "wood"
// qer_editorimage models/darkmod/props/textures/wood_arch_001_ed
forceOverlays
bumpmap models/darkmod/props/textures/wood_arch_001_local
diffusemap models/darkmod/props/textures/wood_arch_001
// specularmap
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/wood_arch_001
rgb 0.15 * parm11
}
}
barred_window_001
{
surftype15
description "stone"
// qer_editorimage models/darkmod/props/textures/barred_window_001_ed
forceOverlays
bumpmap models/darkmod/props/textures/barred_window_001_local
diffusemap models/darkmod/props/textures/barred_window_001
specularmap models/darkmod/props/textures/barred_window_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/barred_window_001
rgb 0.15 * parm11
}
}
barred_window_002
{
surftype15
description "metal"
// qer_editorimage models/darkmod/props/textures/barred_window_001_ed
forceOverlays
noshadows
bumpmap models/darkmod/props/textures/barred_window_001_local
diffusemap models/darkmod/props/textures/barred_window_001
specularmap models/darkmod/props/textures/barred_window_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/barred_window_001
rgb 0.15 * parm11
}
}
brick_wall_debris_001
{
surftype15
description "stone"
// qer_editorimage models/darkmod/props/textures/brick_wall_debris_001_ed
forceOverlays
bumpmap models/darkmod/props/textures/brick_wall_debris_001_local
diffusemap models/darkmod/props/textures/brick_wall_debris_001
// specularmap
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/brick_wall_debris_001
rgb 0.15 * parm11
}
}
castle_dirt_001
{
surftype15
description "dirt"
// qer_editorimage textures/terrain/castle_dirt_001_ed
forceOverlays
bumpmap textures/terrain/castle_dirt_001_local
diffusemap textures/terrain/castle_dirt_001
// specularmap
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map textures/terrain/castle_dirt_001
rgb 0.15 * parm11
}
}
// search ----------------------- index
//-------------- The Accountant Series ----------------
// -----------------------
mining_cart_001
{
surftype15
metal
qer_editorimage models/darkmod/props/textures/mining_cart_001_ed
forceOverlays
bumpmap models/darkmod/props/textures/mining_cart_001_local
diffusemap models/darkmod/props/textures/mining_cart_001
specularmap models/darkmod/props/textures/mining_cart_001_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/mining_cart_001
rgb 0.15 * parm11
}
}
telescope_stand_001
{
surftype15
description "wood"
forceOverlays
bumpmap models/darkmod/props/textures/telescope_stand_001_local
diffusemap models/darkmod/props/textures/telescope_stand_001
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/telescope_stand_001
rgb 0.15 * parm11
}
}
shower_enclosure_001
{
surftype15
description "tile"
forceOverlays
diffusemap models/darkmod/props/textures/shower_enclosure_001
bumpmap models/darkmod/props/textures/shower_enclosure_001_local
specularmap models/darkmod/props/textures/shower_enclosure_001_s_001
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/shower_enclosure_001
rgb 0.15 * parm11
}
}
|
|
|
Sorry. I tried the new material and it did not correct the issue for me. Your material significantly diverges from SVN. Please review the attached files and apply edits to them to ensure that they comply with your intended design. Also, adding a wrinkle to this whole mess is that the Accountant 1 mission has it's own material defs that are split between different "epi" files. Once SVN is corrected we can see about removing the override materials in the mission. I understand that this might sound a bit tedious. Let me know if we can move this to 2.11 if you aren't ready to touch it. |
|
|
Too many materials are in this def to modify at the last minute ( 2.10 Release Candidate is out ). Too risky. Moving to 2.11 |
|
|
Fixed ac1 mission in svn rev 242 (deleted alphatest on bumpmap). Core materials are already fixed, as noted above. Note however that these materials were copied over to many other missions: nobleaffairs northdale1 northdale2 itb penny3 painterswife seeking ac2 Perhaps we'll see the same issue there. Perhaps not: I guess people copied the whole thing, they not necessarily use it. |
|
| Should I apply the same change to all these missions without testing? | |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 21.07.2020 15:41 | cabalistic | New Issue | |
| 21.07.2020 15:41 | cabalistic | Status | new => assigned |
| 21.07.2020 15:41 | cabalistic | Assigned To | => duzenko |
| 21.07.2020 15:41 | cabalistic | File Added: ac1_2020-07-21_12.41.06.jpg | |
| 21.07.2020 16:26 | duzenko | Note Added: 0012665 | |
| 21.07.2020 18:49 | cabalistic | Note Added: 0012666 | |
| 22.07.2020 02:22 | nbohr1more | Note Added: 0012668 | |
| 22.07.2020 07:09 | duzenko | Note Added: 0012670 | |
| 22.07.2020 18:29 | nbohr1more | Note Added: 0012671 | |
| 22.07.2020 19:06 | duzenko | Note Added: 0012672 | |
| 30.08.2020 13:56 | VanishedOne | Note Added: 0012766 | |
| 05.12.2020 13:02 | stgatilov | Assigned To | duzenko => |
| 05.12.2020 13:02 | stgatilov | Target Version | TDM 2.09 => TDM 2.10 |
| 05.12.2020 13:02 | stgatilov | Status | assigned => acknowledged |
| 27.02.2021 09:04 | stgatilov | Note Added: 0013734 | |
| 27.02.2021 09:08 | stgatilov | Note Added: 0013735 | |
| 28.02.2021 10:08 | duzenko | Note Added: 0013742 | |
| 28.02.2021 14:37 | VanishedOne | Note Added: 0013744 | |
| 01.02.2022 04:49 | nbohr1more | Note Added: 0014706 | |
| 01.02.2022 05:28 | Epifire | Note Added: 0014707 | |
| 16.02.2022 19:15 | nbohr1more | Note Added: 0014727 | |
| 16.02.2022 20:52 | Epifire | Note Added: 0014729 | |
| 16.02.2022 20:52 | Epifire | File Added: tdm_epi_shader_2.mtr | |
| 17.02.2022 03:11 | nbohr1more | Note Added: 0014732 | |
| 17.02.2022 03:11 | nbohr1more | File Added: tdm_epi_shader_2-2.mtr | |
| 17.02.2022 03:11 | nbohr1more | File Added: tdm_epi_shader.mtr | |
| 17.02.2022 03:17 | nbohr1more | Note Added: 0014733 | |
| 18.02.2022 01:59 | nbohr1more | Note Added: 0014736 | |
| 18.02.2022 01:59 | nbohr1more | Target Version | TDM 2.10 => TDM 2.11 |
| 05.12.2022 20:55 | nbohr1more | Target Version | TDM 2.11 => TDM 2.12 |
| 05.12.2023 01:45 | nbohr1more | Target Version | TDM 2.12 => TDM 2.13 |
| 17.12.2023 11:08 | stgatilov | Note Added: 0016246 | |
| 17.12.2023 11:17 | stgatilov | Note Added: 0016247 | |
| 17.12.2023 11:20 | stgatilov | Target Version | TDM 2.13 => TDM 2.12 |
| 17.12.2023 11:20 | stgatilov | Assigned To | => stgatilov |
| 17.12.2023 11:20 | stgatilov | Status | acknowledged => resolved |
| 17.12.2023 11:20 | stgatilov | Resolution | open => fixed |
| 17.12.2023 11:20 | stgatilov | Fixed in Version | => TDM 2.12 |