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 | |||||
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 |
|
I guess it depends how many materials are affected, and how complicated it would be to work around it in code. | |
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. |
|
@nbohr1more You're confusing alpha and alphaTest here, no? |
|
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? |
|
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. |
|
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.) |
|
"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. |
|
Anyway, can someone at least explain what change broke it? Did it happen when RGTC compression was enabled? |
|
@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. |
|
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. |
|
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... |
|
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. |
|
@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. |
|
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 |