--- /dev/null
+textures/common/antiportal\r
+{\r
+ qer_trans 0.30\r
+ qer_nocarve\r
+ surfaceparm nodraw\r
+ surfaceparm nonsolid\r
+ surfaceparm structural\r
+ surfaceparm trans\r
+ surfaceparm antiportal\r
+}\r
+\r
+textures/common/caulk\r
+{\r
+ surfaceparm nodraw\r
+ surfaceparm nolightmap\r
+ surfaceparm nomarks\r
+}\r
+\r
+textures/common/forcecaulk\r
+{\r
+ surfaceparm nodraw\r
+ surfaceparm nolightmap\r
+ surfaceparm nomarks\r
+ surfaceparm structural\r
+}\r
+\r
+textures/common/clip\r
+{\r
+ qer_trans 0.40\r
+ surfaceparm nodraw\r
+ surfaceparm nolightmap\r
+ surfaceparm nonsolid\r
+ surfaceparm trans\r
+ surfaceparm nomarks\r
+ surfaceparm noimpact\r
+ surfaceparm playerclip\r
+}\r
+\r
+textures/common/donotenter\r
+{\r
+ qer_trans 0.50\r
+ surfaceparm nodraw\r
+ surfaceparm nonsolid\r
+ surfaceparm trans\r
+ surfaceparm nomarks\r
+ surfaceparm donotenter\r
+}\r
+\r
+textures/common/full_clip // silly shader, use weapclip instead\r
+{\r
+ qer_trans 0.40\r
+ surfaceparm nodraw\r
+ surfaceparm playerclip\r
+}\r
+\r
+textures/common/hint // should NOT use surfaceparm hint.. strange but true\r
+{\r
+ qer_nocarve\r
+ qer_trans 0.30\r
+ surfaceparm nodraw\r
+ surfaceparm nonsolid\r
+ surfaceparm structural\r
+ surfaceparm trans\r
+ surfaceparm noimpact\r
+ surfaceparm hint // ydnar: yes it should.\r
+}\r
+\r
+textures/common/invisible // solid, transparent polygons, casts shadows\r
+{\r
+ surfaceparm nolightmap\r
+ {\r
+ map textures/common/invisible.tga\r
+ alphaFunc GE128\r
+ depthWrite\r
+ rgbGen vertex\r
+ } \r
+}\r
+\r
+textures/common/nodraw\r
+{\r
+ surfaceparm nodraw\r
+ surfaceparm nolightmap\r
+ surfaceparm nonsolid\r
+ surfaceparm trans\r
+ surfaceparm nomarks\r
+}\r
+\r
+textures/common/nodrawnonsolid\r
+{\r
+ surfaceparm nonsolid\r
+ surfaceparm nolightmap\r
+ surfaceparm nodraw\r
+}\r
+\r
+textures/common/nodrop\r
+{\r
+ qer_nocarve\r
+ qer_trans 0.5\r
+ surfaceparm nodraw\r
+ surfaceparm nolightmap\r
+ surfaceparm nonsolid\r
+ surfaceparm trans\r
+ surfaceparm nomarks\r
+ surfaceparm nodrop\r
+}\r
+\r
+\r
+textures/common/noimpact\r
+{\r
+ qer_editorimage textures/common/nolightmap.tga\r
+ qer_nocarve\r
+ qer_trans 0.5\r
+ surfaceparm nodraw\r
+ surfaceparm nolightmap\r
+ surfaceparm trans\r
+ surfaceparm nomarks\r
+ surfaceparm noimpact\r
+}\r
+\r
+textures/common/nolightmap\r
+{\r
+ surfaceparm nolightmap\r
+}\r
+\r
+textures/common/origin\r
+{\r
+ qer_nocarve\r
+ surfaceparm nodraw\r
+ surfaceparm nolightmap\r
+ surfaceparm nonsolid\r
+ surfaceparm trans\r
+ surfaceparm origin\r
+}\r
+\r
+textures/common/skip\r
+{\r
+ qer_nocarve\r
+ qer_trans 0.30\r
+ surfaceparm nodraw\r
+ surfaceparm nonsolid\r
+ surfaceparm skip\r
+ surfaceparm structural\r
+ surfaceparm trans\r
+}\r
+\r
+textures/common/terrain\r
+{\r
+ q3map_terrain\r
+ surfaceparm nodraw\r
+ surfaceparm nolightmap\r
+ surfaceparm nomarks\r
+}\r
+\r
+textures/common/terrain2\r
+{\r
+ q3map_terrain\r
+ qer_editorimage textures/common/terrain.tga\r
+ surfaceparm dust\r
+ surfaceparm nodraw\r
+ surfaceparm nomarks\r
+ surfaceparm nolightmap\r
+}\r
+\r
+textures/common/trigger\r
+{\r
+ qer_trans 0.50\r
+ qer_nocarve\r
+ surfaceparm nodraw\r
+}\r
+\r
+textures/common/weapclip\r
+{\r
+ qer_trans 0.40\r
+ surfaceparm nodraw\r
+ surfaceparm nolightmap\r
+ surfaceparm trans\r
+ surfaceparm nomarks\r
+}\r
+\r
+//\r
+// ydnar q3map lightgrid bounds\r
+//\r
+// the min/max bounds of brushes with this shader in a map\r
+// will define the bounds of the map's lightgrid (model lighting)\r
+// note: make it as small as possible around player space\r
+// to minimize bsp size and compile time\r
+//\r
+\r
+textures/common/lightgrid\r
+{\r
+ qer_trans 0.5\r
+ surfaceparm nodraw\r
+ surfaceparm nolightmap\r
+ surfaceparm nonsolid\r
+ surfaceparm detail\r
+ surfaceparm nomarks\r
+ surfaceparm trans\r
+ surfaceparm lightgrid\r
+}\r
+\r
+textures/common/warpzone\r
+{\r
+ surfaceparm nolightmap\r
+ // surfaceparm nonsolid // no, it must be solid like trigger\r
+ surfaceparm trans\r
+ surfaceparm nomarks\r
+ {\r
+ map textures/common/mirror1.tga // fully transparent\r
+ blendfunc blend\r
+ }\r
+ dp_camera\r
+ dp_refract 1 1 1 1 // makes the camera render like a refraction\r
+}\r
+\r
+textures/common/camera\r
+{\r
+ {\r
+ map textures/common/mirror1.tga // fully transparent\r
+ blendfunc blend\r
+ }\r
+ dp_camera\r
+}\r