1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104
|
// textures/evil6_walls/
// e6girdergrate.tga (default grate shader)
textures/evil6_walls/e6girdergrate_s
{
qer_editorimage textures/evil6_walls/e6girdergrate.tga
surfaceparm trans
surfaceparm nomarks
surfaceparm metalsteps
cull none
{
map textures/evil6_walls/e6girdergrate.tga
alphafunc GE128
depthwrite
}
{
map $lightmap
depthfunc equal
blendfunc filter
}
}
// e6girdergrate2b.tga (default grate shader)
textures/evil6_walls/e6girdergrate2b_s
{
qer_editorimage textures/evil6_walls/e6girdergrate2b.tga
surfaceparm trans
surfaceparm nomarks
surfaceparm metalsteps
cull none
{
map textures/evil6_walls/e6girdergrate2b.tga
alphafunc GE128
depthwrite
}
{
map $lightmap
depthfunc equal
blendfunc filter
}
}
// e6girdersupport.tga (default grate shader)
textures/evil6_walls/e6girdersupport_s
{
qer_editorimage textures/evil6_walls/e6girdersupport.tga
surfaceparm trans
surfaceparm nomarks
surfaceparm metalsteps
cull none
{
map textures/evil6_walls/e6girdersupport.tga
alphafunc GE128
depthwrite
}
{
map $lightmap
depthfunc equal
blendfunc filter
}
}
// e6indsdoor.tga (default grate shader)
textures/evil6_walls/e6indsdoor_s
{
qer_editorimage textures/evil6_walls/e6indsdoor.tga
surfaceparm trans
surfaceparm nomarks
surfaceparm metalsteps
cull none
{
map textures/evil6_walls/e6indsdoor.tga
alphafunc GE128
depthwrite
}
{
map $lightmap
depthfunc equal
blendfunc filter
}
}
// e6tdoor.tga with e6tdoor_fx.tga will use this shader:
// Tech door light effect
textures/evil6_walls/e6tdoor
{
qer_editorimage textures/evil6_walls/e6tdoor.tga
{
map textures/evil6_walls/e6tdoor.tga
}
{
map textures/evil6_walls/e6tdoor.tga
blendFunc blend
}
{
map $lightmap
blendFunc filter
}
}
|