// Lights PointLight ASMDAMMOLIGHT { Color 0.0 0.4 0.7 Size 15 Offset 0 11 8 Attenuate 1 } PointLight ASMDAMMOLIGHT2 { Color 0.0 0.4 0.7 Size 15 Offset 0 5 8 Attenuate 1 } Object AsmdAmmo { Frame "SHOA" { light "ASMDAMMOLIGHT" } } Object AsmdAmmo2 { Frame "SHOA" { light "ASMDAMMOLIGHT2" } } PointLight STINGERAMMOLIGHT { Color 0.1 0.2 0.4 Size 12 Offset 0 5 0 Attenuate 1 } PointLight STINGERAMMOLIGHT2 { Color 0.1 0.2 0.4 Size 12 Offset 0 12 0 Attenuate 1 } Object StingerAmmo { Frame "SAMO" { light "STINGERAMMOLIGHT" } } Object StingerAmmo2 { Frame "SAMO" { light "STINGERAMMOLIGHT2" } } PointLight IMPAMMOLIGHT { Color 0.9 0.2 1.0 Size 28 Offset 0 6 0 Attenuate 1 } PointLight IMPAMMOLIGHT2 { Color 0.9 0.2 1.0 Size 12 Offset 0 3 0 Attenuate 1 } Object ImpalerAmmo { Frame "IAMO" { light "IMPAMMOLIGHT" } } Object ImpalerAmmo2 { Frame "IAMO" { light "IMPAMMOLIGHT2" } } PointLight FLAKAMMOLIGHT { Color 0.1 0.4 0.0 Size 8 Offset 0 15 4 Attenuate 1 } Object UFlakBox { Frame "FAMO" { light "FLAKAMMOLIGHT" } } PointLight STINGERLIGHT { Color 0.1 0.4 1.0 Size 30 Attenuate 1 } Object StingerProjectile { Frame "TPRJA" { light "STINGERLIGHT" } } PointLight UBIOAMMOLIGHT { Color 0.3 1.0 0.1 Size 12 Offset 0 12 8 Attenuate 1 } PointLight UBIOAMMOLIGHT2 { Color 0.3 1.0 0.1 Size 9 Offset 0 8 0 Attenuate 1 } Object UBioAmmo { Frame "BIOA" { light "UBIOAMMOLIGHT" } Frame "BIA2" { light "UBIOAMMOLIGHT" } } Object UBioAmmo2 { Frame "BIOA" { light "UBIOAMMOLIGHT2" } } PointLight DAMPENERLIGHT0 { Color 0.2 0.0 0.0 Size 6 Offset 0 6 0 Attenuate 1 } PointLight DAMPENERLIGHT1 { Color 0.6 0.0 0.0 Size 15 Offset 0 8 0 Attenuate 1 } PointLight DAMPENERLIGHT2 { Color 0.8 0.0 0.0 Size 22 Offset 0 10 0 Attenuate 1 } PointLight DAMPENERLIGHT3 { Color 0.9 0.0 0.0 Size 28 Offset 0 10 0 Attenuate 1 } PointLight DAMPENERLIGHT4 { Color 1.0 0.0 0.0 Size 32 Offset 0 10 0 Attenuate 1 } Object Dampener { Frame "DAMPA" { light "DAMPENERLIGHT0" } Frame "DAMPB" { light "DAMPENERLIGHT1" } Frame "DAMPC" { light "DAMPENERLIGHT2" } Frame "DAMPD" { light "DAMPENERLIGHT3" } Frame "DAMPE" { light "DAMPENERLIGHT4" } Frame "DAMPF" { light "DAMPENERLIGHT3" } Frame "DAMPG" { light "DAMPENERLIGHT2" } Frame "DAMPH" { light "DAMPENERLIGHT2" } Frame "DAMPI" { light "DAMPENERLIGHT2" } Frame "DAMPJ" { light "DAMPENERLIGHT2" } } PointLight SBELTLIGHT { Color 0.25 0.0 0.0 Size 20 Offset 0 2 0 Attenuate 1 } PointLight PBELTLIGHT { Color 0.15 0.0 0.25 Size 20 Offset 0 2 0 Attenuate 1 } Object ShieldBelt { Frame "BELT" { light "SBELTLIGHT" } } Object PowerShield { Frame "BELT" { light "PBELTLIGHT" } } PointLight UINVISLIGHT { Color 0.4 1.0 0.2 Size 12 Offset 0 15 0 Attenuate 1 } Object UInvisibility { Frame "INVS" { light "UINVISLIGHT" } } PointLight SUPERHEALTH { Color 0.2 0.4 1.0 Size 12 Offset 0 6 0 Attenuate 1 } Object SuperHealth { Frame "SHTH" { light "SUPERHEALTH" } } PointLight WPOWERUP { Color 0.1 0.1 0.8 Size 20 Offset 0 5 0 Attenuate 1 } Object WeaponPowerUp { Frame "WPOW" { light "WPOWERUP" } } FlickerLight2 FLARELIGHT { Color 1.0 0.4 0.0 Size 112 SecondarySize 120 Interval 0.1 Offset 0 1 6 } Object FlareThrownX { frame "FLAR" { light "FLARELIGHT" } } FlickerLight2 LIGHTFLARE { Color 1.0 1.0 1.0 Size 112 SecondarySize 120 Interval 0.1 Offset 0 1 6 } FlickerLight2 DARKFLARE { Color 0.6 0.6 0.6 Size 112 SecondarySize 120 Interval 0.1 Subtractive 1 Offset 0 1 6 } FlickerLight2 DAMMOLIGHT1 { Color 0.2 0.2 1.0 Size 72 SecondarySize 80 Interval 0.1 } FlickerLight2 DAMMOLIGHT2 { Color 0.2 1.0 0.2 Size 72 SecondarySize 80 Interval 0.1 } FlickerLight2 DAMMOLIGHT3 { Color 1.0 1.0 0.2 Size 72 SecondarySize 80 Interval 0.1 } FlickerLight2 DAMMOLIGHT4 { Color 1.0 0.6 0.2 Size 72 SecondarySize 80 Interval 0.1 } FlickerLight2 DAMMOLIGHT5 { Color 1.0 0.2 0.2 Size 72 SecondarySize 80 Interval 0.1 } Object DispersionAmmo { Frame "DISM" { light "DAMMOLIGHT1" } } Object DAmmo2 { Frame "DISM" { light "DAMMOLIGHT2" } } Object DAmmo3 { Frame "DISM" { light "DAMMOLIGHT3" } } Object DAmmo4 { Frame "DISM" { light "DAMMOLIGHT4" } } Object DAmmo5 { Frame "DISM" { light "DAMMOLIGHT5" } } FlickerLight2 ASMDBALLLIGHT { Color 0.3 0.7 1.0 Size 72 SecondarySize 80 Interval 0.1 } Object AsmdBall { Frame "TAZB" { light "ASMDBALLLIGHT" } } FlickerLight2 SENTRYLIGHT1 { Color 1.0 0.6 0.0 Size 80 SecondarySize 96 Interval 0.1 Offset 0 4 15 } FlickerLight2 SENTRYLIGHT2 { Color 0.4 0.2 0.0 Size 80 SecondarySize 96 Interval 0.1 Offset 0 4 15 } Object MinigunSentry { Frame "SENFA" { light "SENTRYLIGHT1" } Frame "SENFB" { light "SENTRYLIGHT2" } Frame "SENFD" { light "SENTRYLIGHT1" } Frame "SENFE" { light "SENTRYLIGHT2" } Frame "SENFG" { light "SENTRYLIGHT1" } Frame "SENFH" { light "SENTRYLIGHT2" } Frame "SENFJ" { light "SENTRYLIGHT1" } Frame "SENFK" { light "SENTRYLIGHT2" } Frame "SENFM" { light "SENTRYLIGHT1" } Frame "SENFN" { light "SENTRYLIGHT2" } Frame "SENFP" { light "SENTRYLIGHT1" } Frame "SENFQ" { light "SENTRYLIGHT2" } } FlickerLight2 SENTRYLIGHT3 { Color 1.0 0.6 0.0 Size 40 SecondarySize 48 Interval 0.1 Offset 0 16 10 } Object SentryGun { Frame "SENFA" { light "SENTRYLIGHT3" } Frame "SENFC" { light "SENTRYLIGHT3" } } PointLight FFIELDLIGHT { Color 1.0 0.1 1.0 Size 15 Offset 0 12 0 Attenuate 1 } Object ForceField { Frame "FFPK" { light "FFIELDLIGHT" } } // Shaders / Brightmaps HardwareShader Texture "graphics/MenuBarr.png" { Shader "shaders/glsl/MenuBarrier.fp" } HardwareShader Texture "graphics/rmetal.png" { Shader "shaders/glsl/Menu2.fp" } HardwareShader Texture "graphics/95Bg.png" { Shader "shaders/glsl/95Bg.fp" } HardwareShader Texture "graphics/96Bg.png" { Shader "shaders/glsl/96Bg.fp" } HardwareShader Texture "graphics/97Bg.png" { Shader "shaders/glsl/97Bg.fp" } HardwareShader Texture "graphics/UnBg.png" { Shader "shaders/glsl/UnBg.fp" } Brightmap Texture "models/Ash.png" { Map "brightmaps/Ash.png" } HardwareShader Texture "models/Abelt1.png" { Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Texture "brighttex" "brightmaps/Abelt1.png" } HardwareShader Texture "models/Apbelt1.png" { Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Texture "brighttex" "brightmaps/Abelt1.png" } HardwareShader Texture "models/Ahand1_.png" { Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Texture "brighttex" "brightmaps/Ahand1.png" } Brightmap Texture "models/Ahand1.png" { Map "brightmaps/Ahand1.png" } HardwareShader Texture "models/Ainv1_.png" { Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Texture "brighttex" "brightmaps/Ainv1.png" } Brightmap Texture "models/Ainv1.png" { Map "brightmaps/Ainv1.png" } HardwareShader Texture "models/DPistol1_.png" { Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Texture "brighttex" "brightmaps/DPistol1.png" } Brightmap Texture "models/DPistol1.png" { Map "brightmaps/DPistol1.png" } HardwareShader Texture "models/JBRifle1_.png" { Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Texture "brighttex" "brightmaps/JBRifle1.png" } Brightmap Texture "models/JBRifle1.png" { Map "brightmaps/JBRifle1.png" } HardwareShader Texture "models/JEightB1_.png" { Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Texture "brighttex" "brightmaps/JEightB1.png" } Brightmap Texture "models/JEightB1.png" { Map "brightmaps/JEightB1.png" } HardwareShader Texture "models/JFlashl1.png" { Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Texture "brighttex" "brightmaps/JFlashl1.png" } HardwareShader Texture "models/JImpale1_.png" { Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Texture "brighttex" "brightmaps/JImpale1.png" } Brightmap Texture "models/JImpale1.png" { Map "brightmaps/JImpale1.png" } HardwareShader Texture "models/JPickup1.png" { Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Texture "brighttex" "brightmaps/JPickup1.png" } HardwareShader Texture "models/JPickup21.png" { Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Texture "brighttex" "brightmaps/JPickup21.png" } HardwareShader Texture "models/JRazor1_.png" { Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Texture "brighttex" "brightmaps/JRazor1.png" } Brightmap Texture "models/JRazor1.png" { Map "brightmaps/JRazor1.png" } HardwareShader Texture "models/JRifle1_.png" { Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Texture "brighttex" "brightmaps/JRifle1.png" } Brightmap Texture "models/JRifle1.png" { Map "brightmaps/JRifle1.png" } HardwareShader Texture "models/JTaryPick1_.png" { Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Texture "brighttex" "brightmaps/JTaryPick1.png" } Brightmap Texture "models/JTaryPick1.png" { Map "brightmaps/JTaryPick1.png" DisableFullbright } Brightmap Texture "models/Jburst1.png" { Map "brightmaps/Jburst1.png" DisableFullbright } Brightmap Texture "models/Jflare.png" { Map "brightmaps/Jflare.png" } HardwareShader Texture "models/Jpeacehand1_.png" { Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Texture "brighttex" "brightmaps/Jpeacehand1.png" } Brightmap Texture "models/Jpeacehand1.png" { Map "brightmaps/Jpeacehand1.png" } HardwareShader Texture "models/Sting1_.png" { Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Texture "brighttex" "brightmaps/Sting1.png" } Brightmap Texture "models/Sting1.png" { Map "brightmaps/Sting1.png" } HardwareShader Texture "models/Stunner_.png" { Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Texture "brighttex" "brightmaps/Stunner.png" } Brightmap Texture "models/Stunner.png" { Map "brightmaps/Stunner.png" } HardwareShader Texture "models/aforce1.png" { Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" Texture "brighttex" "brightmaps/aforce1.png" } HardwareShader Texture "models/Jflakshel1_.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/Jflak1_.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/ASMD1_.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/AToxSuit1.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/AkevSuit1.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/Asuit1.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/AutoHand1_.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/Autom1_.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/Automa1_.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/Flamet_.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/GunPick1_.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/JAmplifier1.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/JAsmdAmmo1.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/JBigGun1_.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/JBoneSw1_.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/JDetector.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/JFlameG1_.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/JInvisibility1.png" { Shader "shaders/glsl/AmbientGlow.fp" } Brightmap Texture "models/JNaliFruit1.png" { Map "brightmaps/JNaliFruit1.png" } HardwareShader Texture "models/JNapalm1_.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/JNapalmAm1.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/JQuadAm1_.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/JRocketCan1.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/JRocket1_.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/Jarmor1.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/Jband1.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/Jclip1_.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/Jhealth1.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/Jlboot1.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/Jmisc1_.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/Jpeacehand1_.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/Jseed1.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/Jshealth1.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/Minigun_.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/RifleBul1.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/aPower1.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/minigun1_.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/ShockSm.png" { Shader "shaders/glsl/ShockSm.fp" Texture "smoketex" "models/ShockSm2.png" } HardwareShader Texture "models/ForceF.png" { Shader "shaders/glsl/ShockCore.fp" Texture "warptex" "textures/roughwarp.png" } HardwareShader Texture "models/ShockC.png" { Shader "shaders/glsl/ShockCore.fp" Texture "warptex" "textures/roughwarp.png" } HardwareShader Texture "models/ForceFieldFX.png" { Shader "shaders/glsl/FizzDistortXY.fp" Texture "warptex" "textures/warptex.png" } HardwareShader Texture "models/InvisFX.png" { Shader "shaders/glsl/FizzDistortXY.fp" Texture "warptex" "textures/warptex.png" } HardwareShader Texture "models/SHealthFX.png" { Shader "shaders/glsl/FizzDistortXY.fp" Texture "warptex" "textures/warptex.png" } HardwareShader Texture "models/PowerFX.png" { Shader "shaders/glsl/PowerUp.fp" Texture "warptex" "textures/roughwarp.png" } HardwareShader Texture "models/FireEffect8.png" { Shader "shaders/glsl/FlareFX.fp" } HardwareShader Texture "models/AsmdBeam.png" { Shader "shaders/glsl/AsmdBeam.fp" } HardwareShader Texture "models/AsmdSBeam.png" { Shader "shaders/glsl/AsmdSBeam.fp" } HardwareShader Texture "models/AsmdPBeam.png" { Shader "shaders/glsl/AsmdPBeam.fp" } HardwareShader Texture "models/OLSMP.png" { Shader "shaders/glsl/MeshEnviroMapMasked.fp" Texture "masktex" "models/OLSMP_m.png" Texture "envtex" "models/OLSMP_env.png" } HardwareShader Texture "models/OLSMP_.png" { Shader "shaders/glsl/MeshEnviroMapMasked_AmbientGlow.fp" Texture "masktex" "models/OLSMP_m.png" Texture "envtex" "models/OLSMP_env.png" } HardwareShader Texture "models/JSentry1_.png" { Shader "shaders/glsl/AmbientGlow.fp" } HardwareShader Texture "models/Glass2.png" { Shader "shaders/glsl/MeshEnviroMapMasked.fp" Texture "masktex" "models/Glass2_m.png" Texture "envtex" "models/NyLeve_env.png" } HardwareShader Texture "models/ElecFX.png" { Shader "shaders/glsl/ElecFX.fp" } // PP shaders HardwareShader PostProcess scene { Name "URifleScope" Shader "shaders/glsl/URifleScope.fp" 330 }