stinger_m/gldefs.txt
Marisa Kirisame 28d0912eda 1.0 release:
- Swap around some assets and code with Doom Tournament.
   - Searchlight moved to here.
   - Computer map and Armor bonus moved to DT.
   - Armor absorption priority code moved to DT.
 - Added Unreal crosshairs.
 - Fix incorrect Autocannon flash color.
 - Ported over Translocator ally telefrag prevention.
 - Fixed razor blades emitting no effects when hitting a non-bleeding enemy.
 - Misc. cleanup.
2019-10-21 22:09:50 +02:00

868 lines
16 KiB
Text

// 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" }
}
FlickerLight2 UFLAMGLIGHT1
{
Color 0.3 1.0 0.2
Size 40
SecondarySize 48
Interval 0.1
}
FlickerLight2 UFLAMGLIGHT2
{
Color 0.5 1.0 0.2
Size 56
SecondarySize 60
Interval 0.1
}
FlickerLight2 UFLAMGLIGHT3
{
Color 0.4 1.0 0.2
Size 12
SecondarySize 16
Interval 0.1
}
Object UFireball
{
Frame "FIRB" { light "UFLAMGLIGHT1" }
}
Object UFireball2
{
Frame "FIRB" { light "UFLAMGLIGHT2" }
}
Object UFireballEmber
{
Frame "FIRB" { light "UFLAMGLIGHT3" }
}
PointLight IMPALERLIGHT
{
Color 1.0 0.2 0.8
Size 50
Attenuate 1
}
Object ImpalerProjectile
{
Frame "TPRJA" { light "IMPALERLIGHT" }
}
FlickerLight2 IBOLTLIGHT
{
Color 0.5 0.1 0.5
Size 40
SecondarySize 48
Interval 0.1
Offset 0 0 20
Attenuate 1
}
Object ImpalerBolt
{
Frame "PBLT" { light "IBOLTLIGHT" }
}
Object StarterImpalerBolt
{
Frame "PBLT" { light "IBOLTLIGHT" }
}
Object UAllMap
{
Frame "TRNS" { light "UTCOMPLIGHT" }
}
// 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.fp"
}
HardwareShader Texture "models/JBigFlash1.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
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"
}
HardwareShader Texture "models/FlametFX.png"
{
Shader "shaders/glsl/FlametFX.fp"
}
HardwareShader Texture "models/JTranslator1.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
Texture "brighttex" "brightmaps/JTranslator1.png"
}
// PP shaders
HardwareShader PostProcess scene
{
Name "URifleScope"
Shader "shaders/glsl/URifleScope.fp" 330
}