stinger_m/gldefs.txt
Marisa Kirisame 9c916d09d9 Added Unreal '96 intro.
Fully implemented all Translator features, including mouse input.
"Class icons" for player config menu (DT xdevel change).
Fix pickup messages for some ammo types (also in DT xdevel).
2019-09-01 22:10:42 +02:00

559 lines
11 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 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 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 6 0 1
}
Object FlareThrownX
{
frame "FLAR" { light "FLARELIGHT" }
}
// 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"
}
HardwareShader Texture "models/JNaliFruit1.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
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/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"
}