stinger_m/gldefs.txt
Marisa Kirisame 40a48f6a27 Added nicer looking glass to the Biorifle model.
Fix minigun breakage when tapping fire.
Updated Blender project files to 2.8.
Update for new DT backpack mesh.
2019-09-12 14:59:11 +02:00

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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" }
}
// 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"
}
// PP shaders
HardwareShader PostProcess scene
{
Name "URifleScope"
Shader "shaders/glsl/URifleScope.fp" 330
}