swwmgz_m/gldefs/weapons/sparkster.txt

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// biospark carbine
Material Texture "models/Sparkster.png"
{
Shader "shaders/glsl/Envmask.fp"
Texture "masktex" "models/Sparkster_mask.png"
Texture "envtex" "models/envmap/dekaenv.png"
Texture "rimtex" "models/envmap/dekarim.png"
Uniform int "EnvLayers" = 1
Uniform vec3 "EnvFact" = ".75" "1." "1."
Uniform vec3 "RimFact" = ".9" "1." "1."
Uniform vec3 "RimStep" = ".5" ".5" ".5"
}
Material Texture "models/SparksterBall.png"
{
Shader "shaders/glsl/Envmask.fp"
Texture "masktex" "models/SparksterBall_mask.png"
Texture "envtex" "models/envmap/dekaenv.png"
Texture "rimtex" "models/envmap/dekarim.png"
Uniform int "EnvLayers" = 1
Uniform vec3 "EnvFact" = ".75" "1." "1."
Uniform vec3 "RimFact" = ".9" "1." "1."
Uniform vec3 "RimStep" = ".5" ".5" ".5"
}
FlickerLight2 SPARKLIGHT
{
Color 0.8 1.0 0.4
Size 70
SecondarySize 80
Attenuate 1
Interval 0.4
}
FlickerLight2 HUGESPARKLIGHT
{
Color 0.8 1.0 0.4
Size 150
SecondarySize 160
Attenuate 1
Interval 0.4
}
Object BiosparkBall
{
Frame "BSPK" { light "SPARKLIGHT" }
}
Object BigBiospark
{
Frame "HSPK" { light "HUGESPARKLIGHT" }
}