swwmgz_m/gldefs/items/keys.txt

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Text

// keys
Material Texture "models/DoomRedKey.png"
{
Brightmap "models/DoomKey_bright.png"
Shader "shaders/glsl/Envmask.fp"
Texture "masktex" "models/DoomKey_mask.png"
Texture "envtex" "models/envmap/redenv.png"
Texture "rimtex" "models/envmap/redrim.png"
Define "RIM_LIGHTING"
}
Material Texture "models/DoomYellowKey.png"
{
Brightmap "models/DoomKey_bright.png"
Shader "shaders/glsl/Envmask.fp"
Texture "masktex" "models/DoomKey_mask.png"
Texture "envtex" "models/envmap/goldenv.png"
Texture "rimtex" "models/envmap/goldrim.png"
Define "RIM_LIGHTING"
}
Material Texture "models/DoomBlueKey.png"
{
Brightmap "models/DoomKey_bright.png"
Shader "shaders/glsl/Envmask.fp"
Texture "masktex" "models/DoomKey_mask.png"
Texture "envtex" "models/envmap/bluenv.png"
Texture "rimtex" "models/envmap/blurim.png"
Define "RIM_LIGHTING"
}
Material Texture "models/DoomGreenKey.png"
{
Brightmap "models/DoomKey_bright.png"
Shader "shaders/glsl/Envmask.fp"
Texture "masktex" "models/DoomKey_mask.png"
Texture "envtex" "models/envmap/greenenv.png"
Texture "rimtex" "models/envmap/greenrim.png"
Define "RIM_LIGHTING"
}
Material Texture "models/DoomOrangeKey.png"
{
Brightmap "models/DoomKey_bright.png"
Shader "shaders/glsl/Envmask.fp"
Texture "masktex" "models/DoomKey_mask.png"
Texture "envtex" "models/envmap/goldenv.png"
Texture "rimtex" "models/envmap/goldrim.png"
Define "RIM_LIGHTING"
}
Material Texture "models/DoomBlackKey.png"
{
Brightmap "models/DoomKey_bright.png"
Shader "shaders/glsl/Envmask.fp"
Texture "masktex" "models/DoomKey_mask.png"
Texture "envtex" "models/envmap/leadenv.png"
Texture "rimtex" "models/envmap/leadrim.png"
Define "RIM_LIGHTING"
}
Material Texture "models/DoomWhiteKey.png"
{
Brightmap "models/DoomKey_bright.png"
Shader "shaders/glsl/Envmask.fp"
Texture "masktex" "models/DoomKey_mask.png"
Texture "envtex" "models/envmap/silverenv.png"
Texture "rimtex" "models/envmap/silverrim.png"
Define "RIM_LIGHTING"
}
Material Texture "models/DoomSilverKey.png"
{
Brightmap "models/DoomKey_bright.png"
Shader "shaders/glsl/Envmask.fp"
Texture "masktex" "models/DoomKey_mask.png"
Texture "envtex" "models/envmap/silverenv.png"
Texture "rimtex" "models/envmap/silverrim.png"
Define "RIM_LIGHTING"
}
Material Texture "models/DoomKeyLight.png"
{
Brightmap "brightmaps/Fullbright.png"
}
Material Texture "models/DoomKeyLight3.png"
{
Shader "shaders/glsl/KeyBlink.fp"
}
Material Texture "models/DoomRedSkull.png"
{
Brightmap "models/DoomSkull_bright.png"
Shader "shaders/glsl/Envmask.fp"
Texture "masktex" "models/DoomSkull_mask.png"
Texture "envtex" "models/envmap/redenv.png"
Texture "rimtex" "models/envmap/redrim.png"
Define "RIM_LIGHTING"
Define "RIMSTEP" = ".2"
}
Material Texture "models/DoomBlueSkull.png"
{
Brightmap "models/DoomSkull_bright.png"
Shader "shaders/glsl/Envmask.fp"
Texture "masktex" "models/DoomSkull_mask.png"
Texture "envtex" "models/envmap/bluenv.png"
Texture "rimtex" "models/envmap/blurim.png"
Define "RIM_LIGHTING"
Define "RIMSTEP" = ".2"
}
Material Texture "models/DoomYellowSkull.png"
{
Brightmap "models/DoomSkull_bright.png"
Shader "shaders/glsl/Envmask.fp"
Texture "masktex" "models/DoomSkull_mask.png"
Texture "envtex" "models/envmap/goldenv.png"
Texture "rimtex" "models/envmap/goldrim.png"
Define "RIM_LIGHTING"
Define "RIMSTEP" = ".2"
}
Material Texture "models/DoomPurpleSkull.png"
{
Brightmap "models/DoomSkull_bright.png"
Shader "shaders/glsl/Envmask.fp"
Texture "masktex" "models/DoomSkull_mask.png"
Texture "envtex" "models/envmap/purpenv.png"
Texture "rimtex" "models/envmap/purprim.png"
Define "RIM_LIGHTING"
Define "RIMSTEP" = ".2"
}
pointlight SWWMREDKEY
{
color 1.0 0.0 0.0
size 40
attenuate 1
offset 0 16 0
}
pointlight SWWMYELLOWKEY
{
color 1.0 1.0 0.0
size 40
attenuate 1
offset 0 16 0
}
pointlight SWWMBLUEKEY
{
color 0.0 0.0 1.0
size 40
attenuate 1
offset 0 16 0
}
pointlight SWWMGREENKEY
{
color 0.0 1.0 0.0
size 40
attenuate 1
offset 0 16 0
}
pointlight SWWMSILVERKEY
{
color 0.8 0.9 1.0
size 40
attenuate 1
offset 0 16 0
}
pointlight SWWMORANGEKEY
{
color 1.0 0.6 0.0
size 40
attenuate 1
offset 0 16 0
}
pointlight SWWMPURPLEKEY
{
color 1.0 0.0 1.0
size 40
attenuate 1
offset 0 16 0
}
pointlight SWWMCARDLITE
{
color 0.5 0.5 0.0
size 20
attenuate 1
offset 0 16 0
}
object SWWMRedCard
{
frame XZW1 { light SWWMREDKEY }
frame XZW1B { light SWWMCARDLITE }
}
object SWWMYellowCard
{
frame XZW1 { light SWWMYELLOWKEY }
frame XZW1B { light SWWMCARDLITE }
}
object SWWMBlueCard
{
frame XZW1 { light SWWMBLUEKEY }
frame XZW1B { light SWWMCARDLITE }
}
object SWWMGreenCard
{
frame XZW1 { light SWWMGREENKEY }
frame XZW1B { light SWWMCARDLITE }
}
object SWWMSilverCardKDiZD
{
frame XZW1 { light SWWMSILVERKEY }
frame XZW1B { light SWWMCARDLITE }
}
object SWWMGreenCardKDiZD
{
frame XZW1 { light SWWMGREENKEY }
frame XZW1B { light SWWMCARDLITE }
}
object SWWMOrangeCardKDiZD
{
frame XZW1 { light SWWMORANGEKEY }
frame XZW1B { light SWWMCARDLITE }
}
object SWWMRedSkull
{
frame XZW1 { light SWWMREDKEY }
}
object SWWMBlueSkull
{
frame XZW1 { light SWWMBLUEKEY }
}
object SWWMYellowSkull
{
frame XZW1 { light SWWMYELLOWKEY }
}
object SWWMPurpleSkull
{
frame XZW1 { light SWWMPURPLEKEY }
}
object SWWMKeyGreen
{
frame XZW1 { light SWWMGREENKEY }
}
object SWWMKeyBlue
{
frame XZW1 { light SWWMBLUEKEY }
}
object SWWMKeyYellow
{
frame XZW1 { light SWWMYELLOWKEY }
}
object SWWMKeyRed
{
frame XZW1 { light SWWMREDKEY }
}