GE_Glass_gry_01 { qer_editorimage stone\GE_Glass_gry_01 qer_trans 0.1 sound plastic shader glass texture GE_Glass_gry_01 envmap cubeMapBlueSky ; intensity .5 ; alpha 0.4 intensity 0.1 alpha 0.4 } GE_clearA_gry_gls { qer_editorimage metal\GE_dirtyA_gry qer_trans 0.1 shader glass sound plastic texture ge_dirtyA_gry envmap GE_env_oily alpha 0.075 intensity 0.75 } GE_clear_red_gls { qer_editorimage metal\GE_dirtyA_gry qer_trans 0.5 shader glass sound plastic texture ge_dirtyA_gry envmap V5_env_hallway_01 alpha 0.04 intensity .75 } AR_PylonCrystal_01 { sound plastic shader etchedglass texture GE_crystal_blu_01 envmap GE_env_spotLights glossmap Pylon_Remodeled alpha 0.66 intensity 0.5 sightForceMedium } AR_EnergyBeamPipe_01 { sound energy shader dynamic dynShaderDef { ; Pass 1 { tFactor 0xFF202020 fog true fog_current ; Stage 0 { texture AR_EnergyBeamPipe_01 } ; Stage n { texture $lightmap colorOp texOp_modulate texArg_current texArg_texture clamp clamp_noWrap uvIndex 1 } { noLightmapStage colorOp texOp_modulate texArg_current texArg_diffuse } ; Stage n { texture AR_EnergyBeamPipes_01_glo colorOp texOp_multiplyadd texArg_texture texArg_tFactor texArg_current } } } } AR_EnergyBeamPipe_01_old { shader dynamic dynShaderDef { ; Pass 1 { zwrite false zfunc zfunc_on blend true blendOp_add blend_one blend_invSrcAlpha alphatest false cull cull_off fog true fog_current sort ; Stage 1 { texture AR_EnergyBeamPipe_01 } ; Stage 2 (Lightmap) { texture $lightmap colorOp texOp_modulate texArg_current+AR texArg_texture clamp clamp_nowrap uvIndex 1 } ; Stage 2 (Vertex) { noLightmapStage colorOp texOp_modulate texArg_current+AR texArg_diffuse } ; Stage 3 { texture AR_EnergyBeamPipe_01 colorOp texOp_modulate texArg_current texArg_texture uvIndex 0 } ; Stage 4 { texture AR_EnergyBeamPipe_01 colorOp texOp_blendTextureAlpha texArg_current texArg_texture uvIndex 0 } } } } AR_protossMonitor_01old { sound energy shader dynamic dynShaderDef { ;Pass 1 { zwrite false zfunc zfunc_on blend true blendOp_add blend_srcAlpha blend_one alphatest false cull cull_off tfactor 0x88888888 sort ; Stage { texture AR_ProtossMonitor_01 colorOp texOp_modulate texArg_texture texArg_tFactor tcMod v scroll 1 } ; Stage { texture AR_ProtossMonitor_01 colorOp texOp_selectArg1 texArg_current uvIndex 0 } } } } AR_protossMonitor_02old { sound energy shader dynamic dynShaderDef { ;Pass 1 { zwrite false zfunc zfunc_on blend true blendOp_add blend_srcAlpha blend_one alphatest false cull cull_off tfactor 0x88888888 sort ; Stage { texture AR_ProtossMonitor_01 colorOp texOp_modulate texArg_texture texArg_tFactor tcMod v scroll 0.5 } ; Stage { texture AR_ProtossMonitor_01 colorOp texOp_selectArg1 texArg_current uvIndex 0 } } } } AR_protossMonitor_03old { sound energy shader dynamic dynShaderDef { ;Pass 1 { zwrite false zfunc zfunc_on blend true blendOp_add blend_srcAlpha blend_one alphatest false cull cull_off tfactor 0x88888888 sort ; Stage { texture AR_ProtossMonitor_01 colorOp texOp_modulate texArg_texture texArg_tFactor tcMod v scroll 0.3 } ; Stage { texture AR_ProtossMonitor_01 colorOp texOp_selectArg1 texArg_current uvIndex 0 } } } } AR_protossMonitor_01 { shader alphaDissolve instance texture AR_TimerRound_01 texture2 AR_TimerRound_01_off } AR_protossMonitor_02 { shader alphaDissolve instance texture AR_TimerRound_01 texture2 AR_TimerRound_01_off } AR_protossMonitor_03 { shader alphaDissolve instance texture AR_TimerRound_01 texture2 AR_TimerRound_01_off } ; Dynamic glass/forcefield for forcefields AR_EnergyShield_blu_gls { qer_editorimage effects\AR_GlassFloor_01 qer_trans 0.5 sound energy shader dynamic dynShaderDef { ; Pass 1 { zwrite false zfunc zfunc_on blend true blendOp_add blend_one blend_one alphatest false cull cull_off tfactor 0x444444 sort ; Stage 1 { texture AR_GlassFloor_01 colorOp texOp_modulate texArg_texture texArg_tFactor alphaOp texOp_modulate texArg_texture texArg_tFactor } { texture GE_alphaBand colorOp texOp_add texArg_texture texArg_current alphaOp texOp_add texArg_texture texArg_current tcMod u scroll 0.5 tcMod v scroll 0.3 tcMod u scale 8 uvIndex 0 } { texture GE_alphaBand colorOp texOp_add texArg_texture texArg_current alphaOp texOp_add texArg_texture texArg_current tcMod u scroll -0.3 tcMod v scroll 0.5 tcMod u scale 8 uvIndex 0 } ; Stage 2 { texture AR_EnergyBeam_01 colorOp texOp_modulateAlpha_addColor texArg_current texArg_texture alphaOp texOp_modulate texArg_current texArg_tFactor ; colorOp texOp_multiplyAdd texArg_texture texArg_tFactor texArg_current tcMod uv scale 2 2 uvindex 0 } } } } ball_monkey { ; qer_editorimage effects\AR_GlassFloor_01 ; qer_trans 0.5 ; ; shader add ; texture AR_GlassFloor_01 shader dynamic dynShaderDef { ; Pass 1 { zwrite false zfunc zfunc_on blend true blendOp_add blend_one blend_one alphatest false cull cull_off sort colorgen r sin 1 0.75 0.25 1 colorgen g sin 1 0.75 0.25 1 colorgen b sin 1 0.75 0.25 1 ; Stage 1 { texture AR_GlassFloor_01 } ; Stage 2 { texture AR_EnergyBeam_01 colorOp texOp_multiplyAdd texArg_texture texArg_tFactor texArg_current tcMod u scale 4.0 tcMod v scale 1.0 uvindex 0 } } } } ; Static glass/forcefield AR_EnergyGlass_blu_gls { sound energy shader add texture AR_EnergyBeam_01 } ; Dynamic glass/forcefield for pipes AR_EnergyPipe_blu_gls { qer_editorimage effects\AR_EnergyBeam_01 qer_trans 0.5 sound energy shader add texture AR_EnergyBeam_01 intensity 1 } AR_BracedEnergyPipe_blue { shader masked texture AR_BracedEnergyPipe_01 } AR_BracedEnergyPipe_blu { ; shader alpha ; texture AR_BracedEnergyPipe_01 shader dynamic dynShaderDef { ; Pass 1 { tFactor 0xFF202020 fog true fog_current ; Stage 0 { texture AR_BracedEnergyPipe_01 colorOp texOp_modulate texArg_texture texArg_diffuse } ; Stage n { texture AR_EnergyBeam_01 colorOp texOp_modulateInvAlpha_AddColor texArg_current texArg_texture } } } } // forcefield for jumping puzzle objects (3_3_2_EnergyRing...) AR_EnergyShieldRound_blu { ; shader add ; texture AR_EnergyBeam_01 qer_editorimage effects\AR_GlassFloor_01 qer_trans 0.5 sound energy shader dynamic dynShaderDef { ; Pass 1 { zwrite false zfunc zfunc_on blend true blendOp_add blend_one blend_one alphatest false cull cull_off tfactor 0x444444 sort ; Stage 1 { texture AR_GlassFloor_01 colorOp texOp_modulate texArg_texture texArg_tFactor alphaOp texOp_modulate texArg_texture texArg_tFactor } { texture GE_alphaBand colorOp texOp_add texArg_texture texArg_current alphaOp texOp_add texArg_texture texArg_current tcMod u scroll 0.5 tcMod v scroll 0.3 tcMod u scale 8 uvIndex 0 } { texture GE_alphaBand colorOp texOp_add texArg_texture texArg_current alphaOp texOp_add texArg_texture texArg_current tcMod u scroll -0.3 tcMod v scroll 0.5 tcMod u scale 8 uvIndex 0 } ; Stage 2 { texture AR_EnergyBeam_01 colorOp texOp_modulateAlpha_addColor texArg_current texArg_texture alphaOp texOp_modulate texArg_current texArg_tFactor ; colorOp texOp_multiplyAdd texArg_texture texArg_tFactor texArg_current tcMod uv scale 2 2 uvindex 0 } } } } // standard forcefield (fully collideable) AR_EnergyShieldSquare_blu { shader add texture AR_EnergyBeam_01 } // standard scanfield (nocollide, had sight only lasers embedded) AR_ScanFieldSquare_blu { // shader add // texture AR_ScanField_01 qer_editorimage effects\AR_ScanField_01 qer_surfaceparm nonsolid qer_trans 0.0 sound energy shader dynamic dynShaderDef { ; Pass 1 { zwrite false zfunc zfunc_on blend true blendOp_add blend_one blend_one alphatest false cull cull_off tfactor 0x80808080 sort ; Stage 1 { texture AR_ScanField_01 tcMod u scroll -0.5 tcMod v scale -1 } { texture AR_ScanField_01 colorOp texOp_lerp texArg_texture texArg_current texArg_tFactor+AR tcMod u scroll 0.5 } { colorOp texOp_modulate texArg_current texArg_tFactor } } } } // standard forcefield for lifts (3_3_2_Room01_EnergyLift) AR_EnergyShieldLift_blu { sound energy shader add texture AR_EnergyBeam_01 } //for powerup goodies (race symbols) Symbol_Squadron { sound plastic shader glass texture Symbol_Squadron envmap cubeMapBlueSky intensity 0.1 alpha 0.7 } //AR_Glowpanel_02 //{ // sound energy // shader dynamic // dynShaderDef // { // ;Pass 1 // { // zwrite false // zfunc zfunc_on // blend true blendOp_add blend_one blend_one // alphatest false // cull cull_off // sort // // ; Stage // { // texture AR_Glowpanel_02 // colorOp texOp_selectArg1 texArg_texture // tcMod v scroll 1 // } // } // } //} AR_Glowpanel_02 { sound energy shader dynamic dynShaderDef { ;Pass 1 { zwrite false zfunc zfunc_on blend true blendOp_add blend_srcAlpha blend_one alphatest false cull cull_off tfactor 0x88888888 sort ; Stage { texture AR_Glowpanel_02 colorOp texOp_modulate texArg_texture texArg_tFactor tcMod v scroll 1 } ; Stage { texture AR_Glowpanel_02 colorOp texOp_selectArg1 texArg_current uvIndex 0 } } } } //AR_EnergyGlass_blu_02_gls //{ // // shader glass // texture AR_EnergyBeam_03 // envmap GE_env_spotLights // alpha 0.03 // alpha 1 // intensity 0.75 // intensity 0.1 //} AR_EnergyGlass_blu_03 { shader etchedglass texture AR_EnergyBeam_03 envmap GE_env_spotLights glossmap AR_GraduatedGlo alpha 1 intensity 0.2 } AR_Glowpanel_03 { sound energy shader dynamic dynShaderDef { ;Pass 1 { zwrite false zfunc zfunc_on blend true blendOp_add blend_srcAlpha blend_one alphatest false cull cull_off tfactor 0x88888888 sort ; Stage { texture AR_Glowpanel_03 colorOp texOp_modulate texArg_texture texArg_tFactor tcMod v scroll 1 } ; Stage { texture AR_Glowpanel_03 colorOp texOp_selectArg1 texArg_current uvIndex 0 } } } } GE_hologram_yel { sound energy shader add texture GE_hologram_yel intensity 0.5 } Labs_223Glass { qer_editorimage metal\GE_dirtyA_gry qer_trans 0.1 shader glass sound plastic texture GE_dtl_brushedMetal envmap V5_env_223 alpha 0.125 intensity 0.75 } Borgo_131Glass { qer_editorimage metal\GE_dirtyA_gry qer_trans 0.1 shader glass sound plastic texture GE_dtl_brushedMetal envmap MS_env_Borgo alpha 0.025 intensity 0.5 } BorgoB_131Glass { qer_editorimage metal\GE_dirtyA_gry qer_trans 0.1 shader glass sound plastic texture GE_dtl_brushedMetal envmap MS_env_BorgoB alpha 0.025 intensity 0.5 }