GE_dirtyA_grya { sound metal shader detail texture GE_solid_blk detail GE_solid_wht detailscale 1 } _Goliath_glossZZZ { shader glossenvmap texture Goliath.dds envmap GE_env_spotlights.dds } Goliathtest_gloss { shader dynamic dynShaderDef { ; Pass1 { ;envmap brightness tfactor 0x20202020 ; Stage 1 { texture GoliathTest } ; Stage 2 { texture GE_env_spotlights cubemap colorOp texOp_modulateAlpha_addColor texArg_current texArg_texture clamp clamp_nowrap uvIndex 1 uvif_csreflect uvTransform $uvtt_invcamera uvtf_count3 } ; Stage 3 { texture Goliath colorOp texOp_modulate texArg_current texArg_diffuse } ; Stage 4 { texture GE_env_spotlights cubemap colorOp texOp_modulateAlpha_addColor texArg_current texArg_texture clamp clamp_noWrap uvIndex 1 uvif_csreflect uvTransform $uvtt_invcamera uvif_count3 } } } } _Goliathtest_gloss { shader dynamic dynShaderDef { ; Pass1 { ;envmap brightness tfactor 0x80808080 ; Stage 1 { texture GoliathTest alphaOp texOp_add texArg_texture texArg_fFactor } ; Stage 2 { texture GE_env_spotlights cubemap colorOp texOp_modulate texArg_current+AR texArg_texture clamp clamp_nowrap uvIndex 1 uvif_csreflect uvTransform $uvtt_invcamera uvtf_count3 } ; Stage 3 { texture GoliathTest colorOp texOp_modulate texArg_current texArg_diffuse } ; Stage 4 { texture GoliathTest colorOp texOp_multiplyAdd texArg_texture texArg_diffuse texArg_current } } } } AR_Trim_01 { sound metal shader glow texture AR_Trim_01 glow AR_Trim_01_glo intensity 0.5 } AR_Panel_gld_13 { sound metal shader glow texture AR_Panel_gld_13 glow AR_Panel_gld_13_glo intensity 0.5 } //AR_Panel_gld_14 //{ // sound metal // shader glow // texture AR_Panel_gld_14 // glow AR_Panel_gld_14_glo // intensity 0.5 //} AR_BridgePillar_01 { sound metal shader glow texture AR_BridgePillar_01 glow AR_BridgePillar_01_glo intensity 0.5 } AR_BridgePillar_02 { sound metal shader glossenvmapdetail texture AR_BridgePillar_02 envmap GE_env_spotLights detail AR_Dtl_Circuit detailscale 7 } AR_DoorBalcony_01 { sound metal shader glow texture AR_DoorBalcony_01 glow AR_DoorBalcony_01_glo intensity 0.5 } AR_DoorBalcony_02 { sound metal shader glow texture AR_DoorBalcony_02 glow AR_DoorBalcony_02_glo intensity 0.5 } AR_Arches_01 { sound metal shader glow texture AR_Arches_01 glow AR_Arches_01_glo intensity 0.5 } AR_Panel_Wall_02 { ; shader glow ; texture AR_Panel_Wall_02 ; glow AR_Panel_Wall_02_glo ; intensity 0.01 sound metal shader dynamic dynShaderDef { ; Pass 1 { tFactor 0xFF050505 fog true fog_current ; Stage 0 { texture AR_Panel_Wall_02 } ; 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_Panel_Wall_02_glo colorOp texOp_multiplyadd texArg_texture texArg_tFactor texArg_current } } } } Bridge_3_3_2 { sound metal shader glow texture Bridge_3_3_2 glow Bridge_3_3_2_glo } AR_DoorBalcony_01_masked { sound metal shader masked texture AR_DoorBalcony_01 } AR_PylonPanel_01 { sound metal shader glow texture AR_PylonPanel_01 glow AR_PylonPanel_01_glo ; intensity 0.25 } AR_Pylon_01 { sound metal shader glow texture AR_Pylon_01 glow AR_Pylon_01_glo ; intensity 0.25 ; shader dynamic ; dynShaderDef ; { ; ; Pass 1 ; { ; colorgen r sin -0.25 0.25 0.25 0.5 ; colorgen g sin -0.25 0.25 0.25 0.5 ; colorgen b sin -0.25 0.25 0.25 0.5 ; fog true fog_current ; ; ; Stage 0 ; { ; texture AR_Pylon_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_Pylon_01_Glo ; colorOp texOp_multiplyadd texArg_texture texArg_tFactor texArg_current ; } ; } ; } ; } //BridgeTele_3_3_2_Circle //{ //} AR_TrimBar_gld_04 { sound metal shader dynamic dynShaderDef { ; Pass 1 { colorgen r sin -0 0.25 0 0.375 colorgen g sin -0 0.25 0 0.375 colorgen b sin -0 0.25 0 0.375 ; Stage 0 { texture AR_TrimBar_gld_04 } ; 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_TrimBar_gld_04_Glo colorOp texOp_multiplyadd texArg_texture texArg_tFactor texArg_current } } } } Pylon_3_3_2_Floor1 { qer_editorimage metal\Pylon_3_3_2_Floor sound metal shader normal texture Pylon_3_3_2_Floor } AR_DoorWay { sound metal shader dynamic dynShaderDef { ; Pass 1 { colorgen r sin -0.25 0.25 0.25 0.5 colorgen g sin -0.25 0.25 0.25 0.5 colorgen b sin -0.25 0.25 0.25 0.5 fog true fog_current ; Stage 0 { texture AR_DoorWay } ; 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_DoorWay_Glo colorOp texOp_multiplyadd texArg_texture texArg_tFactor texArg_current } } } } oldAR_DoorWay { sound metal shader glow texture AR_DoorWay glow AR_DoorWay_glo } AR_TPRound_LightStrip { sound metal shader glow texture AR_TPRound_LightStrip glow AR_TPRound_LightStrip_Glo } AR_Panel_Wall { sound metal shader dynamic dynShaderDef { ; Pass 1 { tFactor 0x00606060 fog true fog_current ; Stage 0 { texture AR_Panel_Wall } ; 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_Panel_Wall_Glo colorOp texOp_multiplyadd texArg_texture texArg_tFactor texArg_current } } } } AR_Panel_Wall2 { sound metal shader normal texture AR_Panel_Wall } AR_Hall_brn_01 { qer_editorimage metal\AR_Hall_brn_01 sound metal shader metalgloss texture AR_Hall_brn_01 envmap ge_env_room_blu intensity 0.4 } AR_Hall_brn_02 { qer_editorimage metal\AR_Hall_brn_02 sound metal shader metalgloss texture AR_Hall_brn_02 envmap ge_env_room_blu intensity 0.4 } //AR_Trim_brn_01 //{ // qer_editorimage metal\AR_Trim_brn_01 // sound metal // shader metalgloss // texture AR_Trim_brn_01 // envmap ge_env_room_blu // intensity 0.4 //} AR_TrimBar_brn_01 { qer_editorimage metal\AR_TrimBar_brn_01 sound metal shader metalgloss texture AR_TrimBar_brn_01 envmap ge_env_room_blu intensity 0.4 } AR_Plain_brn_01 { qer_editorimage metal\AR_Plain_brn_01 sound metal shader metalgloss texture AR_Plain_brn_01 envmap ge_env_room_blu intensity 0.4 } AR_Plated_blu_03 { qer_editorimage metal\AR_Plated_blu_03 sound metal shader metalgloss texture AR_Plated_blu_03 envmap ge_env_room_blu intensity 0.4 } AR_Plated_blu_04 { qer_editorimage metal\AR_Plated_blu_04 sound metal shader metalgloss texture AR_Plated_blu_04 envmap ge_env_room_blu intensity 0.4 } AR_Plated_blu_05 { qer_editorimage metal\AR_Plated_blu_05 sound metal shader metalgloss texture AR_Plated_blu_05 envmap ge_env_room_blu intensity 0.4 } //AR_Trim_hor_brn_01 //{ // qer_editorimage metal\AR_Trim_hor_brn_01 // sound metal // shader metalgloss // texture AR_Trim_hor_brn_01 // envmap ge_env_room_blu // intensity 0.4 //} AR_PlatesScaly_blu { qer_editorimage metal\AR_PlatesScaly_blu sound metal shader metalgloss texture AR_PlatesScaly_blu envmap ge_env_room_blu intensity 0.4 } AR_TrimBar_gld_02 { qer_editorimage metal\AR_TrimBar_gld_02 sound metal shader metalgloss texture AR_TrimBar_gld_02 envmap ge_env_room_blu intensity 0.4 } AR_Trim_blu_01_glx { qer_editorimage metal\AR_Trim_blu_01_glx sound metal shader glossenvmap texture AR_Trim_blu_01_glx envmap ge_env_room_blu intensity 0.4 } //AR_Trim_brn_03 //{ // qer_editorimage metal\AR_Trim_brn_03 // sound metal // shader metalgloss // texture AR_Trim_brn_03 // envmap ge_env_room_blu // intensity 0.4 //} AR_TrimBar_brn_02 { qer_editorimage metal\AR_TrimBar_brn_02 sound metal shader metalgloss texture AR_TrimBar_brn_02 envmap ge_env_room_blu intensity 0.4 } AR_Base_gry { qer_editorimage metal\AR_Base_gry sound metal shader glossenvmap texture AR_Base_gry envmap ge_env_room_blu intensity 0.5 } AR_Corrug_brn_01 { qer_editorimage metal\AR_Corrug_brn_01 sound metal shader metalgloss texture AR_Corrug_brn_01 envmap ge_env_room_blu intensity 0.4 } AR_Corrug_Dkbrn_01 { qer_editorimage metal\AR_Corrug_Dkbrn_01 sound metal shader metalgloss texture AR_Corrug_Dkbrn_01 envmap ge_env_room_blu intensity 0.4 } AR_Plated_blu_01 { qer_editorimage metal\AR_Plated_blu_01 sound metal shader metalgloss texture AR_Plated_blu_01 envmap ge_env_room_blu intensity 0.4 } AR_Plated_blu_02 { qer_editorimage metal\AR_Plated_blu_02 sound metal shader metalgloss texture AR_Plated_blu_02 envmap ge_env_room_blu intensity 0.4 } AR_Plated_brn_02 { qer_editorimage metal\AR_Plated_brn_02 sound metal shader metalgloss texture AR_Plated_brn_02 envmap ge_env_room_blu intensity 0.4 } AR_Plated_brn_01 { qer_editorimage metal\AR_Plated_brn_01 sound metal shader metalgloss texture AR_Plated_brn_01 envmap ge_env_room_blu intensity 0.4 } AR_Runes_blu_01 { qer_editorimage metal\AR_Runes_blu_01 sound metal shader metalgloss texture AR_Runes_blu_01 envmap ge_env_room_blu intensity 0.4 } AR_Runes_blu_02 { qer_editorimage metal\AR_Runes_blu_02 sound metal shader metalgloss texture AR_Runes_blu_02 envmap ge_env_room_blu intensity 0.4 } AR_Runes_blu_03 { qer_editorimage metal\AR_Runes_blu_03 sound metal shader metalenvmap texture AR_Runes_blu_03 envmap ge_env_room_blu intensity 0.4 } AR_Runes_blu_04 { qer_editorimage metal\AR_Runes_blu_04 sound metal shader metalenvmap texture AR_Runes_blu_04 envmap ge_env_room_blu intensity 0.4 } AR_Runes_blu_05 { qer_editorimage metal\AR_Runes_blu_05 sound metal shader metalenvmap texture AR_Runes_blu_05 envmap ge_env_room_blu intensity 0.4 } AR_Runes_blu_06 { qer_editorimage metal\AR_Runes_blu_06 sound metal shader metalenvmap texture AR_Runes_blu_06 envmap ge_env_room_blu intensity 0.4 } AR_Runes_blu_07 { qer_editorimage metal\AR_Runes_blu_07 sound metal shader metalenvmap texture AR_Runes_blu_07 envmap ge_env_room_blu intensity 0.4 } AR_Runes_blu_08 { qer_editorimage metal\AR_Runes_blu_08 sound metal shader metalenvmap texture AR_Runes_blu_08 envmap ge_env_room_blu intensity 0.4 } AR_Runes_blu_09 { qer_editorimage metal\AR_Runes_blu_09 sound metal shader metalenvmap texture AR_Runes_blu_09 envmap ge_env_room_blu intensity 0.4 } AR_Runes_blu_10 { qer_editorimage metal\AR_Runes_blu_10 sound metal shader metalenvmap texture AR_Runes_blu_10 envmap ge_env_room_blu intensity 0.4 } GE_dirtya_gry_env { qer_editorimage metal\ge_dirtya_gry sound metalthin surfflags 0x0 shader Envmap texture ge_dirty_01 envmap ge_env_room_blu } GE_dirtya_gry_temp { qer_editorimage metal\ge_dirtya_gry qer_surfaceparm vertexLight } GE_dirtya_brn_env { qer_editorimage metal\ge_dirtya_brn sound metalthin surfflags 0x0 shader Envmap texture ge_dirty_04 envmap ge_env_room_blu } GE_gratebas_msk_01 { qer_editorimage metal/ge_gratebas_msk_01 sound metalthin surfflags 0x5 shader masked texture ge_gratebas_msk_01.dds } GE_platePattern_msk_01 { qer_editorimage metal/GE_platePattern_msk_01 sound metalthin surfflags 0x5 shader masked texture GE_platePattern_msk_01.dds } GE_gratebas_climb_01 { qer_editorimage metal/ge_gratebas_msk_01 texture ge_gratebas_msk_01.dds } GE_tracklgtSteel_blu { qer_editorimage metal/GE_tracklgtSteel_blu sound metalthin surfflags 0x0 shader Glow texture GE_tracklgtSteel_blu.dds glow GE_tracklgtSteel_blu_glo.dds intensity 1.0 } GE_barbWire_msk { qer_editorimage metal/GE_barbWire_msk shader masked texture GE_barbWire_msk nomips } V5_TechPanelB_grnDrk_glx { qer_editorimage metal/V5_TechPanelB_grnDrk sound metalthin shader glossenvmap texture V5_TechPanelB_grnDrk envmap GE_env_spotLights_grn } V5_TechPanelB_grnLgt_glx { qer_editorimage metal/V5_TechPanelB_grnLgt sound metalthin shader glossenvmap texture V5_TechPanelB_grnLgt envmap GE_env_spotLights_grn } V5_GrateA_GrnDrk { qer_editorimage metal/V5_GrateA_GrnDrk sound metalthin surfflags 0x5 shader masked texture V5_GrateA_GrnDrk.dds } V5_GrateA_GrnLgt { qer_editorimage metal/V5_GrateA_GrnLgt sound metalthin surfflags 0x5 shader masked texture V5_GrateA_GrnLgt.dds } V5_grateB_grnDrk { qer_editorimage metal/V5_grateB_grnDrk sound metalthin surfflags 0x5 shader masked texture V5_grateB_grnDrk.dds } V5_grateB_grnLgt { qer_editorimage metal/V5_grateB_grnLgt sound metalthin surfflags 0x5 shader masked texture V5_grateB_grnLgt.dds } V5_grateC_grnDrk { qer_editorimage metal/V5_grateC_grnDrk sound metalthin surfflags 0x5 shader masked texture V5_grateC_grnDrk.dds } V5_grateC_grnLgt { qer_editorimage metal/V5_grateC_grnLgt sound metalthin surfflags 0x5 shader masked texture V5_grateC_grnLgt.dds } AB_floorPanel_01 { sound metalthin shader glossenvmap texture AB_floorPanel_01 envmap GE_env_room_blu.dds }