Minimal set of assets

+ Added minimal set of assets to run the engine
master
motorsep 2016-04-16 16:48:34 -05:00
parent d8adc3f142
commit 594dad66dc
397 changed files with 13147 additions and 710 deletions

403
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@ -0,0 +1,403 @@
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entityDef aas_types {
"type1" "aas48"
"type2" "aas96"
"type3" "aas_drone"
"type4" "aas_adrone"
}
//
// 48x48x96
//
entityDef aas48 {
"mins" "-24 -24 0"
"maxs" "24 24 82"
"usePatches" "0"
"writeBrushMap" "0"
"playerFlood" "0"
"allowSwimReachabilities" "0"
"allowFlyReachabilities" "1"
"fileExtension" "aas48"
"gravity" "0 0 -1050"
"maxStepHeight" "18"
"maxBarrierHeight" "32"
"maxWaterJumpHeight" "20"
"maxFallHeight" "64"
"minFloorCos" "0.6999999881"
"tt_barrierJump" "100"
"tt_startCrouching" "100"
"tt_waterJump" "100"
"tt_startWalkOffLedge" "100"
}
//
// 96x96x96
//
entityDef aas96 {
"mins" "-47 -47 0"
"maxs" "47 47 96"
"usePatches" "0"
"writeBrushMap" "0"
"playerFlood" "0"
"allowSwimReachabilities" "0"
"allowFlyReachabilities" "0"
"fileExtension" "aas96"
"gravity" "0 0 -1050"
"maxStepHeight" "18"
"maxBarrierHeight" "32"
"maxWaterJumpHeight" "20"
"maxFallHeight" "64"
"minFloorCos" "0.6999999881"
"tt_barrierJump" "100"
"tt_startCrouching" "100"
"tt_waterJump" "100"
"tt_startWalkOffLedge" "100"
}
//
// 96x96x96
//
entityDef aas_drone {
"mins" "-32 -30 0"
"maxs" "32 30 190"
"usePatches" "0"
"writeBrushMap" "0" // what is this for ??
"playerFlood" "0"
"allowSwimReachabilities" "0"
"allowFlyReachabilities" "1"
"fileExtension" "aas_drone"
"gravity" "0 0 -1050"
"maxStepHeight" "18"
"maxBarrierHeight" "32"
"maxWaterJumpHeight" "20"
"maxFallHeight" "64"
"minFloorCos" "0.6999999881"
"tt_barrierJump" "100"
"tt_startCrouching" "100"
"tt_waterJump" "100"
"tt_startWalkOffLedge" "100"
}
entityDef aas_adrone {
"mins" "-48 -64 0"
"maxs" "48 64 72"
"usePatches" "0"
"writeBrushMap" "0" // what is this for ??
"playerFlood" "0"
"allowSwimReachabilities" "0"
"allowFlyReachabilities" "1"
"fileExtension" "aas_adrone"
"gravity" "0 0 -1050"
"maxStepHeight" "18"
"maxBarrierHeight" "32"
"maxWaterJumpHeight" "20"
"maxFallHeight" "64"
"minFloorCos" "0.6999999881"
"tt_barrierJump" "100"
"tt_startCrouching" "100"
"tt_waterJump" "100"
"tt_startWalkOffLedge" "100"
}

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/*==============================================================================
WORLDSPAWN
==============================================================================*/
entityDef worldspawn
{
"editor_color" "0 0 0"
"editor_mins" "?"
"editor_maxs" "?"
"editor_usage" "Map geometry entity, only one worldspawn entity is allowed per map"
"editor_var music" "music"
"editor_var gravity" "gravity"
"editor_var no_stamina" "player can always run"
"editor_var no_Weapons" "only first weapon and no attacks"
"spawnclass" "idWorldspawn"
"gravity" "1000"
"name" "world"
}
/*==============================================================================
LIGHT SOURCE
==============================================================================*/
entityDef light
{
"editor_color" "0 1 0"
"editor_mins" "-8 -8 -8"
"editor_maxs" "8 8 8"
"editor_rotatable" "1"
"editor_displayFolder" "lights"
"editor_usage" "Light source. If health is set, light becomes breakable and turns off when shot."
"editor_material texture" "light shader to use."
"editor_color color" "light color"
"editor_var shaderParm3" "shader parm #3"
"editor_var shaderParm4" "shader parm #4"
"editor_var shaderParm5" "shader parm #5"
"editor_var shaderParm6" "shader parm #6"
"editor_var shaderParm7" "shader parm #7"
"editor_var count" "this many times light must be triggered to toggle"
"editor_var break" "break when triggered"
"editor_model model" "model"
"editor_model broken" "model if light is broken (default is model name with '_broken' suffix)"
"editor_var hideModelOnBreak" "hide model when broke"
"editor_var health" "how many damage to deal to become broken, 0 is invincible"
"editor_var target" "trigger this entities when shot"
"editor_var levels" "like count (this many times light must be triggered to toggle), but each trigger light will become dimmer by one level"
"editor_var start_off" "start toggled off"
"editor_var snd_broken" "sound shader to use if broken"
"editor_var mtr_broken" "material to use if broken"
"editor_color color_demonic" "demonic mode - color"
"editor_material mat_demonic" "demonic mode - material"
"editor_var leave_demonic_mat" "demonic mode - leave demonic material when effect expires (color is still reverted)"
"spawnclass" "idLight"
// defaults
"health" "0"
"levels" "1"
"start_off" "0"
"count" "1"
"break" "0"
}
/*==============================================================================
SOUND SOURCE
==============================================================================*/
entityDef speaker {
"editor_color" "0 1 0"
"editor_mins" "-8 -8 -8"
"editor_maxs" "8 8 8"
"editor_material" "textures/editor/speaker"
"editor_usage" "Sound source. Use to add atmospheric sound effects on your map or add background music."
"editor_snd s_shader" "specify a sound file (.wav or .ogg) or a sound shader."
"editor_snd snd_demonic" "reserved field (?)"
"editor_var overlayDemonic" "to overlay sound with snd_demonic instead of replacing it, set this to 1."
"editor_var s_waitfortrigger" "set to 1 to play the sound when triggered. 0 to play it on map load."
"editor_var s_volume" "override sound shader volume level."
"editor_var s_minDistance" "override sound shader minDistance."
"editor_var s_maxDistance" "override sound shader maxDistance."
"editor_var s_omni" "force sound to be omnidirectional."
"editor_var s_looping" "force sound to loop continuously."
"editor_var s_occlusion" "do not occlude this sound by portals"
"editor_var s_global" "play sound at the same volume level across the map (no falloff at all)"
"editor_var s_bgmusic" "flags this speaker as background music source to allow independent volume control via menu."
"editor_var s_shakes" "when the sound is loud this entity makes the screen shake."
"editor_var wait" "specifies seconds between triggerings when set > 0."
"editor_var random" "every wait time will be random."
"spawnclass" "idSound"
}

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unbindall
// buggy third person view control
seta g_vehicleZoomStep "15" // number of frames zoom takes
seta g_vehicleMaxViewDist "400" // zoomed-out distance
seta g_vehicleMinViewDist "230" // zoomed-in distance
seta g_vehicleMaxViewHeight "85" // zoomed-out height
seta g_vehicleMinViewHeight "50" // zoomed-in height
bind "TAB" "_impulse19" // show scoreboard
//Weapon Binds!
bind "1" "_impulse0" //melee
bind "2" "_impulse1" //plasma hand weapons
bind "3" "_impulse2" //shotguns
bind "4" "_impulse3" //automatics
bind "5" "_impulse4" //sniperish
bind "6" "_impulse5" //explosives
bind "7" "_impulse6" //space cannon
bind "MOUSE3" "_zoom" //weapon zoom
bind "MWHEELDOWN" "_impulse14" //next weapon
bind "MWHEELUP" "_impulse15" //prev weapon
bind UPARROW _forward
bind DOWNARROW _back
bind LEFTARROW _left
bind RIGHTARROW _right
bind "w" "_forward"
bind "a" "_moveleft"
bind "s" "_back"
bind "d" "_moveright"
bind "SPACE" "_moveup"
bind "c" "_movedown"
bind "SHIFT" "_speed"
bind "MOUSE1" "_attack"
bind "MOUSE2" "_impulse23" // ALT-FIRE
bind "MOUSE3" "_zoom"
bind "r" "_impulse13" // reload
bind "t" "_impulse16" // toggle third-person view
bind "v" "_impulse21" // third-person zoom view
bind "e" "_use" // use / enter vehicle (used to be _impulse17)
bind "f" "_impulse24" // flashlight
bind "i" "_impulse28" // compass
seta r_fullscreen "0"
seta sys_lang "english"
seta in_kbd "english"
seta r_renderer "best"
seta r_brightness "1"
seta r_gamma "1"
seta com_purgeAll "0"
seta com_product_lang_ext "1"
seta com_guid ""
seta g_projectileLights "1"
// view kickback cvars
seta g_dvFrequency "0.1"
seta g_dvAmplitude "0.0001"
seta g_dvTime "1"
seta g_showWeather "1" // Weather fx on/off
seta g_skipViewEffects "0" // this is dangerous cvar as it disables Flash HUD (and perhaps PDA) in Storm Engine v2 (BFG based)
seta si_pure "0"
set com_skipIntroVideos "0" // allows intro video to be skippable
set com_firstLaunchIntroVideos "1" // if 1, no video skipping allowed, if 0 - videos can be skipped
set in_useJoystick "1"
set r_useHDR "1"
set screenshot_png_quality "8"
set screenshot_png "1"
set r_shadowMapStaticShadowsDistance "100000000"
set r_shadowMapQuality "4"
set r_shadowMapMaxDistance "2900"
set r_shadowMapSplits "4"
set r_shadowMapSamples "4"
set r_shadowMapBiasScale "0.0001"
set r_shadowMapImageSize "2048"
set r_useShadowMapping "1"
set r_glowIntensity "2.0"
set r_glowHeight "360"
set r_glowSingleViewportOptimized "1"
set r_glowEnable "1"
set ui_name "Player"
set s_bgmusic_volume "0"

64
base/editor.cfg Normal file
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sett radiant_entityMode "0"
sett radiant_QE4StyleWindows "0"
sett radiant_TextureLock "1"
sett radiant_RotateLock "1"
sett radiant_LoadLast "1"
sett radiant_LastProject "steelstorm2.qe4"
sett radiant_LastMap ""
sett radiant_RunBefore "1"
sett radiant_NewFaceGrab "1"
sett radiant_NewRightClick "1"
sett radiant_NewVertex "1"
sett radiant_Autosave "1"
sett radiant_LoadLastMap "0"
sett radiant_NewTextureWindowStuff "0"
sett radiant_AutosaveMinutes "5"
sett radiant_Snapshots "0"
sett radiant_StatusPointSize "10"
sett radiant_CamXYUpdate "1"
sett radiant_NewLightStyle "1"
sett radiant_MoveSpeed "400"
sett radiant_AngleSpeed "300"
sett radiant_CubicClipping "1"
sett radiant_CubicScale "13"
sett radiant_ALTEdgeDrag "0"
sett radiant_UseTextureBar "0"
sett radiant_QE4Paint "1"
sett radiant_SnapT "0"
sett radiant_XZVIS "0"
sett radiant_YZVIS "0"
sett radiant_ZVIS "1"
sett radiant_SizePainting "0"
sett radiant_WideToolBar "1"
sett radiant_NoClamp "0"
sett radiant_Rotation "45"
sett radiant_HiColorTextures "1"
sett radiant_ChaseMouse "1"
sett radiant_EntityShow "0"
sett radiant_TextureScale "50"
sett radiant_TextureScrollbar "1"
sett radiant_UseDisplayLists "1"
sett radiant_SwitchClipKey "1"
sett radiant_SelectWholeEntitiesKey "1"
sett radiant_TextureQuality "6"
sett radiant_UseGLLighting "0"
sett radiant_LoadShaders "2"
sett radiant_NoStipple "1"
sett radiant_UndoLevels "63"
sett radiant_RadiantMapPath ""
sett radiant_ModelPath ""
sett radiant_NewMapFormat "1"
sett EntityPlacement "2C0000000000000001000000FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF1A0000007B000000A301000056020000"
sett radiant_InspectorsWindow "2C0000000000000001000000FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF11000000E7010000D2010000BD030000"
sett radiant_InspectorDockedDialogs "6352"
sett radiant_SavedInfo "CC010000776A00000000803F000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000803F0000803F0000803F0000403F0000403F0000403F0000003F0000003F0000003F0000803E0000803E0000803E00000000000000000000000000000000000000000000803F0000000000000000000000000000000000000000000000000000803F000000000000000000000000000000000000803F0000003F000000000000403F00000000000000000000000000010000201000000000803F000000000000000000000000000000000000000000000000"
sett radiant_MainWindowPlace "2C0000000000000001000000FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF0700000007000000F4040000D9030000"
sett radiant_xywindow "2C0000000000000001000000FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF901000022000000DE04000082030000"
sett radiant_xzwindow "2C0000000000000001000000FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF05000000190000008000000064000000"
sett radiant_yzwindow "2C0000000000000001000000FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF05000000190000008000000064000000"
sett radiant_camerawindow "2C0000000000000001000000FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF0200000022000000F7010000AA010000"
sett radiant_zwindow "2C0000000000000001000000FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFC7010000AC010000F701000082030000"
sett radiant_texwindow "E36A7400C50000005B397000AEAA5E00"
sett radiant_ZClipEnabled "00"
sett radiant_ZClipTop "40000000"
sett radiant_ZClipBottom "C0FFFFFF"

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base/guis/temp.guied Normal file
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windowDef Desktop
{
rect 0, 0, 640, 480
backcolor 0.2, 0.2, 0.2, 1
float lightsOn 1
windowDef Lights
{
rect 20, 20, 600, 60
backcolor 1, 0, 0, 1
text "Lights"
textscale 0.8
textalign 1
onAction
{
if ( "Desktop::lightsOn" == 1 )
{
set "cmd" "setkeyval light_1 _color '0 0 0'";
set "Desktop::lightsOn" "0";
set "cmd" "play vo_creepy_voice";
}
else
{
set "cmd" "setkeyval light_1 _color '1 1 1'";
set "Desktop::lightsOn" "1";
}
}
}
windowDef PlaySound
{
rect 20, 110, 600, 60
backcolor 1, 0, 1, 1
text "Play GUI sound"
textscale 0.8
textalign 1
onAction
{
set "cmd" "play vo_creepy_voice";
}
}
windowDef ToggleSpeaker
{
rect 20, 180, 600, 60
backcolor 0, 0, 1, 1
text "Toggle Music"
textscale 0.8
textalign 1
onAction
{
set "cmd" "runScript test_box_gui::toggle_speaker;";
}
}
}

16
base/joy_360_0.cfg Normal file
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bind "JOY1" "_moveup" // jump (A/X button)
bind "JOY2" "" // (B/Circle button)
bind "JOY3" "_impulse13" // reload (X/Square button)
bind "JOY4" "_impulse17" // use (Y/Triangle button)
bind "JOY5" "_impulse15" // weapPrev (L Shoulder)
bind "JOY6" "_impulse14" // weapNext (R Shoulder)
bind "JOY9" "" // Menu (Start button)
bind "JOY10" "_impulse19" // PDA (Back/Select button)
bind "JOY_DPAD_RIGHT" "_impulse0"
bind "JOY_DPAD_LEFT" "_impulse12"
bind "JOY_DPAD_UP" "_impulse7"
bind "JOY_DPAD_DOWN" "_impulse10"
bind "JOY_TRIGGER1" "_impulse16"
bind "JOY_TRIGGER2" "_attack"

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base/joy_360_1.cfg Normal file
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bind "JOY1" "_impulse17" // use (A/Triangle button)
bind "JOY2" "" // (B/Circle button)
bind "JOY3" "_impulse13" // reload (X/Square button)
bind "JOY4" "_moveup" // jump (Y/X button)
bind "JOY5" "_impulse15" // weapPrev (L Shoulder)
bind "JOY6" "_impulse14" // weapNext (R Shoulder)
bind "JOY9" "" // Menu (Start button)
bind "JOY10" "_impulse19" // PDA (Back/Select button)
bind "JOY_DPAD_RIGHT" "_impulse0"
bind "JOY_DPAD_LEFT" "_impulse12"
bind "JOY_DPAD_UP" "_impulse7"
bind "JOY_DPAD_DOWN" "_impulse10"
bind "JOY_TRIGGER1" "_impulse16"
bind "JOY_TRIGGER2" "_attack"

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base/joy_lefty.cfg Normal file
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bind "JOY7" "_movedown" // crouch (Right Stick Click)
bind "JOY8" "_speed" // run (Left Stick Click)
bind "JOY_STICK1_UP" "_lookup"
bind "JOY_STICK1_DOWN" "_lookdown"
bind "JOY_STICK1_LEFT" "_left"
bind "JOY_STICK1_RIGHT" "_right"
bind "JOY_STICK2_UP" "_forward"
bind "JOY_STICK2_DOWN" "_back"
bind "JOY_STICK2_LEFT" "_moveleft"
bind "JOY_STICK2_RIGHT" "_moveright"

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base/joy_righty.cfg Normal file
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bind "JOY7" "_speed" // run (Left Stick Click)
bind "JOY8" "_movedown" // crouch (Right Stick Click)
bind "JOY_STICK1_UP" "_forward"
bind "JOY_STICK1_DOWN" "_back"
bind "JOY_STICK1_LEFT" "_moveleft"
bind "JOY_STICK1_RIGHT" "_moveright"
bind "JOY_STICK2_UP" "_lookup"
bind "JOY_STICK2_DOWN" "_lookdown"
bind "JOY_STICK2_LEFT" "_left"
bind "JOY_STICK2_RIGHT" "_right"

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base/materials/colors.mtr Normal file
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// --------------------------------------------------------------
// COMMON COLORS
// --------------------------------------------------------------
textures/color/black
{
noFragment
{
blend diffusemap
map textures/colors/black.tga
linear // no mip maps
}
}
textures/color/white
{
noFragment
{
blend diffusemap
map _white
linear // no mip maps
}
}

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base/materials/common.mtr Normal file
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_default
{
{
map _default
}
}
_tracemodel
{
collision
}
// a caulk brush will behave as a normal solid surface
// for collision detection and utility flood filling, and
// should be used whenever you know the area isn't going to
// be visible, but it needs to be closed off for things to
// work right. Curves and models don't stop the utility
// flood filling, so you need to have solid brushes behind
// them. Setting the faces that won't ever be seen to
// caulk will save some rendering time and data space.
textures/common/caulk
{
qer_editorimage textures/editor/caulk.tga
noshadows
forceOpaque // will still seal levels
}
//==================================================================================
// Clipping materials begins
//==================================================================================
// a monster clip brush is solid to monsters only
textures/common/monster_clip
{
qer_editorimage textures/editor/monsterclip.jpg
nonsolid
monsterclip
noshadows
}
// only solid for players
textures/common/player_clip
{
qer_editorimage textures/editor/playerclip.tga
noimpact
nonsolid
playerclip
noshadows
}
// solid for all entities, including projectiles
textures/common/full_clip
{
qer_editorimage textures/editor/fullclip.tga
monsterclip
playerclip
moveableclip
noshadows
}
// solid only for projectiles
textures/common/weapon_clip
{
qer_editorimage textures/editor/weap_clip.tga
moveableclip
noshadows
}
// solid to players and monsters only
textures/common/clip
{
qer_editorimage textures/editor/clip.tga
noimpact
nonsolid
monsterclip
playerclip
noshadows
}
// ASE/LWO models can have a hull (simplified copy of the original mesh) with this material so that engine
// uses lower poly model for collision detection instead of the actual visible model to improve performance
textures/common/collision
{
qer_editorimage textures/editor/collision.tga
noshadows
collision
}
textures/common/collision_terrain
{
qer_editorimage textures/editor/collision.tga
noshadows
noSelfShadow
noimpact
nosteps
noOverlays
collision
}
//==================================================================================
// Clipping materials end
//==================================================================================
// aassolid brushes create solid space in AAS files
textures/common/aassolid
{
qer_editorimage textures/editor/aas_solid.tga
qer_nocarve
nonsolid
noshadows
aassolid
}
// aasobstacle brushes are used to compile obstacles into AAS
// that can be enabled/disabled
textures/common/aasobstacle
{
qer_editorimage textures/editor/aas_obstacle.tga
qer_nocarve
nonsolid
noshadows
aasobstacle
}
// surfaces with this material will not render in-game
textures/common/nodraw
{
qer_editorimage textures/editor/nodraw.tga
nonsolid
noShadows
noSelfShadow
}
// sound speaker entity needs a material too :)
textures/common/speaker
{
qer_editorimage textures/editor/speaker.tga
qer_nocarve
noshadows
}
textures/common/shadow
{
qer_editorimage textures/editor/shadow.tga
noSelfShadow
nonsolid
forceShadows
}
textures/common/shadow2
{
qer_editorimage textures/editor/shadow.tga
nonsolid
forceShadows
}
textures/common/ladder
{
qer_editorimage textures/editor/ladder.tga
nonsolid
monsterclip
playerclip
noimpact
ladder
noshadows
}
textures/common/ledge
{
qer_editorimage textures/editor/ledge.tga
nonsolid
monsterclip
playerclip
noimpact
ledge
noshadows
}
textures/common/wallrun
{
qer_editorimage textures/editor/wallrun.tga
nonsolid
monsterclip
playerclip
noimpact
wallrun
noshadows
}
//======================================================================
// GUIs Begin
//======================================================================
// Use this material for the interactive view screen and use
// a "gui" key referencing appropriate gui file, like "guis/yourguifile.gui" on the entity.
// A model-entity can only have 3 GUI screens
textures/common/entityGui {
qer_editorimage textures/editor/entityGui.tga
discrete
playerclip
guiSurf entity
}
textures/common/entityGui2 {
qer_editorimage textures/editor/entityGui2.tga
discrete
playerclip
guiSurf entity2
}
textures/common/entityGui3 {
qer_editorimage textures/editor/entityGui3.tga
discrete
guiSurf entity3
playerclip
}
//======================================================================
// GUIs End
//======================================================================
// vis portal brushes (one face with vizportal material and the rest 5 with nodraw material) are used to prevent engine
// from rendering what's not in the player's view to improve performance
textures/editor/visportal
{
qer_editorimage textures/editor/visportal.tga
areaportal
noshadows
}
//======================================================================
// For De Triggers
//======================================================================
// standard trigger uses this one
textures/common/trig_std
{
qer_editorimage textures/editor/trigger_std.tga
qer_nocarve // don't let an awry CSG operation cut it up
noshadows
trigger
}
textures/common/trig_relay
{
qer_editorimage textures/editor/trigger_relay.tga
qer_nocarve // don't let an awry CSG operation cut it up
noshadows
trigger
}
textures/common/trig_hurt //de pain, DE PAIN!!!
{
qer_editorimage textures/editor/trigger_hurt.tga
qer_nocarve // don't let an awry CSG operation cut it up
noshadows
trigger
}
textures/common/trig_touch
{
qer_editorimage textures/editor/trigger_touch.tga
qer_nocarve // don't let an awry CSG operation cut it up
noshadows
trigger
}
//======================================================================
// Triggers End!
//======================================================================
//======================================================================
// MISC TEXTURES FOR ENTITIES
//======================================================================
textures/editor/location
{
qer_editorimage textures/editor/location.tga
qer_nocarve
noshadows
}
textures/editor/location_separator
{
qer_editorimage textures/editor/location_separator.tga
qer_nocarve
noshadows
}
textures/editor/quest
{
qer_editorimage textures/editor/quest.tga
qer_nocarve
noshadows
}
textures/editor/quest_complete
{
qer_editorimage textures/editor/quest_complete.tga
qer_nocarve
noshadows
}
textures/editor/quest_primary
{
qer_editorimage textures/editor/quest_primary.tga
qer_nocarve
noshadows
}
textures/editor/commstream
{
qer_editorimage textures/editor/commstream.tga
qer_nocarve
noshadows
}
textures/editor/camera_view
{
qer_editorimage textures/editor/camera_view.tga
qer_nocarve
noshadows
}
textures/editor/target_null
{
qer_editorimage textures/editor/target_null.tga
qer_nocarve
noshadows
}
textures/editor/tip
{
qer_editorimage textures/editor/tip.tga
qer_nocarve
noshadows
}
textures/common/overdrawtest
{
noselfShadow
noshadows
translucent
{
blend filter
map textures/common/overdraw.tga
}
}
textures/common/water
{
noselfShadow
noshadows
translucent
qer_nocarve
water
qer_editorimage textures/editor/water.tga
}

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base/materials/gfx.mtr Normal file
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textures/bigchars
{
{
blend blend
maskDepth
colored
nopicmip
linear
map textures/conchars.tga
}
}
console
{
{
map textures/colors/black.tga
linear // no mip maps
}
}

24
base/materials/gui.mtr Normal file
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material guiSolid {
{
blend blend
colored
map "_white"
clamp
}
}
material auroraLeftEye {
stereoeye left
{
blend blend
map guis/assets/mainmenu/eye_left.tga
}
}
material auroraRightEye {
stereoeye right
{
blend blend
map guis/assets/mainmenu/eye_right.tga
}
}

33
base/materials/lights.mtr Normal file
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lights/defaultPointLight
{
lightFalloffImage makeintensity( lights/square_light_simple_falloff.tga )
{
forceHighQuality
map lights/square_light_simple.tga
colored
zeroClamp
}
}
lights/defaultProjectedLight
{
lightFalloffImage _noFalloff
{
forceHighQuality
map lights/square_light_simple.tga
colored
zeroClamp
}
}
lights/ambientLight2
{
ambientLight
lightFalloffImage makeintensity( lights/square_light_simple.tga )
{
forceHighQuality
map lights/square_light_simple.tga
colored
zeroClamp
}
}

15
base/materials/video.mtr Normal file
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// Intro video (spinning logo)
video/kialogo {
translucent {
videomap "video/kialogo.roq"
linear
}
}
// default video in PDA
video/default_pda_video {
translucent {
videomap "video/default_pda_video.roq"
linear
}
}

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cd ..\..
SET BASEPATH=%CD%
cd base\newfonts
REM Do latin languages first
for %%i in ( *.?tf ) do idFont newfonts\%%i -fs_basepath %BASEPATH%

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base/newpdas/default.pda Normal file
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// NO audio files in the personal pda (the one player obtains first time ever) and no video files in other pdas (the ones player will pick up through out the game)
// videos are "downloaded" when video logs are picked up and audio logs / textual logs can contain audio logs
pda default {
name "First and Last names (or a nickname) "
fullname "Full legal name, if applicable (this field can be skipped)"
icon "blah/blah/blah" // material for HUD icon (might be irrelevant to current implementation)
id "????x-??" // Where ? is a digit
post "Map Location" // this is ignored for the personal pda and map's location is used
title "Title" // player/character's title or rank
security "" // only set this if it contains a new security clearance.. this field is for information to appear in the hud/pda, as real security is flagged on the entity
pda_email "default_email1"
pda_email "default_email2"
pda_audio "default_audio_log1"
pda_audio "default_audio_log2"
}
email default_email1 {
date "??-??-????" // date
to "nameX"
from "nameY"
subject "subject"
text {
"First line.\n\n"
"Second line. Can be looooong.\n\n"
"Cheers,\nName"
}
}
email default_email2 {
date "??-??-????" // date
to "nameX"
from "nameY"
subject "subject"
text {
"First line.\n\n"
"Second line. Can be looooong.\n\n"
"Cheers,\nName"
}
}
audio default_audio_log1 {
name "log's title"
info "Some notes about audio log\nMaybe two lines of notes"
preview "sound/vo/video/novideo" // this one is weird, maybe another sound shader with short version of full message? Maybe could be left blank or sound shader with blank sound
audio "sound_shader"
}
audio defalt_audio_log2 {
name "log's title"
info "Some notes about audio log\nMaybe two lines of notes"
preview "sound/vo/video/novideo"
audio "sound_shader"
}

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base/newpdas/personal.pda Normal file
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// NO audio files in the personal pda (the one player obtains first time ever) and no video files in other pdas (the ones player will pick up through out the game)
// videos are "downloaded" when video logs are picked up and audio logs / textual logs can contain audio logs
pda personal
{
name "^5Personal^0"
fullname "Dick Dickenson"
icon "gui/pda/blank"
id "1111-11"
post "Moon" // this is ignored for the personal pda and map's location is used
title "Resource Scout" // player/character's title or rank
security "" // only set this if it contains a new security clearance.. this field is for information to appear in the hud/pda, as real security is flagged on the entity
pda_email "personal"
pda_video "default_video"
pda_video "default_video2"
pda_video "default_video3"
}
email personal
{
date "01-01-600"
to "self"
from "self"
subject "Reminder"
text
{
"ATTENTION!.\n\n"
"Don't forget to send out emergency beacon after landing.\n\n"
"Dick\n"
}
}

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