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Added LibreQuake Console GFX
1 parent b29f74b commit 1f725bd

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4 files changed

+247
-1
lines changed

4 files changed

+247
-1
lines changed

neo/framework/Common.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -2404,7 +2404,7 @@ void idCommonLocal::PrintLoadingMessage( const char *msg ) {
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renderSystem->BeginFrame( renderSystem->GetScreenWidth(), renderSystem->GetScreenHeight() );
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renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 1, 1, declManager->FindMaterial( "splashScreen" ) );
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int len = strlen( msg );
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renderSystem->DrawSmallStringExt( ( 640 - len * SMALLCHAR_WIDTH ) / 2, 410, msg, idVec4( 0.0f, 0.81f, 0.94f, 1.0f ), true, true, 1.0f, declManager->FindMaterial( "textures/bigchars" ) );
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renderSystem->DrawSmallStringExt( ( 640 - len * SMALLCHAR_WIDTH ) / 2, 410, msg, idVec4( 0.0f, 0.81f, 0.94f, 1.0f ), true, true, len, declManager->FindMaterial( "textures/bigchars" ) );
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renderSystem->EndFrame( NULL, NULL );
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}
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output/base/materials/gfx.mtr

Lines changed: 246 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,246 @@
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// GFX.SHADER
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//
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// this file contains shaders that are used by the programmers to
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// generate special effects not attached to specific geometry. This
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// also has 2D shaders such as fonts, etc.
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//
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// the REGION shader is generated by the map editor on temporary
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// brushes around a selected area for testing parts of maps
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textures/REGION
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{
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forceOpaque // will still seal levels
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}
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textures/bigchars {
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{
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blend blend
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maskDepth
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colored
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nopicmip
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linear
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map textures/bigchars.tga
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}
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}
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console
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{
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{
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map textures/gfx/console2.tga
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linear // no mip maps
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//scroll time * 0.02 , 0
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}
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{
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//blend add
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map textures/gfx/console1.tga
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linear // no mip maps
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scroll time * 0 , time * .5
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scale 8, 4
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}
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}
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splashScreen {
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{
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forceHighQuality
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blend blend
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map guis/assets/splash/launch.tga
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}
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}
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menuback
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{
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translucent
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{
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map menu/demo/logo_bg.tga
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maskDepth
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}
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}
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menubacknologo {
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translucent
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{
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map gfx/colors/black.tga
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maskDepth
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}
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}
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// used to break up the blur on levelshots
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levelShotDetail {
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{
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blend GL_DST_COLOR, GL_SRC_COLOR
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colored
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map textures/sfx/detail.tga
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maskDepth
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}
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}
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keypadlight
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{
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{
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blend add
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map guis/assets/keypad_c_add.tga
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scroll time * 0 , time * 0
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rgb flickertable [ time * 6 ]
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}
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}
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keypad_c
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{
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{
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blend add
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map guis/assets/timkeypad_c.tga
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scroll time * 0 , time * 0
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rgb flickertable [ time * 6 ]
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}
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}
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keypadglass
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{
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{
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blend add
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cubeMap env/bland
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texgen reflect
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}
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translucent
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// bumpmap guis/assets/keypad_local.tga
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// specularmap guis/assets/keypad_s.tga
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}
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keypadback
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{
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{
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blend add
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map guis/assets/keypad_c_back.tga
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linear // no mip maps
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scroll time * 0 , time * 0
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rgb flickertable [ time * 5 ]
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}
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}
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e_titleflash
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{
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{
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blend add
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map guis/assets/e_titleflash.tga
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scroll time * 0 , time * 0
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rgb flickertable [ time * 6 ]
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}
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}
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e_title
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{
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{
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blend add
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map guis/assets/e_title.tga
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scroll time * 0 , time * 0
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rgb flickertable [ time * 6 ]
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}
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}
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e_back
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{
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{
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blend add
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map guis/assets/ectrlbk.tga
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scroll time * 0 , time * 0
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rgb flickertable [ time * 6 ]
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}
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}
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e_floor1txt
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{
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{
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blend add
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map guis/assets/e_floor1txt.tga
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scroll time * 0 , time * 0
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rgb flickertable [ time * 6 ]
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}
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}
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e_floor2txt
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{
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{
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blend add
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map guis/assets/e_floor2txt.tga
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scroll time * 0 , time * 0
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rgb flickertable [ time * 6 ]
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}
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}
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e_floor3txt
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{
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{
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blend add
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map guis/assets/e_floor3txt.tga
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scroll time * 0 , time * 0
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rgb flickertable [ time * 6 ]
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}
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}
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ui/assets/crosshair
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{
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{
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blend blend
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map ui/assets/crosshair.tga
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maskDepth
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colored
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nopicmip
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linear
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}
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}
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