1 textures/common/antiportal
15 surfaceparm nolightmap
19 textures/common/forcecaulk
22 surfaceparm nolightmap
24 surfaceparm structural
31 surfaceparm nolightmap
36 surfaceparm playerclip
39 textures/common/donotenter
46 surfaceparm donotenter
49 textures/common/full_clip // silly shader, use weapclip instead
53 surfaceparm playerclip
56 textures/common/hint // should NOT use surfaceparm hint.. strange but true
62 surfaceparm structural
65 surfaceparm hint // ydnar: yes it should.
68 textures/common/hintskip
75 surfaceparm structural
79 textures/common/invisible // solid, transparent polygons, casts shadows
81 surfaceparm nolightmap
83 map textures/common/invisible.tga
90 textures/common/nodraw
93 surfaceparm nolightmap
99 textures/common/nodrawnonsolid
102 surfaceparm nolightmap
106 textures/common/nodrop
111 surfaceparm nolightmap
119 textures/common/noimpact
121 qer_editorimage textures/common/nolightmap.tga
125 surfaceparm nolightmap
131 textures/common/nolightmap
133 surfaceparm nolightmap
136 textures/common/origin
140 surfaceparm nolightmap
153 surfaceparm structural
157 textures/common/terrain
161 surfaceparm nolightmap
165 textures/common/terrain2
168 qer_editorimage textures/common/terrain.tga
172 surfaceparm nolightmap
175 textures/common/trigger
182 textures/common/weapclip
186 surfaceparm nolightmap
192 // ydnar q3map lightgrid bounds
194 // the min/max bounds of brushes with this shader in a map
195 // will define the bounds of the map's lightgrid (model lighting)
196 // note: make it as small as possible around player space
197 // to minimize bsp size and compile time
200 textures/common/lightgrid
204 surfaceparm nolightmap
209 surfaceparm lightgrid
212 textures/common/warpzone
214 surfaceparm nolightmap
215 // surfaceparm nonsolid // no, it must be solid like trigger
219 map textures/common/warpzone/trans.tga // fully transparent
223 dp_refract 1 1 1 1 // makes the camera render like a refraction
226 textures/common/camera
229 map textures/common/warpzone/trans.tga // fully transparent