TEXTURES.txt 27 KB

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  1. //Sprites replacements
  2. Sprite "ALRMA0", 64, 64
  3. {
  4. XScale 2.000
  5. YScale 2.000
  6. Offset 32, 64
  7. Patch "ALARM", 12, 14
  8. }
  9. Sprite "ALRMB0", 64, 64
  10. {
  11. XScale 2.000
  12. YScale 2.000
  13. Offset 32, 64
  14. Patch "ALARM2", 12, 14
  15. }
  16. Sprite "ALRMP0", 96, 96
  17. {
  18. XScale 2.000
  19. YScale 2.000
  20. Offset 48, 96
  21. Patch "ALARM3", 16, 0
  22. }
  23. Sprite "ALRMQ0", 96, 96
  24. {
  25. XScale 2.000
  26. YScale 2.000
  27. Offset 48, 96
  28. Patch "ALARM4", 16, 0
  29. }
  30. Sprite "ALRMR0", 96, 96
  31. {
  32. XScale 2.000
  33. YScale 2.000
  34. Offset 48, 96
  35. Patch "ALARM5", 16, 0
  36. }
  37. Sprite "ALRMS0", 96, 96
  38. {
  39. XScale 2.000
  40. YScale 2.000
  41. Offset 48, 96
  42. Patch "ALARM6", 16, 0
  43. }
  44. Sprite "ZSCOA0", 78, 84
  45. {
  46. Offset 39, 42
  47. Patch "SCORCH1", 0, 0
  48. }
  49. Sprite "ZSCOB0", 26, 29
  50. {
  51. XScale 2.000
  52. YScale 2.000
  53. Offset 13, 14
  54. Patch "CBALSCR1", 0, 0
  55. }
  56. Sprite "ZSCOC0", 26, 29
  57. {
  58. XScale 2.000
  59. YScale 2.000
  60. Offset 13, 14
  61. Patch "CBALSCR2", 0, 0
  62. }
  63. Sprite "ZSCOD0", 60, 60
  64. {
  65. Offset 30, 30
  66. Patch "BFGSCRC1", 0, 0
  67. }
  68. Sprite "ZSCOE0", 64, 64
  69. {
  70. Offset 32, 32
  71. Patch "BFGSCRC2", 0, 0
  72. }
  73. Sprite "ZSCOF0", 512, 512
  74. {
  75. Offset 256, 256
  76. Patch "KRAT_B01", 0, 0
  77. }
  78. Sprite "ZSCOG0", 512, 512
  79. {
  80. Offset 256, 256
  81. Patch "KRAT_C01", 0, 0
  82. }
  83. Sprite "ZSCOH0", 512, 512
  84. {
  85. Offset 256, 256
  86. Patch "KRAT_G01", 0, 0
  87. }
  88. Sprite "ZSCOI0", 512, 512
  89. {
  90. Offset 256, 256
  91. Patch "KRAT_W01", 0, 0
  92. }
  93. Sprite "ZSCOJ0", 512, 512
  94. {
  95. Offset 256, 256
  96. Patch "KRAT_W02", 0, 0
  97. }
  98. Sprite "RYIDE0", 141, 107
  99. {
  100. XScale -4.000
  101. YScale -4.000
  102. Offset 70, 107
  103. Patch "RYIDA0", 0, 0
  104. }
  105. //130 dummy sprites for model frames, let's make models stand alone
  106. //sprite added for GZDB and showmap purposes - ozy81
  107. Sprite MDLAA0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  108. Sprite MDLAB0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  109. Sprite MDLAC0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  110. Sprite MDLAD0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  111. Sprite MDLAE0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  112. Sprite MDLAF0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  113. Sprite MDLAG0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  114. Sprite MDLAH0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  115. Sprite MDLAI0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  116. Sprite MDLAJ0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  117. Sprite MDLAK0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  118. Sprite MDLAL0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  119. Sprite MDLAM0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  120. Sprite MDLAN0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  121. Sprite MDLAO0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  122. Sprite MDLAP0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  123. Sprite MDLAQ0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  124. Sprite MDLAR0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  125. Sprite MDLAS0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  126. Sprite MDLAT0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  127. Sprite MDLAU0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  128. Sprite MDLAV0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  129. Sprite MDLAW0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  130. Sprite MDLAX0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  131. Sprite MDLAY0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  132. Sprite MDLAZ0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  133. Sprite MDLBA0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  134. Sprite MDLBB0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  135. Sprite MDLBC0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  136. Sprite MDLBD0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  137. Sprite MDLBE0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  138. Sprite MDLBF0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  139. Sprite MDLBG0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  140. Sprite MDLBH0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  141. Sprite MDLBI0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  142. Sprite MDLBJ0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  143. Sprite MDLBK0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  144. Sprite MDLBL0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  145. Sprite MDLBM0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  146. Sprite MDLBN0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  147. Sprite MDLBO0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  148. Sprite MDLBP0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  149. Sprite MDLBQ0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  150. Sprite MDLBR0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  151. Sprite MDLBS0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  152. Sprite MDLBT0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  153. Sprite MDLBU0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  154. Sprite MDLBV0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  155. Sprite MDLBW0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  156. Sprite MDLBX0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  157. Sprite MDLBY0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  158. Sprite MDLBZ0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  159. Sprite MDLCA0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  160. Sprite MDLCB0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  161. Sprite MDLCC0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  162. Sprite MDLCD0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  163. Sprite MDLCE0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  164. Sprite MDLCF0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  165. Sprite MDLCG0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  166. Sprite MDLCH0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  167. Sprite MDLCI0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  168. Sprite MDLCJ0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  169. Sprite MDLCK0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  170. Sprite MDLCL0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  171. Sprite MDLCM0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  172. Sprite MDLCN0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  173. Sprite MDLCO0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  174. Sprite MDLCP0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  175. Sprite MDLCQ0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  176. Sprite MDLCR0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  177. Sprite MDLCS0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  178. Sprite MDLCT0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  179. Sprite MDLCU0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  180. Sprite MDLCV0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  181. Sprite MDLCW0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  182. Sprite MDLCX0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  183. Sprite MDLCY0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  184. Sprite MDLCZ0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  185. Sprite MDLDA0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  186. Sprite MDLDB0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  187. Sprite MDLDC0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  188. Sprite MDLDD0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  189. Sprite MDLDE0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  190. Sprite MDLDF0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  191. Sprite MDLDG0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  192. Sprite MDLDH0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  193. Sprite MDLDI0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  194. Sprite MDLDJ0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  195. Sprite MDLDK0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  196. Sprite MDLDL0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  197. Sprite MDLDM0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  198. Sprite MDLDN0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  199. Sprite MDLDO0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  200. Sprite MDLDP0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  201. Sprite MDLDQ0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  202. Sprite MDLDR0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  203. Sprite MDLDS0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  204. Sprite MDLDT0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  205. Sprite MDLDU0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  206. Sprite MDLDV0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  207. Sprite MDLDW0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  208. Sprite MDLDX0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  209. Sprite MDLDY0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  210. Sprite MDLDZ0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  211. Sprite MDLEA0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  212. Sprite MDLEB0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  213. Sprite MDLEC0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  214. Sprite MDLED0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  215. Sprite MDLEE0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  216. Sprite MDLEF0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  217. Sprite MDLEG0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  218. Sprite MDLEH0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  219. Sprite MDLEI0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  220. Sprite MDLEJ0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  221. Sprite MDLEK0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  222. Sprite MDLEL0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  223. Sprite MDLEM0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  224. Sprite MDLEN0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  225. Sprite MDLEO0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  226. Sprite MDLEP0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  227. Sprite MDLEQ0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  228. Sprite MDLER0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  229. Sprite MDLES0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  230. Sprite MDLET0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  231. Sprite MDLEU0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  232. Sprite MDLEV0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  233. Sprite MDLEW0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  234. Sprite MDLEX0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  235. Sprite MDLEY0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  236. Sprite MDLEZ0, 30, 30 { Patch MDLSA0, 0, 0 {} }
  237. //Graphical replacements (menues, HUD, etc. etc.)
  238. Graphic EPISODE1, 96, 48
  239. {
  240. XScale 2
  241. YScale 2
  242. Patch EPISODE1, 0, 0
  243. }
  244. Graphic EPISODE2, 96, 48
  245. {
  246. XScale 2
  247. YScale 2
  248. Patch EPISODE2, 0, 0
  249. }
  250. Graphic EPISODE3, 96, 48
  251. {
  252. XScale 2
  253. YScale 2
  254. Patch EPISODE3, 0, 0
  255. }
  256. Graphic M_LSLEFT, 8, 14 { Offset 0, 8 Patch M_LSLEFT, 0, 0 }
  257. Graphic M_LSRGHT, 8, 14 { Offset 0, 8 Patch M_LSRGHT, 0, 0 }
  258. Graphic M_LSCNTR, 8, 14 { Offset 0, 8 Patch M_LSCNTR, 0, 0 }
  259. //Wallsprites settings
  260. Sprite VENTA0, 64, 64
  261. {
  262. Offset 32, 32
  263. Patch VENT_M01, 0, 0 {}
  264. }
  265. Sprite VENTB0, 64, 64
  266. {
  267. Offset 32, 32
  268. Patch VENT_M00, 0, 0 {}
  269. }
  270. Sprite VENTC0, 64, 64
  271. {
  272. Offset 32, 32
  273. Patch WOOD_B02, 0, 0 {}
  274. }
  275. Sprite VENTD0, 64, 64
  276. {
  277. Offset 32, 32
  278. Patch WOOD_B05, 0, 0 {}
  279. }
  280. Sprite VENTE0, 64, 64
  281. {
  282. Offset 32, 32
  283. Patch WOOD_B06, 0, 0 {}
  284. }
  285. Sprite FAHRA0, 256, 64
  286. {
  287. Offset 128, 32
  288. Patch IMAG_R36, 0, 0 {}
  289. }
  290. Sprite KRATA0, 512, 512
  291. {
  292. Offset 256, 256
  293. Patch KRAT_B01, 0, 0 {}
  294. }
  295. Sprite KRATB0, 512, 512
  296. {
  297. Offset 256, 256
  298. Patch KRAT_W01, 0, 0 {}
  299. }
  300. Sprite KRATC0, 512, 512
  301. {
  302. Offset 256, 256
  303. Patch KRAT_G01, 0, 0 {}
  304. }
  305. Sprite KRATD0, 512, 512
  306. {
  307. Offset 256, 256
  308. Patch KRAT_W02, 0, 0 {}
  309. }
  310. Sprite KRATD0, 512, 512
  311. {
  312. Offset 256, 256
  313. Patch KRAT_W02, 0, 0 {}
  314. }
  315. Sprite KRATE0, 512, 512
  316. {
  317. Offset 256, 256
  318. Patch KRAT_C01, 0, 0 {}
  319. }
  320. Sprite STGLZ0, 88, 284
  321. {
  322. Offset 44, 142
  323. Patch STGLZ0, 0, 0 {}
  324. }
  325. Sprite DECLA0, 256, 256
  326. {
  327. XScale -2.000
  328. YScale -2.000
  329. Offset 128, 128
  330. Patch "textures/gore/GORE_W01.png", 0, 0 {}
  331. }
  332. Sprite DECLB0, 256, 256
  333. {
  334. XScale -2.000
  335. YScale -2.000
  336. Offset 128, 128
  337. Patch "textures/gore/GORE_Z01.png", 0, 0 {}
  338. }
  339. // Textures which doesn't have 8 chars goes here, and it works only for longnamed ones - ozy81
  340. Texture "textures/deco_kitchen1.png", 128, 256
  341. {
  342. XScale 2.000
  343. YScale 2.000
  344. Patch "hires/textures/deco_kitchen1.png", 0, 0
  345. }
  346. Texture "textures/deco_kitchen2.png", 128, 256
  347. {
  348. XScale 2.000
  349. YScale 2.000
  350. Patch "hires/textures/deco_kitchen2.png", 0, 0
  351. }
  352. Texture "textures/deco_kz01.png", 128, 128
  353. {
  354. XScale 2.000
  355. YScale 2.000
  356. Patch "hires/textures/deco_kz01.png", 0, 0
  357. }
  358. Texture "textures/deco_kz04.png", 98, 128
  359. {
  360. XScale 2.000
  361. YScale 2.000
  362. Patch "hires/textures/deco_kz04.png", 0, 0
  363. }
  364. Texture "textures/deco_kz05.png", 84, 128
  365. {
  366. XScale 2.000
  367. YScale 2.000
  368. Patch "hires/textures/deco_kz05.png", 0, 0
  369. }
  370. Texture "textures/deco_kz06.png", 116, 128
  371. {
  372. XScale 2.000
  373. YScale 2.000
  374. Patch "hires/textures/deco_kz06.png", 0, 0
  375. }
  376. Texture "textures/deco_kz07.png", 68, 108
  377. {
  378. XScale 2.000
  379. YScale 2.000
  380. Patch "hires/textures/deco_kz07.png", 0, 0
  381. }
  382. Texture "textures/deco_kz08.png", 68, 108
  383. {
  384. XScale 2.000
  385. YScale 2.000
  386. Patch "hires/textures/deco_kz08.png", 0, 0
  387. }
  388. Texture "textures/deco_kz09.png", 104, 26
  389. {
  390. XScale 2.000
  391. YScale 2.000
  392. Patch "hires/textures/deco_kz09.png", 0, 0
  393. }
  394. Texture "textures/deco_kz10.png", 84, 30
  395. {
  396. XScale 2.000
  397. YScale 2.000
  398. Patch "hires/textures/deco_kz10.png", 0, 0
  399. }
  400. Texture "textures/deco_kz11.png", 256, 256
  401. {
  402. XScale 2.000
  403. YScale 2.000
  404. Patch "hires/textures/deco_kz11.png", 0, 0
  405. }
  406. // Fake textures needed for different glowing hous_# windows - Ozy81
  407. Texture "textures/hous_w03d.png", 64, 256 {Patch "textures/hous_w03.png", 0, 0}
  408. Texture "textures/hous_w03u.png", 64, 256 {Patch "textures/hous_w03.png", 0, 0}
  409. Texture "textures/hous_w03ud.png", 64, 256 {Patch "textures/hous_w03.png", 0, 0}
  410. Texture "textures/hous_w04u.png", 64, 256 {Patch "textures/hous_w04.png", 0, 0}
  411. Texture "textures/hous_w05u.png", 64, 256 {Patch "textures/hous_w05.png", 0, 0}
  412. Texture "textures/hous_w06u.png", 64, 256 {Patch "textures/hous_w06.png", 0, 0}
  413. Texture "textures/hous_w08d.png", 64, 256 {Patch "textures/hous_w08.png", 0, 0}
  414. Texture "textures/hous_w08u.png", 64, 256 {Patch "textures/hous_w08.png", 0, 0}
  415. Texture "textures/hous_w08ud.png", 64, 256 {Patch "textures/hous_w08.png", 0, 0}
  416. Texture "textures/hous_w09u.png", 64, 256 {Patch "textures/hous_w09.png", 0, 0}
  417. Texture "textures/hous_w13d.png", 64, 256 {Patch "textures/hous_w13.png", 0, 0}
  418. Texture "textures/hous_w13u.png", 64, 256 {Patch "textures/hous_w13.png", 0, 0}
  419. Texture "textures/hous_w13ud.png", 64, 256 {Patch "textures/hous_w13.png", 0, 0}
  420. Texture "textures/hous_w14d.png", 64, 256 {Patch "textures/hous_w14.png", 0, 0}
  421. Texture "textures/hous_w14u.png", 64, 256 {Patch "textures/hous_w14.png", 0, 0}
  422. Texture "textures/hous_w14ud.png", 64, 256 {Patch "textures/hous_w14.png", 0, 0}
  423. Texture "textures/hous_w15d.png", 64, 256 {Patch "textures/hous_w15.png", 0, 0}
  424. Texture "textures/hous_w15u.png", 64, 256 {Patch "textures/hous_w15.png", 0, 0}
  425. Texture "textures/hous_w15ud.png", 64, 256 {Patch "textures/hous_w15.png", 0, 0}
  426. Texture "textures/hous_w16d.png", 64, 256 {Patch "textures/hous_w16.png", 0, 0}
  427. Texture "textures/hous_w16u.png", 64, 256 {Patch "textures/hous_w16.png", 0, 0}
  428. Texture "textures/hous_w16ud.png", 64, 256 {Patch "textures/hous_w16.png", 0, 0}
  429. Texture "textures/hous_w17d.png", 64, 256 {Patch "textures/hous_w17.png", 0, 0}
  430. Texture "textures/hous_w17u.png", 64, 256 {Patch "textures/hous_w17.png", 0, 0}
  431. Texture "textures/hous_w17ud.png", 64, 256 {Patch "textures/hous_w17.png", 0, 0}
  432. Texture "textures/hous_w19d.png", 64, 256 {Patch "textures/hous_w19.png", 0, 0}
  433. Texture "textures/hous_w19u.png", 64, 256 {Patch "textures/hous_w19.png", 0, 0}
  434. Texture "textures/hous_w19ud.png", 64, 256 {Patch "textures/hous_w19.png", 0, 0}
  435. Texture "textures/hous_w20d.png", 64, 256 {Patch "textures/hous_w20.png", 0, 0}
  436. Texture "textures/hous_w20u.png", 64, 256 {Patch "textures/hous_w20.png", 0, 0}
  437. Texture "textures/hous_w20ud.png", 64, 256 {Patch "textures/hous_w20.png", 0, 0}
  438. Texture "textures/hous_w21d.png", 64, 256 {Patch "textures/hous_w21.png", 0, 0}
  439. Texture "textures/hous_w21u.png", 64, 256 {Patch "textures/hous_w21.png", 0, 0}
  440. Texture "textures/hous_w21ud.png", 64, 256 {Patch "textures/hous_w21.png", 0, 0}
  441. Texture "textures/hous_w22d.png", 64, 256 {Patch "textures/hous_w22.png", 0, 0}
  442. Texture "textures/hous_w22u.png", 64, 256 {Patch "textures/hous_w22.png", 0, 0}
  443. Texture "textures/hous_w22ud.png", 64, 256 {Patch "textures/hous_w22.png", 0, 0}
  444. Texture "textures/hous_w23d.png", 64, 256 {Patch "textures/hous_w23.png", 0, 0}
  445. Texture "textures/hous_w23u.png", 64, 256 {Patch "textures/hous_w23.png", 0, 0}
  446. Texture "textures/hous_w23ud.png", 64, 256 {Patch "textures/hous_w23.png", 0, 0}
  447. Texture "textures/hous_w26u.png", 64, 256 {Patch "textures/hous_w26.png", 0, 0}
  448. Texture "textures/hous_w29u.png", 64, 256 {Patch "textures/hous_w29.png", 0, 0}
  449. Texture "textures/hous_w32d.png", 64, 256 {Patch "textures/hous_w32.png", 0, 0}
  450. Texture "textures/hous_w32u.png", 64, 256 {Patch "textures/hous_w32.png", 0, 0}
  451. Texture "textures/hous_w32ud.png", 64, 256 {Patch "textures/hous_w32.png", 0, 0}
  452. Texture "textures/hous_w33d.png", 64, 256 {Patch "textures/hous_w33.png", 0, 0}
  453. Texture "textures/hous_w33u.png", 64, 256 {Patch "textures/hous_w33.png", 0, 0}
  454. Texture "textures/hous_w33ud.png", 64, 256 {Patch "textures/hous_w33.png", 0, 0}
  455. Texture "textures/hous_w34d.png", 64, 256 {Patch "textures/hous_w34.png", 0, 0}
  456. Texture "textures/hous_w34u.png", 64, 256 {Patch "textures/hous_w34.png", 0, 0}
  457. Texture "textures/hous_w34ud.png", 64, 256 {Patch "textures/hous_w34.png", 0, 0}
  458. Texture "textures/hous_w35d.png", 64, 256 {Patch "textures/hous_w35.png", 0, 0}
  459. Texture "textures/hous_w35u.png", 64, 256 {Patch "textures/hous_w35.png", 0, 0}
  460. Texture "textures/hous_w35ud.png", 64, 256 {Patch "textures/hous_w35.png", 0, 0}
  461. Texture "textures/hous_w37u.png", 64, 256 {Patch "textures/hous_w37.png", 0, 0}
  462. Texture "textures/hous_w38d.png", 64, 256 {Patch "textures/hous_w38.png", 0, 0}
  463. Texture "textures/hous_w39d.png", 64, 256 {Patch "textures/hous_w39.png", 0, 0}
  464. Texture "textures/hous_w40d.png", 64, 256 {Patch "textures/hous_w40.png", 0, 0}
  465. Texture "textures/hous_w40u.png", 64, 256 {Patch "textures/hous_w40.png", 0, 0}
  466. Texture "textures/hous_w40ud.png", 64, 256 {Patch "textures/hous_w40.png", 0, 0}
  467. Texture "textures/hous_w41d.png", 64, 256 {Patch "textures/hous_w41.png", 0, 0}
  468. Texture "textures/hous_w41u.png", 64, 256 {Patch "textures/hous_w41.png", 0, 0}
  469. Texture "textures/hous_w41ud.png", 64, 256 {Patch "textures/hous_w41.png", 0, 0}
  470. // Fake textures needed for glowing brik_r60 runes - Ozy81
  471. Texture "textures/BRIK_R60A1.png", 512, 512 {Patch "textures/BRIK_R60.jpg", 0, 0}
  472. Texture "textures/BRIK_R60A2.png", 512, 512 {Patch "textures/BRIK_R60.jpg", 0, 0}
  473. Texture "textures/BRIK_R60A3.png", 512, 512 {Patch "textures/BRIK_R60.jpg", 0, 0}
  474. Texture "textures/BRIK_R60A4.png", 512, 512 {Patch "textures/BRIK_R60.jpg", 0, 0}
  475. Texture "textures/BRIK_R60A5.png", 512, 512 {Patch "textures/BRIK_R60.jpg", 0, 0}
  476. Texture "textures/BRIK_R60A6.png", 512, 512 {Patch "textures/BRIK_R60.jpg", 0, 0}
  477. Texture "textures/BRIK_R60A7.png", 512, 512 {Patch "textures/BRIK_R60.jpg", 0, 0}
  478. Texture "textures/BRIK_R60A8.png", 512, 512 {Patch "textures/BRIK_R60.jpg", 0, 0}
  479. Texture "textures/BRIK_R60A9.png", 512, 512 {Patch "textures/BRIK_R60.jpg", 0, 0}
  480. Texture "textures/BRIK_R60AA.png", 512, 512 {Patch "textures/BRIK_R60.jpg", 0, 0}
  481. Texture "textures/BRIK_R60AB.png", 512, 512 {Patch "textures/BRIK_R60.jpg", 0, 0}
  482. Texture "textures/BRIK_R60AC.png", 512, 512 {Patch "textures/BRIK_R60.jpg", 0, 0}
  483. Texture "textures/BRIK_R60AD.png", 512, 512 {Patch "textures/BRIK_R60.jpg", 0, 0}
  484. //Other glowing textures
  485. Texture "textures/lite_w01g.png", 32, 32 {Patch "textures/lite_w01.png", 0, 0}
  486. // IWAD Fixes
  487. // Silence parsing errors from default MENUDEF
  488. Graphic M_DOOM, 1, 1 { Patch BLACK, 0, 0 }
  489. Graphic M_NGAME, 1, 1 { Patch BLACK, 0, 0 }
  490. Graphic M_OPTION, 1, 1 { Patch BLACK, 0, 0 }
  491. Graphic M_LOADG, 1, 1 { Patch BLACK, 0, 0 }
  492. Graphic M_SAVEG, 1, 1 { Patch BLACK, 0, 0 }
  493. Graphic M_QUITG, 1, 1 { Patch BLACK, 0, 0 }
  494. Graphic M_EPISOD, 1, 1 { Patch BLACK, 0, 0 }
  495. Graphic M_NEWG, 1, 1 { Patch BLACK, 0, 0 }
  496. // Re-define some Doom 2 textures (since Doom 2's TEXTURE1 lump isn't present now)
  497. Texture PANBOOK, 64, 128 { Patch RW21_5, 0, 0 }
  498. Texture PANBORD1, 32, 128 { Patch RW21_1, 0, 0 }
  499. Texture PANBORD2, 16, 128 { Patch RW21_2, 0, 0 }
  500. Texture PANCASE2, 64, 128 { Patch RW21_4, 0, 0 }
  501. Texture WOOD10, 128, 128 { Patch RW13_1, 0, 0 }
  502. Texture BLOOD1, 256, 256 { Patch flor_r01, 0, 0 }
  503. // These are here to silence parsing errors that come from the Doom animation definitions in gzdoom.pk3
  504. Texture LAVA1, 256, 256 { Patch lava_a01, 0, 0 }
  505. Texture LAVA2, 256, 256 { Patch lava_a01, 0, 0 }
  506. Texture LAVA3, 256, 256 { Patch lava_a01, 0, 0 }
  507. Texture LAVA4, 256, 256 { Patch lava_a01, 0, 0 }
  508. Texture FWATER1, 256, 256 { Patch watr_a01, 0, 0 }
  509. Texture FWATER2, 256, 256 { Patch watr_a01, 0, 0 }
  510. Texture FWATER3, 256, 256 { Patch watr_a01, 0, 0 }
  511. Texture FWATER4, 256, 256 { Patch watr_a01, 0, 0 }
  512. // Karabiner 98k scope
  513. Sprite SCO1A0, 960, 260
  514. {
  515. YScale 1.2
  516. Offset 320, 48
  517. Patch K98SCOPE, 240, 0
  518. Patch BLACK, -16, 0
  519. Patch BLACK, 720, 0
  520. Patch BLACK, -16, 128
  521. Patch BLACK, 720, 128
  522. }
  523. // Boards
  524. Sprite BBRDA0, 128, 31 {
  525. Offset 64, 48
  526. Graphic MIDG_W02, 0, -1 { Rotate 90 }
  527. }
  528. Sprite BBRDB0, 128, 31 {
  529. Offset 64, 48
  530. Graphic MIDG_W02, 0, -35 { Rotate 90 }
  531. }
  532. Sprite BBRDC0, 128, 31 {
  533. Offset 64, 48
  534. Graphic MIDG_W02, 0, -146 { Rotate 90 }
  535. }
  536. Sprite BBRDD0, 128, 31 {
  537. Offset 64, 48
  538. Graphic MIDG_W02, 0, -179 { Rotate 90 }
  539. }
  540. Sprite BBRDE0, 128, 31 {
  541. Offset 64, 48
  542. Graphic MIDG_W02, 0, -1 { Rotate 90 FlipY }
  543. }
  544. Sprite BBRDF0, 128, 31 {
  545. Offset 64, 48
  546. Graphic MIDG_W02, 0, -35 { Rotate 90 FlipY }
  547. }
  548. Sprite BBRDG0, 128, 31 {
  549. Offset 64, 48
  550. Graphic MIDG_W02, 0, -146 { Rotate 90 FlipY }
  551. }
  552. Sprite BBRDH0, 128, 31 {
  553. Offset 64, 48
  554. Graphic MIDG_W02, 0, -179 { Rotate 90 FlipY }
  555. }
  556. Sprite VENTF0, 128, 128
  557. {
  558. Offset 64, 64
  559. Patch MIDG_W02, 0, 0 { Rotate 90 }
  560. }
  561. // Classic Wolf3D-style sliding textures
  562. // These have to be defined as twice as wide as the door texture, with the
  563. // right-hand half of the texture left blank so that when the door textures
  564. // are scrolled to the side, the blank portion of the image is left as the
  565. // opening through which actors can pass.
  566. // Sprite for GZDB icon
  567. Sprite SLIDA0, 128, 128
  568. {
  569. Offset 64, 128
  570. XScale 1.333
  571. YScale 1.333
  572. Patch ZDOORF1, 0, 0
  573. }
  574. Sprite SLIDB0, 160, 128
  575. {
  576. Offset 80, 128
  577. XScale 1.333
  578. YScale 1.333
  579. Patch "textures/DOOR_B00.png", 0, 0
  580. }
  581. Texture WOLFDRF, 256, 128
  582. {
  583. Patch ZDOORF1, 0, 0
  584. }
  585. Texture WOLFDRB, 256, 128
  586. {
  587. Patch ZDOORF1, 0, 0 { FlipX }
  588. }
  589. Texture WOLFDRF1, 256, 128
  590. {
  591. Patch "textures/MIDG_M06.png", 0, 0 { FlipX }
  592. }
  593. Texture WOLFDRB1, 256, 128
  594. {
  595. Patch "textures/MIDG_M06.png", 0, 0
  596. }
  597. Texture BLACKBRD, 384, 384
  598. {
  599. XScale 3.0 // Scaled to roughly 128 units wide
  600. YScale 3.0
  601. Patch "textures/DECO_BBRD.png", 0, 0
  602. }
  603. Texture C2M1_2, 640, 360
  604. {
  605. Patch "graphics/intermission/endc1.jpg", 0, 0
  606. }
  607. //Keen stuff
  608. Texture CKPLATE2, 32, 8
  609. {
  610. Patch "models/keen/energy.png", -17, 0 { FlipX }
  611. Patch "models/keen/energy.png", 15, 0 { FlipX }
  612. }
  613. Texture "textures/ckeen/CK_SKY1A.png", 288, 192
  614. {
  615. Patch "textures/ckeen/CK_SKY1.png", 0, 0
  616. Patch "patches/keen/CK_SKY1A.png", 208, 80
  617. }
  618. Texture "textures/ckeen/CK_SKY1B.png", 288, 192
  619. {
  620. Patch "textures/ckeen/CK_SKY1.png", 0, 0
  621. Patch "patches/keen/CK_SKY1B.png", 80, 96
  622. }
  623. Texture "textures/ckeen/CK_SKY1C.png", 288, 192
  624. {
  625. Patch "textures/ckeen/CK_SKY1.png", 0, 0
  626. Patch "patches/keen/CK_SKY1C.png", 176, 80
  627. }
  628. Texture "textures/ckeen/CK_SKY1D.png", 288, 192
  629. {
  630. Patch "textures/ckeen/CK_SKY1.png", 0, 0
  631. Patch "patches/keen/CK_SKY1A.png", 208, 80
  632. Patch "patches/keen/CK_SKY1B.png", 80, 96
  633. }
  634. Texture "textures/ckeen/CK_SKY1E.png", 288, 192
  635. {
  636. Patch "textures/ckeen/CK_SKY1.png", 0, 0
  637. Patch "patches/keen/CK_SKY1A.png", 208, 80
  638. Patch "patches/keen/CK_SKY1C.png", 176, 80
  639. }
  640. Texture "textures/ckeen/CK_SKY1F.png", 288, 192
  641. {
  642. Patch "textures/ckeen/CK_SKY1.png", 0, 0
  643. Patch "patches/keen/CK_SKY1B.png", 80, 96
  644. Patch "patches/keen/CK_SKY1C.png", 176, 80
  645. }
  646. Texture "textures/ckeen/CK_SKY1G.png", 288, 192
  647. {
  648. Patch "textures/ckeen/CK_SKY1.png", 0, 0
  649. Patch "patches/keen/CK_SKY1A.png", 208, 80
  650. Patch "patches/keen/CK_SKY1B.png", 80, 96
  651. Patch "patches/keen/CK_SKY1C.png", 176, 80
  652. }
  653. Sprite "CKBFA0", 64, 64
  654. {
  655. XScale 0.4
  656. YScale 0.4
  657. Offset -32, -8
  658. Patch "sprites/misc/easteregg/ckeen/weaps/StunnerA.png", 0, 0
  659. }
  660. Sprite "CKBFB0", 64, 64
  661. {
  662. XScale 0.4
  663. YScale 0.4
  664. Offset -32, -4
  665. Patch "sprites/misc/easteregg/ckeen/weaps/StunnerC.png", 0, 0
  666. }
  667. Sprite "CKBFC0", 64, 64
  668. {
  669. XScale 0.4
  670. YScale 0.4
  671. Offset -32, -4
  672. Patch "sprites/misc/easteregg/ckeen/weaps/StunnerB.png", 0, 0
  673. }
  674. Sprite "CKBFD0", 64, 64
  675. {
  676. XScale 0.4
  677. YScale 0.4
  678. Offset -32, -12
  679. Patch "sprites/misc/easteregg/ckeen/weaps/StunnerA.png", 0, 0
  680. }
  681. Texture "LEVEL_1", 48, 64
  682. {
  683. Patch "graphics/hud/keen/message/KEEN115.png", 0, 0
  684. }
  685. Texture "LEVEL_2", 48, 64
  686. {
  687. Patch "graphics/hud/keen/message/KEEN115.png", 0, 0
  688. Patch "graphics/hud/keen/message/KEEN116.png", 24, 40
  689. }
  690. Texture "LEVEL_3", 48, 64
  691. {
  692. Patch "graphics/hud/keen/message/KEEN115.png", 0, 0
  693. Patch "graphics/hud/keen/message/KEEN117.png", 24, 40
  694. }
  695. Texture "LEVEL_4", 48, 64
  696. {
  697. Patch "graphics/hud/keen/message/KEEN115.png", 0, 0
  698. Patch "graphics/hud/keen/message/KEEN118.png", 24, 40
  699. }
  700. Texture "LEVEL_5", 48, 64
  701. {
  702. Patch "graphics/hud/keen/message/KEEN115.png", 0, 0
  703. Patch "graphics/hud/keen/message/KEEN119.png", 24, 40
  704. }
  705. Texture "LEVEL_6", 48, 64
  706. {
  707. Patch "graphics/hud/keen/message/KEEN115.png", 0, 0
  708. Patch "graphics/hud/keen/message/KEEN120.png", 24, 40
  709. }
  710. Graphic "AMMNUM0", 32, 32
  711. {
  712. XScale 4.0
  713. YScale 4.0
  714. Offset 16, 16
  715. Patch "patches/mapnums/numback.png", 0, 0
  716. Patch "patches/mapnums/num1.png", 0, 0 { Overlay }
  717. }
  718. Graphic "AMMNUM1", 32, 32
  719. {
  720. XScale 4.0
  721. YScale 4.0
  722. Offset 16, 16
  723. Patch "patches/mapnums/numback.png", 0, 0
  724. Patch "patches/mapnums/num2.png", 0, 0 { Overlay }
  725. }
  726. Graphic "AMMNUM2", 32, 32
  727. {
  728. XScale 4.0
  729. YScale 4.0
  730. Offset 16, 16
  731. Patch "patches/mapnums/numback.png", 0, 0
  732. Patch "patches/mapnums/num3.png", 0, 0 { Overlay }
  733. }
  734. Graphic "AMMNUM3", 32, 32
  735. {
  736. XScale 4.0
  737. YScale 4.0
  738. Offset 16, 16
  739. Patch "patches/mapnums/numback.png", 0, 0
  740. Patch "patches/mapnums/num4.png", 0, 0 { Overlay }
  741. }
  742. Graphic "AMMNUM4", 32, 32
  743. {
  744. XScale 4.0
  745. YScale 4.0
  746. Offset 16, 16
  747. Patch "patches/mapnums/numback.png", 0, 0
  748. Patch "patches/mapnums/num5.png", 0, 0 { Overlay }
  749. }
  750. Graphic "AMMNUM5", 32, 32
  751. {
  752. XScale 4.0
  753. YScale 4.0
  754. Offset 16, 16
  755. Patch "patches/mapnums/numback.png", 0, 0
  756. Patch "patches/mapnums/num6.png", 0, 0 { Overlay }
  757. }
  758. Graphic "AMMNUM6", 32, 32
  759. {
  760. XScale 4.0
  761. YScale 4.0
  762. Offset 16, 16
  763. Patch "patches/mapnums/numback.png", 0, 0
  764. Patch "patches/mapnums/num7.png", 0, 0 { Overlay }
  765. }
  766. Graphic "AMMNUM7", 32, 32
  767. {
  768. XScale 4.0
  769. YScale 4.0
  770. Offset 16, 16
  771. Patch "patches/mapnums/numback.png", 0, 0
  772. Patch "patches/mapnums/num8.png", 0, 0 { Overlay }
  773. }
  774. Graphic "AMMNUM8", 32, 32
  775. {
  776. XScale 4.0
  777. YScale 4.0
  778. Offset 16, 16
  779. Patch "patches/mapnums/numback.png", 0, 0
  780. Patch "patches/mapnums/num9.png", 0, 0 { Overlay }
  781. }
  782. Graphic "AMMNUM10", 32, 32
  783. {
  784. Patch "patches/mapnums/num1.png", -7, 0 { Overlay }
  785. Patch "patches/mapnums/num0.png", 5, 0 { Overlay }
  786. }
  787. Graphic "AMMNUM9", 32, 32
  788. {
  789. XScale 4.0
  790. YScale 4.0
  791. Offset 16, 16
  792. Patch "patches/mapnums/numback.png", 0, 0
  793. Patch AMMNUM10, 0, 0 { Overlay }
  794. }
  795. Texture "textures/BUILD_M01.jpg", 256, 256 {
  796. XScale 2.
  797. YScale 2.
  798. Patch "hires/textures/BUILD_M01.jpg", 0, 0
  799. }
  800. Texture "textures/BUILD_M02.jpg", 256, 256 {
  801. XScale 2.
  802. YScale 2.
  803. Patch "hires/textures/BUILD_M02.jpg", 0, 0
  804. }
  805. Texture "textures/BUILD_M03.jpg", 256, 256 {
  806. XScale 2.
  807. YScale 2.
  808. Patch "hires/textures/BUILD_M03.jpg", 0, 0
  809. }
  810. Texture "textures/BUILD_M04.jpg", 256, 256 {
  811. XScale 2.
  812. YScale 2.
  813. Patch "hires/textures/BUILD_M04.jpg", 0, 0
  814. }
  815. Texture "textures/BUILD_M05.jpg", 256, 256 {
  816. XScale 2.
  817. YScale 2.
  818. Patch "hires/textures/BUILD_M05.jpg", 0, 0
  819. }
  820. Texture "textures/BUILD_M06.jpg", 512, 512 {
  821. XScale 4.
  822. YScale 4.
  823. Patch "hires/textures/BUILD_M06.jpg", 0, 0
  824. }
  825. Texture "textures/BUILD_M07.jpg", 256, 256 {
  826. XScale 2.
  827. YScale 2.
  828. Patch "hires/textures/BUILD_M07.jpg", 0, 0
  829. }
  830. Texture "textures/BUILD_M08.jpg", 256, 256 {
  831. XScale 2.
  832. YScale 2.
  833. Patch "hires/textures/BUILD_M08.jpg", 0, 0
  834. }
  835. // The low-res SIGN_007.png has different proportions
  836. // compared to the high-res SIGN_007.jpg
  837. Texture SIGN_007, 176, 176 {
  838. WorldPanning
  839. XScale 1.3763440860215055
  840. // YScale 2.7826086956521738
  841. YScale 1.3763440860215055
  842. // I used ROT13 and ROT5 to prevent the high-res SIGN_007 texture from
  843. // replacing the low-res SIGN_007 texture.
  844. Patch "hires/textures/FVTA_552.jpg", 25, 56
  845. }
  846. Texture "textures/eastereggs/re/painting_door.png", 102, 148
  847. {
  848. Patch "textures/eastereggs/re/painting.png", -76, -366
  849. }
  850. //textures that act weirdly if not set here
  851. Texture "textures/WIND_G10.jpg", 256, 512 //if we insert double value here Hires fits, but ONLY longnamed works
  852. {
  853. WorldPanning
  854. XScale 2.000
  855. YScale 2.000
  856. Patch "hires/textures/WIND_G10.jpg",0 ,0
  857. }
  858. Texture "textures/WIND_G11.jpg", 256, 512
  859. {
  860. WorldPanning
  861. XScale 2.000
  862. YScale 2.000
  863. Patch "hires/textures/WIND_G11.jpg",0 ,0
  864. }
  865. // For developer comments
  866. Texture "DEVC_GRD2R0", 68, 68
  867. {
  868. Offset 0, 0
  869. Patch "sprites/monsters/nazis_wehr/GRD2R0.png", 0, 0
  870. }
  871. Texture "DEVC_RGDDB0", 79, 79
  872. {
  873. Offset 0, 0
  874. Patch "sprites/monsters/nazis_afrika/RGDDB0.png", 0, -20
  875. }
  876. Texture "DEVC_BWST", 100, 130
  877. {
  878. XScale 2
  879. YScale 2
  880. Offset 0, 0
  881. Patch "textures/eastereggs/BRATWURST.png", -15, -63
  882. }
  883. Texture "DEVC_FH1", 192, 256
  884. {
  885. XScale 4
  886. YScale 4
  887. Offset 0, 0
  888. Patch "graphics/devcomment/feldhellmachine.png", 0, 0
  889. }
  890. Texture "DEVC_KOMUTO", 137, 137
  891. {
  892. XScale 2
  893. YScale 2
  894. Patch "sprites/monsters/bosses/KOMUA0.png", 0, 0
  895. }
  896. // Shockwaves
  897. Sprite SHWVA0, 256, 256
  898. {
  899. Patch "sprites/sfx/explosion/SHWVZ0.png", 0, 0
  900. {
  901. Blend 255, 128, 0
  902. }
  903. Patch "sprites/sfx/explosion/SHWVY0.png", 0, 0
  904. {
  905. Style Add
  906. Alpha .75
  907. }
  908. Offset 128, 128
  909. }
  910. Sprite SHWVB0, 256, 256
  911. {
  912. Patch "sprites/sfx/explosion/SHWVZ0.png", 0, 0
  913. {
  914. Blend 128, 255, 0
  915. }
  916. Patch "sprites/sfx/explosion/SHWVY0.png", 0, 0
  917. {
  918. Style Add
  919. Alpha .75
  920. }
  921. Offset 128, 128
  922. }
  923. Sprite SHWVC0, 256, 256
  924. {
  925. Patch "sprites/sfx/explosion/SHWVZ0.png", 0, 0
  926. {
  927. Blend 255, 32, 32
  928. }
  929. Patch "sprites/sfx/explosion/SHWVY0.png", 0, 0
  930. {
  931. Style Add
  932. Alpha .75
  933. }
  934. Offset 128, 128
  935. }