//=============================================================== //Tim's spooky lights //=============================================================== clampTable builduplight {0, .2, .4, .6, .8, 1, 1, 1, .5, 0} clampTable builduplight2 {0, .2, .4, .6, .8, 1, 1, 1, 1, 0} Table builduppulse {.8, .6, .4, .2, 0, .2, .4, .6, .8 } Table builduppulse2 {1} //builds then holds lights/square_builduplight_hold { { if ( ((time + parm4) * 0.2) < 1.0 ) map lights/squarelight1.tga red ( builduplight [ (time + Parm4) * 0.2 ]) * Parm0 green ( builduplight [ (time + Parm4) * 0.2 ]) * Parm1 blue ( builduplight [ (time + Parm4) * 0.2 ]) * Parm2 zeroclamp } { if ( ((time + parm4) * 0.2) >= 1.0 ) map lights/squarelight1.tga red ( builduppulse2 [ (time + Parm4) * 0.2 - 1.0 ]) * Parm0 green ( builduppulse2 [ (time + Parm4) * 0.2 - 1.0 ]) * Parm1 blue ( builduppulse2 [ (time + Parm4) * 0.2 - 1.0 ]) * Parm2 zeroclamp } } //builds then goes out lights/square_builduplight { { map lights/squarelight1.tga red ( builduplight [ (time + Parm4) * 0.1 ]) * Parm0 green ( builduplight [ (time + Parm4) * 0.1 ]) * Parm1 blue ( builduplight [ (time + Parm4) * 0.1 ]) * Parm2 zeroclamp } } //builds then pulses lights/square_builduplight2 { { if ( ((time + parm4) * 0.2) < 1.0 ) map lights/squarelight1.tga red ( builduplight [ (time + Parm4) * 0.2 ]) * Parm0 green ( builduplight [ (time + Parm4) * 0.2 ]) * Parm1 blue ( builduplight [ (time + Parm4) * 0.2 ]) * Parm2 zeroclamp } { if ( ((time + parm4) * 0.2) >= 1.0 ) map lights/squarelight1.tga red ( builduppulse [ (time + Parm4) * 0.2 - 1.0 ]) * Parm0 green ( builduppulse [ (time + Parm4) * 0.2 - 1.0 ]) * Parm1 blue ( builduppulse [ (time + Parm4) * 0.2 - 1.0 ]) * Parm2 zeroclamp } } //Test textures //Tim's light test textures/base_light/bulb_breakable { noshadows qer_editorimage textures/base_light/bulb.tga description "breakable bulb when you shoot it" diffusemap textures/base_light/bulb_d.tga specularmap textures/base_light/bulb_s.tga bumpmap textures/base_light/bulb_local.tga {if ( parm7 == 0 ) blend gl_one,gl_one map textures/base_light/bulb_fx.tga rgb blamptable[ time * 5 ] } {if ( parm7 != 0 ) blend gl_one,gl_one map textures/base_light/bulb_fx.tga rgb neontable1[ time * 1 ] } } lights/squarelight_breakable { {if ( parm7 == 0 ) map lights/squarelight1.tga red sound * Parm0 green sound * Parm1 blue sound * Parm2 zeroclamp } {if ( parm7 != 0 ) map lights/squarelight1.tga red sound * Parm0 green sound * Parm1 blue sound * Parm2 zeroclamp } } lights/squarelight_breakable_off { {if ( parm7 == 0 ) map lights/squarelight1.tga colored zeroclamp } {if ( parm7 != 0 ) map lights/squarelight1.tga zeroClamp colored red 0 green 0 blue 0 } } //malsswinglight for alpha lab lights/swinglight_breakable_off_1 { {if ( parm7 == 0 ) map lights/spot01.tga colored zeroclamp } {if ( parm7 != 0 ) map lights/spot01.tga zeroClamp colored red 0 green 0 blue 0 } } textures/base_light/extended_light { qer_editorimage textures/base_light/striplight2_ed.tga {if ( parm7 == 0 ) blend gl_one,gl_one map textures/base_light/striplight2add.tga red parm0 * 2 green parm1 * 2 blue parm2 * 2 } {if ( parm7 == 0 ) blend bumpmap map textures/base_light/striplight2_local.tga } {if ( parm7 == 0 ) blend diffusemap map textures/base_light/striplight2dif.tga } {if ( parm7 == 0 ) blend specularmap map textures/base_light/striplight2spec.tga } {if ( parm7 != 0 ) blend bumpmap map addnormals (textures/base_light/striplight2_local.tga, heightmap (textures/base_light/striplight2_brokenbmp.tga, 4) ) } {if ( parm7 != 0 ) blend diffusemap map textures/base_light/striplight2dif2.tga } {if ( parm7 != 0 ) blend specularmap map textures/base_light/striplight2spec2.tgas } {if ( parm7 != 0 ) blend gl_one,gl_one map textures/base_light/striplight2add_broken.tga red parm0 * 2 green parm1 * 2 blue parm2 * 2 } } //chrome texture for mals room textures/sfx/chrome_mal_pipe { qer_editorimage textures/base_trim/asp2spec.tga forceopaque { blend add cubeMap env/mal_pipe // texgen normal texgen reflect } } textures/sfx/lab_glass { translucent noshadows qer_editorimage textures/sfx/lab_glass_ed.tga //diffusemap textures bumpmap heightmap (textures/sfx/lab_glass_bmp, 0.5) specularmap textures/sfx/lab_glass_spec.tga { blend diffuseMap map textures/sfx/lab_glass_ed.tga } } textures/sfx/lab_glass_reflective { discrete translucent //twoSided noshadows qer_editorimage textures/sfx/chiglass1blue.tga bumpmap heightmap (textures/sfx/lab_glass_bmp, 0.2) //specularmap textures/sfx/lab_glass_spec.tga //{ // blend add // cubeMap env/bland // texgen reflect //} { blend diffuseMap map textures/sfx/lab_glass_ed_lt.tga scale 16 , 16 } { mirrorRenderMap 512 256 // size of the texture to draw the mirror view in blend blend // give it a greenish tint red 0.3 green 0.3 blue 0.1 // opacity alpha 0.7 // these may not be necessary when I finish the code translate 0.5 , 0.5 scale 0.5 , 0.5 } } textures/base_light/colored_strip { qer_editorimage textures/base_light/reactorlight1.tga diffusemap textures/base_light/reactorlight1b.tga specularmap textures/base_light/reactorlight1_sb.tga bumpmap textures/base_light/reactorlight1_localb.tga { colored blend gl_one,gl_one map textures/base_light/reactorlight1_addb.tga } }