//=============================================================== //Mal's attempt at lights //=============================================================== snaptable alarmstrobe {1, 0, 0, 0, 0, 0} //alarm strobe lights lights/alarm_strobe { { map lights/squarelight1.tga colored //rgb alarmstrobe[time] red ( alarmstrobe[Parm4 + (time * Parm3) ]) * Parm0 green ( alarmstrobe[Parm4 + (time * Parm3) ]) * Parm1 blue ( alarmstrobe[Parm4 + (time * Parm3) ]) * Parm2 zeroClamp } } textures/base_trim/comptrim2_ns { noShadows qer_editorimage textures/base_trim/comptrim2.tga bumpmap textures/base_trim/comptrim2_local.tga diffusemap textures/base_trim/comptrim2_d.tga specularmap textures/base_trim/comptrim2_s.tga } textures/base_trim/stesilverswatch_ns { noShadows qer_editorimage textures/base_trim/stesilverswatch.tga bumpmap textures/base_trim/stesilverswatch_local.tga diffusemap textures/base_trim/stesilverswatch_d.tga specularmap textures/base_trim/stesilverswatch_s.tga } textures/decals/ind_logo1a { qer_editorimage textures/decals/ind_logo1.tga noshadows twoSided surfaceparm nonsolid surfaceparm noimpact translucent { colored blend gl_one,gl_one map textures/decals/ind_logo1.tga } } lights/floorvent01ax_cv { { map lights/floorvent01x_cv.tga colored //red ( flickerblink [Parm4 + (time * (1 * Parm3)) ]) * Parm0 //green ( flickerblink [Parm4 + (time * (1 * Parm3)) ]) * Parm1 //blue ( flickerblink [Parm4 + (time * (1 * Parm3)) ]) * Parm2 //rgb eyestable[ time * 1 ] zeroClamp } } textures/rock/rockblend { noshadows // blended part { blend bumpmap map heightmap (textures/rock/rock02_h.tga, 24) } { blend diffusemap map textures/rock/rock02_d.tga vertexColor } { blend specularmap map textures/rock/rock02_s.tga vertexColor } // inverse blended part { blend bumpmap map heightmap (textures/rock/skysand1_bmp.tga, 4) } { blend diffusemap map textures/rock/skysand1_d.tga inverseVertexColor } { blend specularmap map textures/rock/skysand1_s.tga inverseVertexColor } }