lights/aqua2 { //used by John in m10 { map gfx/lights/aqua2.tga zeroClamp colored } } lights/q4x_mesh { lightFalloffImage makeIntensity( gfx/lights/q4x_mesh.tga ) { map gfx/lights/q4x_mesh.tga colored zeroClamp } } lights/c2_ceiling_2x { lightFalloffImage makeIntensity( gfx/lights/c2_ceiling_2.tga ) { map gfx/lights/c2_ceiling_2.tga colored zeroClamp } } lights/p_light1x { lightFalloffImage makeIntensity( gfx/lights/p_light1.tga ) { map gfx/lights/p_light1.tga colored zeroClamp } } lights/p_light1xb { lightFalloffImage makeIntensity( gfx/lights/p_light1b.tga ) { map gfx/lights/p_light1b.tga colored zeroClamp } } lights/p_light1_doublex { lightFalloffImage makeIntensity( gfx/lights/p_light1_double.tga ) { map gfx/lights/p_light1_double.tga colored zeroClamp } } lights/prisonbeam { lightFalloffImage makeIntensity( gfx/lights/p_beamlight.tga ) { map gfx/lights/p_beamlight.tga colored zeroClamp } } textures/q4x_lights/rect_light8_red { qer_editorimage textures/common_lights/rect_light8_d.tga bumpmap addnormals ( textures/common_lights/rect_light8_local.tga, heightmap ( textures/common_lights/rect_light8_h.tga, 1 ) ) diffusemap textures/common_lights/rect_light8_d.tga specularmap textures/common_lights/rect_light8_s.tga { if (parm4 == 0) blend add map textures/common_lights/rect_light8_g.tga red 0.95 green 0.15 blue 0.15 } } textures/q4x_lights/rect_light8_blue { qer_editorimage textures/common_lights/rect_light8_d.tga bumpmap addnormals ( textures/common_lights/rect_light8_local.tga, heightmap ( textures/common_lights/rect_light8_h.tga, 1 ) ) diffusemap textures/common_lights/rect_light8_d.tga specularmap textures/common_lights/rect_light8_s.tga { if (parm4 == 0) blend add map textures/common_lights/rect_light8_g.tga red 0.50 green 0.50 blue 0.90 } } textures/common_lights/light1_1_waste_orange_to_red // CHECK { qer_EditorImage textures/common_lights/light1_1_d.tga bumpMap textures/common_lights/light1_1_local.tga diffuseMap textures/common_lights/light1_1_d.tga specularMap textures/common_lights/light1_1_s.tga { if (parm4 == 0) blend add map textures/common_lights/light1_1_add.tga red 0.64 green 0.40 blue 0.15 } { if (parm4 && time - parm4 < 2.5 ) blend add map textures/common_lights/light1_1_add.tga red waste_lighttex_1_1_orange_to_red_r[(time-parm4)*2] green waste_lighttex_1_1_orange_to_red_g[(time-parm4)*2] blue waste_lighttex_1_1_orange_to_red_b[(time-parm4)*2] } { if (parm4 && time - parm4 >= 0.5) map textures/common_lights/light1_1_add.tga red 0.52*waste_bb_pulse[(time-parm4-0.5)*0.5] green 0 blue 0 zeroClamp } // CHECK } guide textures/common_lights/rect_light4 generic_glow_noheight_mi ("common_lights/rect_light4", "common_lights/rect_light4_g" ) /// Added by Steve H ///////////////////////////////////////////////////////////////////// lights/grate_coarse01_1_lit { lightFalloffImage makeIntensity( gfx/lights/grate_coarse01_1_lit.tga ) { map gfx/lights/grate_coarse01_1_lit.tga colored zeroClamp } } lights/grate_coarse02_1_lit { lightFalloffImage makeIntensity( gfx/lights/grate_coarse02_1_lit.tga ) { map gfx/lights/grate_coarse02_1_lit.tga colored zeroClamp } } lights/ceiling01_1_lit { lightFalloffImage makeIntensity( gfx/lights/ceiling01_1_lit.tga ) { map gfx/lights/ceiling01_1_lit.tga colored zeroClamp } } //scrolling trench cloud overlay-------------------------- lights/groundoverlay_trench { lightFalloffImage _white { forceHighQuality map gfx/lights/clouds_1.tga translate (time * 0.5 * parm5), (time * -1 * parm5) colored } }