Files
Quake_4_Alpha/q4xbase/materials/q4x_lights.mtr
T
2026-08-06 14:45:27 -07:00

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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
}
}