//quake 3 rally lights ////////////////////////////// // orange blinking light // // contruction light // ////////////////////////////// textures/q3r_lights/orange_blink { qer_editorimage textures/q3r_lights/construct_circle.tga surfaceparm nomarks surfaceparm nodlight cull disable { map textures/q3r_lights/construct_circle.tga rgbgen wave inversesawtooth 0 1 0 .5 blendfunc gl_src_alpha gl_one } } ////////////////////////////////////////// // orange blinking light 180deg phase// // contruction light // ////////////////////////////////////////// textures/q3r_lights/oran_blink180 { qer_editorimage textures/q3r_lights/construct_circle.tga surfaceparm nomarks surfaceparm nodlight cull disable { map textures/q3r_lights/construct_circle.tga rgbgen wave inversesawtooth 0 1 .5 .5 blendfunc gl_src_alpha gl_one } } ////////////////////////////////// // orange blinking arrow light // // contruction light // ////////////////////////////////// textures/q3r_lights/arrows_oran { qer_editorimage textures/q3r_lights/arrows_oran0.tga surfaceparm nomarks surfaceparm nodlight //q3map_surfacelight 20 cull disable q3map_lightimage textures/q3r_lights/arrows_oran0.tga { animmap 1/3 textures/q3r_lights/arrows_oran0.tga textures/q3r_lights/arrows_oran1.tga textures/q3r_lights/arrows_oran2.tga rgbgen wave inversesawtooth 0 1 0 1/3 //blendfunc add } } ////////////////////////////////// // orange sliding arrow light // // contruction light // ////////////////////////////////// textures/q3r_lights/arrow_slide { qer_editorimage textures/q3r_lights/arrows_oran0.tga surfaceparm nomarks surfaceparm nodlight //q3map_surfacelight 20 cull disable q3map_lightimage textures/q3r_lights/arrows_oran0.tga { map textures/q3r_lights/arrows_oran0.tga rgbgen wave square 0 1 0 3 tcmod scroll .3333 0 //blendfunc add } } //*********************************************************************** ////////////////////////////////////// // color shifting light for sky // // epic fail just use as sky light // ////////////////////////////////////// textures/q3r_lights/skycoloryellow { qer_editorimage textures/q3r_layout/yellow.tga surfaceparm nomarks surfaceparm nodlight q3map_surfacelight 50 cull disable //q3map_lightimage textures/q3r_layout/yellow.tga { map textures/q3r_layout/yellow.tga //rgbgen wave square 0 1 0 .1 //blendfunc gl_src_alpha gl_one //depthwrite } } textures/q3r_lights/skycolororange { qer_editorimage textures/q3r_layout/orange.tga surfaceparm nomarks surfaceparm nodlight q3map_surfacelight 50 cull disable { map textures/q3r_layout/orange.tga //rgbgen wave square 0 1 0 .05 //blendfunc gl_src_alpha gl_one //depthwrite } } //this is a bullshit darkness light, try it if you want to textures/q3r_lights/skycolorlila { qer_editorimage textures/q3r_layout/lila.tga surfaceparm nomarks surfaceparm nodlight q3map_surfacelight 50 cull disable { map textures/q3r_layout/lila.tga //rgbgen wave square 0 1 0 .05 //blendfunc gl_src_alpha gl_one //depthwrite } } //these are the lights that are used in q3r_dm02 which doesn't have any textures/base_light/baslt4_1_2k { qer_editorimage textures/base_light/baslt4_1_2k.jpg surfaceparm nomarks surfaceparm nodlight q3map_surfacelight 2000 cull disable { map textures/base_light/baslt4_1_2k.jpg } } //these are the lights that are used in q3r_dm02 which doesn't have any textures/base_light/baslt4_1_4k { qer_editorimage textures/base_light/baslt4_1_4k.jpg surfaceparm nomarks surfaceparm nodlight q3map_surfacelight 4000 cull disable { map textures/base_light/baslt4_1_4k.jpg } } //these are the lights that are used in q3r_dm02 which doesn't have any textures/base_light/proto_lightmap { qer_editorimage textures/base_light/proto_lightmap.jpg surfaceparm nomarks surfaceparm nodlight q3map_surfacelight 4000 cull disable { map textures/base_light/proto_lightmap.jpg } } //simple blue surface light textures/q3r_lights/bluesurfacelit { qer_editorimage textures/q3r_lights/sky_rise.tga surfaceparm noimpact surfaceparm nomarks surfaceparm nodlight q3map_surfacelight 2000 q3map_lightsubdivide 512 cull disable { map textures/q3r_lights/sky_rise.tga } // { // map $lightmap // rgbgen identity // } } //simple orange surface light textures/q3r_lights/oransurfacelit { qer_editorimage textures/ridgeracer/sky_set.tga surfaceparm noimpact surfaceparm nomarks surfaceparm nodlight q3map_surfacelight 2000 q3map_lightsubdivide 256 cull disable { //map $lightmap map textures/ridgeracer/sky_set.tga } }