q3rally/baseq3r/scripts/q3r_lights.shader
2011-02-18 14:31:32 +00:00

198 lines
4.7 KiB
GLSL

//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
}
}