Code: Select all
textures/czq3dm1_tech/metb_grate1
{
surfaceparm metalsteps
surfaceparm nonsolid
surfaceparm noimpact
surfaceparm trans
surfaceparm alphashadow
cull none
{
map $lightmap
tcGen lightmap
depthFunc equal
}
q3map_styleMarker
{
map textures/czq3dm1_tech/metb_grate1.tga
rgbGen identity
blendFunc GL_ZERO GL_SRC_COLOR
alphaFunc GE128
depthWrite
}
}
And yes, this is Sock's industrial texturepack, being used in my currently WIP map Schöna. Since original texturepack doesn't have any shaders, I had to create some myself.
Styled light shaders look like following one:
Code: Select all
textures/czq3dm1_tech/metb_light3_flicker
{
q3map_lightimage textures/czq3dm1_tech/metb_light3_blend.tga
q3map_surfacelight 250
q3map_lightstyle 1
qer_editorimage textures/czq3dm1_tech/metb_light3.tga
surfaceparm nomarks
{
map $lightmap
tcGen lightmap
}
q3map_styleMarker
{
map textures/czq3dm1_tech/metb_light3.tga
rgbGen identity
blendFunc GL_ZERO GL_SRC_COLOR
}
{
map textures/czq3dm1_tech/metb_light3_blend.tga
blendFunc GL_ONE GL_ONE
rgbGen wave square 0 .5 .2 8
}
{
map textures/czq3dm1_tech/metb_light3_blend.tga
blendFunc GL_ONE GL_ONE
rgbGen wave square 0 .5 .7 3
}
}
