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GameStar Special 2004 September
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GSSH0904CD2.iso
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Doom3
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Mods
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VariLight
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VariLight.exe
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VariLight.pk4
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materials
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lights.mtr
Wrap
Text File
|
2004-08-30
|
44KB
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2,634 lines
table xianjittertable { { 0.9, 0.95, 0.92, 0.99, 0.85 } }
table xianjittertable_hi { { 0.9, 0.95, 0.92, 0.99, 0.85 } }
table xianjittertable_low { { 0.05, 0.2, 0.1, 0.15, 0.09 } }
table xray02table { { 1, .8, .8, 1, 1, .8, .8, .9, 1, .8, 1, .9, .8, 1, 1, 1, .9, .7, .8, 1, .8, 1, .8 } }
table senescrollightable { { -1, -0.9, -0.8, -0.7, -0.6, -0.5, -0.4, -0.3, -0.2, -0.1, 0 } }
table senescrollightableA { { 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0 } }
table sargetable1 { { 1, 1, .2, 0, 0, 0, .2 } }
table sargetable2 { { 0, .2, 1, 1, .2, 0, 0 } }
table sargetable3 { { 0, 0, 0, .2, 1, 1, .2 } }
table firetable { { .3, .2, .8, .1, .2, .3, .1, .5, .1, 1, .2, .3, .3, .2, .1, .1, .7 } }
table firetable2 { { .7, .9, 1, .8, 1, .9, .7, .5, 1, 1, .7, .5, 1, 1, .5, 1, .8 } }
table strobetable { { 0, 0, 0, 0, 1, 1 } }
table blinktable { { 0, 1 } }
table blinksnaptable { snap { 0, 1 } }
table flashtable { { 0, 0, 0, 0, .5, 0, .5, 0, 0, 0, 0, 0, .5, 0, .5, 0, .5, .5, 0, 0, 0, .5, 0, 1, 0, 1, 0, 0, 0, 0, .5 } }
table neontable1 { { .3, 0, 0, 0, 0, .3, 0, 0, 0, 0, .3, 0, 0, .1, .075, .15, .22, .3, .3, .45, .52, .6, .67, .75, .82, .9, .95, 1, 0, 0, 0, .3, 0, 0, 0, 0, 0, 0, 0, .3, 0, 0, 0, 0, 0, 0, 0, 0, 1, .6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, .3, 0, 0, 0, 0 } }
table neontable2 { snap { 1, 0, 1, 0, 0, 1, 0, 1, 0, 1, 0, 0, 1 } }
table blinktable2 { snap { 0, 0, 0, 1 } }
table blinktable3 { { 1, 1, 1, 1, 1, 1, 0 } }
table blinktable4 { { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0 } }
table blasttable { { 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 2, 1, 1, 2, 1, 1, 1, 1, 1, 1, 0, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, .6, .9, .3, .5, 0, .2, 0, 0, 0, 0, 0, 2, 2, 1 } }
table stormtable { snap { 1, 1, .3, 1, .1, .3, .1, .1, .4, 1, 1, 2, 1, 1, 2, 1, .1, .1, .1, 1, .1, .3, 5, .2, .2, 1, .5, 1, .1, 1, .2, .6, 1, 1, .2, 1, 1, 1, 1, .1, .6, 1, .1, 2, 1, 1, 2, 1, 1, 1, 1, 1, 1, 0.4, 2, 2, 2, .2, .1, 1, 1, 1, .5, 0, 1, 1, 1, 1, 1, .1, .1, 2, 1, 1, 1, 1, 1, 1, 1, .1, 2, 1, 1, 1, 1, 1, 1, 1, 1, .1, 4, 1, 1 } }
table flickerblink { { 0, .3, .1, .5, .3, .8, .9, .5, .2, .1, .7, .4, 1, .2, .5, 0, .2, .7, .5 } }
table acceleratorfade { { .1, .2 } }
table acceleratorflashtable2 { clamp { 4, 2, 1, 1, 1, 1, 1, 1, 1, .1, .1, .1, .1 } }
table bathroomtable { { .7, 1, .6, .8, .6, .6, .6, .7, .8, 1, 1, .9, .7, .8, 1, .7, .7, .8, .6, .7, .7, .8, .6, .9, .7, .9, 1 } }
table bathroom2table { { .9, 1, 1.6, .8, 2, 1, 1.5, 1.7, .8, 1, 1.2, .9, .9, .8, 1.3, .8, .9, .8, 1.6, .7, 1.7, .9, 1.1, .9, .8, .9, 1 } }
table firelightrot { { 13, 16, 123, 256, 90, 12, 190, 160, 1, 59, 280, 150, 15, 280 } }
table delta1randtable { { 1, 0, 1, 1, 0, .5, .2 } }
table speaker_1 { { 1, 1 } }
table blinktable5 { snap { 0, 0, 0, 1, 0, 1, 0, 0, 0 } }
table guiLightTable { { 1, 1, 0.6 } }
table storm2table { snap { 1, .1, 1, 0, .7, .1, .1, .1, .1, .1, .1, .1, 0, 1, 0, 1, .1, .1, .1, .1, .1, .1, .1, .1, 1, .1, .1, .1, .1, .1, .1, .1, 1, 0, 1, 1, .1, .1, .1, .1, .1, .1, .1, .1, .1, 1, 0, .7, .1, .1, .1, .1, .1, .1, .1, .1, .1, .1, .1, .1, .1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0, 0.1, 0, 0.1, 0.1, 0, 0.1, 0, 0, 0.1, 0, 0 } }
table meattable { snap { 0, .1, 0, 0, 0, 1, .5, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0 , 0, .3, 0, .3, 0, .7, 0, 0, 0,.1,.1,.1,.1,0,0,0, 0, .3, 0, .3, 0, 1,1, 0, .3, 0, .7 } }
lights/meatlight
{
{
forceHighQuality
map lights/stormy2.tga
colored
rotate time * .1
zeroClamp
rgb meattable[ time * .2 ]
}
}
lights/squareblast
{
{
forceHighQuality
map lights/squareblast
colored
zeroclamp
}
}
lights/biground1_strobe
{
{
forceHighQuality
map lights/biground1.tga
red ( blinktable2 [Parm4 + (time * (6 * Parm3)) ]) * Parm0
green ( blinktable2 [Parm4 + (time * (6 * Parm3)) ]) * Parm1
blue ( blinktable2 [Parm4 + (time * (6 * Parm3)) ]) * Parm2
zeroclamp
}
}
lights/bfg_flare
{
{
forceHighQuality
map lights/roundfire.tga
red ( firetable2 [Parm4 + (time / 6) ]) * Parm0
green ( firetable2 [Parm4 + (time / 6) ]) * Parm1
blue ( firetable2 [Parm4 + (time / 6) ]) * Parm2
rotate firelightrot [ time * parm3 ]
zeroClamp
}
//{
// map lights/roundfire.tga
// red ( firetable2 [Parm4 + (time / 3) ]) * Parm0
// green ( firetable2 [Parm4 + (time / 3) ]) * Parm1
// blue ( firetable2 [Parm4 + (time / 3) ]) * Parm2
// rotate firelightrot [ time * (2 * parm3) ]
// zeroClamp
//}
}
lights/barrelexplode
{
{
forceHighQuality
map lights/spot01.tga
red 1
green 0.75
blue 0.51
zeroClamp
}
}
lights/redglow
{
{
forceHighQuality
map lights/squarelight
red bathroomtable [ time * .02 ] * Parm0
green bathroomtable [ time * .02 ] * Parm1
blue bathroomtable [ time * .02 ] * Parm2
//colored
//
zeroClamp
}
}
lights/roundfire2
{
{
forceHighQuality
map lights/roundfire.tga
red ( firetable2 [Parm4 + (time / 6) ]) * Parm0
green ( firetable2 [Parm4 + (time / 6) ]) * Parm1
blue ( firetable2 [Parm4 + (time / 6) ]) * Parm2
rotate firelightrot [ time * (2 * parm3) ]
zeroClamp
}
}
lights/popanimlight
{
{
forceHighQuality
map textures/particles/rocketstripsmall.tga
red 1
blue 0
green .5
scale 1 / 32 , 1
scroll table32[ time * 1.6 ] , 0
//rotate ( time * -.2 )
zeroclamp
}
}
lights/dropship
{
{
forceHighQuality
map lights/dropship
colored
zeroclamp
}
}
lights/falloff_exp1
{
{
forceHighQuality
map lights/falloff_exp1
colored
zeroclamp
}
}
lights/falloff_exp2
{
{
forceHighQuality
map lights/falloff_exp2
colored
zeroclamp
}
}
lights/end_cin
{
{
forceHighQuality
map lights/end_cin
colored
zeroclamp
}
}
lights/headlights
{
{
forceHighQuality
map lights/headlights
colored
zeroclamp
}
}
lights/cloudscroll
{
{
forceHighQuality
map lights/cloudscroll
colored
translate time * 0 , time * -0.05
//rgb storm2table[ time * .1 ]
}
}
lights/cloudscroll2
{
{
forceHighQuality
map lights/cloudscroll2
colored
translate time * .03 , time * .03
//rgb storm2table[ time * .1 ]
}
}
lights/cloudscroll3
{
{
forceHighQuality
map lights/cloudscroll3
colored
translate time * 0 , time * -0.05
rgb storm2table[ time * .1 ]
}
}
lights/cloudturn
{
{
forceHighQuality
map lights/cloudturn
colored
rotate time * -.03
zeroClamp
}
}
lights/stormy1
{
{
forceHighQuality
map lights/stormy2.tga
colored
rotate time * .1
zeroClamp
rgb stormtable[ time * .3 ]
}
}
lights/lightgratelight2
{
{
forceHighQuality
map lights/lightgratelight2
colored
zeroClamp
}
}
lights/lightgratelight
{
{
forceHighQuality
map lights/lightgratelight
colored
zeroClamp
}
}
lights/square_strobe_slow
{
{
forceHighQuality
map lights/squarelight1.tga
red ( blinktable5 [Parm4 + (time * 0.075 * (6 * Parm3)) ]) * Parm0
green ( blinktable5 [Parm4 + (time * 0.075 * (6 * Parm3)) ]) * Parm1
blue ( blinktable5 [Parm4 + (time * 0.075 * (6 * Parm3)) ]) * Parm2
zeroclamp
}
}
lights/tempspectrum
{
lightFalloffImage makeintensity( lights/squarelight1a.tga )
spectrum 2
{
forceHighQuality
map lights/tempspectrum1.tga
colored
rotate time
zeroClamp
}
{
forceHighQuality
map lights/tempspectrum2.tga
colored
rotate time*-.5
zeroClamp
}
}
lights/spectrum2Light_round
{
lightFalloffImage makeintensity( lights/squarelight1a.tga )
spectrum 2
{
forceHighQuality
map lights/spot01
colored
zeroClamp
}
}
lights/spectrum2Light
{
lightFalloffImage makeintensity( lights/squarelight1a.tga )
spectrum 2
{
forceHighQuality
map lights/fullambient.tga
colored
zeroClamp
}
}
// this is placed in front of the guis on view weapons, like the plasma gun and machinegune
lights/viewWeaponGuiLight
{
noShadows
{
forceHighQuality
map lights/squareishlight.tga
red 0.1 * guiLightTable[ time ]
green 0.6 * guiLightTable[ time ]
blue 0.6 * guiLightTable[ time ]
zeroClamp
}
}
lights/plasmaglow
{
noshadows
{
forceHighQuality
map textures/particles/plasmalight.tga
//map lights/floorvent01blue.tga
colored
rgb bathroomtable[ time * .2 ]
rotate time * -.1
zeroClamp
}
}
lights/sentrylight
{
{
forceHighQuality
map lights/sentrylight
rgb bathroomtable[ time * .05 ]
colored
//
zeroClamp
}
}
lights/lanternglow
{
{
forceHighQuality
map lights/lanternglow
rgb bathroomtable[ time * .05 ]
colored
//
zeroClamp
}
}
lights/newalphagrate1
{
{
forceHighQuality
map lights/newalphagrate1
colored
zeroClamp
}
}
lights/newalphagrate2
{
{
forceHighQuality
map lights/newalphagrate2
colored
zeroClamp
}
}
lights/newalphagrate3
{
{
forceHighQuality
map lights/newalphagrate3
colored
zeroClamp
}
}
lights/newalphagrate3b
{
{
forceHighQuality
map lights/newalphagrate3b
colored
zeroClamp
}
}
lights/newalphagrate4
{
{
forceHighQuality
map lights/newalphagrate4
colored
zeroClamp
}
}
lights/newalphagrate5
{
{
forceHighQuality
map lights/newalphagrate5
colored
zeroClamp
}
}
lights/squareishlight
{
{
forceHighQuality
map lights/squareishlight.tga
colored
zeroClamp
}
}
lights/biground1
{
{
forceHighQuality
map lights/biground1.tga
colored
zeroClamp
}
}
lights/biground1_snd_spectrum
{
spectrum 1
{
forceHighQuality
map lights/biground1.tga
red sound * Parm0
green sound * Parm1
blue sound * Parm2
zeroClamp
}
}
lights/biground1_global
{
{
forceHighQuality
map lights/biground1.tga
colored
red parm0 * global0
green parm1 * global0
blue parm2 * global0
zeroClamp
}
}
lights/biground1_blamplight_cv
{
{
forceHighQuality
map lights/biground1.tga
colored
zeroClamp
red ((.1 * sintable [(time * ( 12 + Parm3 ) ) ]) +.9) * Parm0
green ((.1 * sintable [(time * ( 12 + Parm3 ) ) ]) +.9) * Parm1
blue ((.1 * sintable [(time * ( 12 + Parm3 ) ) ]) +.9) * Parm2
}
}
lights/biground1_parmsndflicker
{
{
if ( parm7 == 0 )
forceHighQuality
map lights/biground1.tga
colored
zeroClamp
}
{
if ( parm7 != 0 )
forceHighQuality
map lights/biground1.tga
red sound * Parm0
green sound * Parm1
blue sound * Parm2
zeroClamp
}
}
lights/flashlight4eric
{
{
forceHighQuality
map lights/flashlight4eric.tga
zeroClamp
//colored
//rgb eyestable[ time * .05 ]
}
}
lights/grate8
{
{
forceHighQuality
map lights/grate8.tga
colored
zeroClamp
}
}
lights/grate8sqr
{
{
forceHighQuality
map lights/grate8sqr.tga
colored
zeroClamp
}
}
lights/grate8sqr_blinky
{
{
forceHighQuality
map lights/grate8sqr.tga
colored
red ((.1 * sintable [.15 + (time * 12) ]) +.9) * Parm0
green ((.1 * sintable [.15 + (time * 12) ]) +.9) * Parm1
blue ((.1 * sintable [.15 + (time * 12) ]) +.9) * Parm2
zeroClamp
}
}
lights/grate7
{
{
forceHighQuality
map lights/grate7.tga
colored
zeroClamp
}
}
lights/grate7_blinky
{
{
forceHighQuality
map lights/grate7.tga
colored
red ((.1 * sintable [.15 + (time * 12) ]) +.9) * Parm0
green ((.1 * sintable [.15 + (time * 12) ]) +.9) * Parm1
blue ((.1 * sintable [.15 + (time * 12) ]) +.9) * Parm2
zeroClamp
}
}
lights/cavsolarlight
{
{
forceHighQuality
map lights/cavsolarlight.tga
colored
zeroClamp
}
}
lights/hellgate1_colorme
{
{
forceHighQuality
map lights/hellgate1_colorme.tga
red fireballtable[ time * .04 ] * Parm0
green fireballtable[ time * .04 ] * Parm1
blue fireballtable[ time * .04 ] * Parm2
rotate time * .05
zeroClamp
}
}
lights/hellgate1
{
{
forceHighQuality
map lights/hellgate1.tga
colored
rotate time * .05
zeroClamp
rgb fireballtable[ time * .04 ]
}
}
lights/vivlight
{
{
forceHighQuality
map lights/vivlight.tga
colored
zeroClamp
}
}
lights/fullambient
{
ambientLight
lightFalloffImage makeintensity( lights/squarelight1c.tga )
{
forceHighQuality
map lights/fullambient.tga
colored
zeroClamp
}
}
lights/grate6
{
{
forceHighQuality
map lights/grate6.tga
colored
zeroClamp
}
}
lights/triangle2
{
{
forceHighQuality
map lights/triangle1.tga
red blamptable[ time * 5 ] * Parm0
green blamptable[ time * 5 ] * Parm1
blue blamptable[ time * 5 ] * Parm2
zeroClamp
}
}
lights/triangle1
{
{
forceHighQuality
map lights/triangle1.tga
colored
zeroClamp
}
}
lights/mch
{
{
forceHighQuality
map lights/mch.tga
colored
zeroClamp
}
}
lights/rred
{
{
forceHighQuality
map lights/rred.tga
colored
zeroClamp
}
}
lights/pentflame
{
{
forceHighQuality
map lights/pentflame.tga
colored
rotate time * .2
zeroClamp
}
}
lights/pentagram
{
qer_editorimage textures/decals/pentagramfx.tga
{
forceHighQuality
map textures/decals/pentagramfx.tga
colored
zeroClamp
}
}
lights/strobevent01
{
{
forceHighQuality
map lights/strobevent01.tga
colored
rgb strobetable[ time * 2 ]
zeroClamp
}
}
lights/impflash
{
{
forceHighQuality
map lights/impflash.tga
zeroClamp
rotate time * 3.7
rgb flickerblink[ time * 1 ]
colored
}
}
lights/redspawnflash
{
{
forceHighQuality
map lights/redspawnflash.tga
zeroClamp
rotate time * 3.7
colored
//rgb flickerblink[ time * 1 ]
}
}
lights/spectrumspawn30
{
lightFalloffImage makeintensity( lights/squarelight1a.tga )
spectrum 30
{
forceHighQuality
map lights/squarelight1.tga
colored
zeroClamp
}
}
lights/spectrumspawn31
{
lightFalloffImage makeintensity( lights/squarelight1a.tga )
spectrum 31
{
forceHighQuality
map lights/squarelight1.tga
colored
zeroClamp
}
}
lights/spawnflash
{
{
forceHighQuality
map lights/spawnflash.tga
zeroClamp
rotate time * 3.7
colored
//rgb flickerblink[ time * 1 ]
}
}
lights/baronflash
{
{
forceHighQuality
map lights/baronflash.tga
zeroClamp
rotate time * 3.7
colored
//rgb flickerblink[ time * 1 ]
}
}
lights/flashlight4
{
{
forceHighQuality
map lights/flashlight4.tga
zeroClamp
//colored
//rgb eyestable[ time * .05 ]
}
}
lights/flashlight6
{
{
forceHighQuality
map lights/flashlight6.tga
zeroClamp
//colored
//rgb eyestable[ time * .05 ]
}
}
lights/machinelight
{
{
forceHighQuality
map lights/machinelight.tga
zeroClamp
//colored
//rgb eyestable[ time * .05 ]
}
}
lights/machinelight
{
{
forceHighQuality
map lights/machinelight.tga
zeroClamp
//colored
//rgb eyestable[ time * .05 ]
}
}
lights/lasersight
{
{
forceHighQuality
map lights/lasersight.tga
zeroClamp
colored
//rgb eyestable[ time * .05 ]
}
}
lights/chainlight
{
{
forceHighQuality
map lights/chainlight.tga
zeroClamp
//colored
//rgb eyestable[ time * .05 ]
}
}
lights/plasmalight
{
{
forceHighQuality
map lights/plasmalight.tga
zeroClamp
colored
//rgb eyestable[ time * .05 ]
}
}
lights/defaultPointLight
{
lightFalloffImage makeintensity( lights/squarelight1a.tga ) // this will also be the falloff for any
// point light shaders that don't specify one
{
forceHighQuality
map lights/squarelight1.tga
colored
zeroClamp
}
}
lights/default3DLight // just for research
{
{
forceHighQuality
map _cubicLight
colored
zeroClamp
}
}
lights/desertambientlight
{
ambientLight
lightFalloffImage makeintensity( lights/squarelight1a.tga )
{
forceHighQuality
map lights/squarelight.tga
red ( deserttable [Parm4 + (time * 0.1)]) * Parm0
green ( deserttable [Parm4 + (time * 0.1)]) * Parm1
blue ( deserttable [Parm4 + (time * 0.1)]) * Parm2
zeroClamp
}
}
lights/desertlight2
{
{
forceHighQuality
map lights/desertlight.tga
colored
rotate ( time * parm3)
zeroClamp
}
}
lights/desertlight
{
{
forceHighQuality
map lights/desertlight.tga
red ( deserttable [Parm4 + (time * 0.1) ]) * Parm0
green ( deserttable [Parm4 + (time * 0.1) ]) * Parm1
blue ( deserttable [Parm4 + (time * 0.1) ]) * Parm2
rotate ( time * 0.25 )
zeroClamp
}
}
lights/defaultProjectedLight
{
lightFalloffImage _noFalloff // by default, stay bright almost all the way to the end
{
forceHighQuality
map lights/squarelight1.tga
colored
zeroClamp
}
}
// an ambient light will do non-directional bump mapping, and won't have specular lighting
// or shadows
lights/ambientLight
{
ambientLight
lightFalloffImage makeintensity( lights/squarelight1a.tga )
{
forceHighQuality
map lights/squarelight1.tga
colored
zeroClamp
}
}
lights/ambientLight2
{
ambientLight
lightFalloffImage makeintensity( lights/squarelight1a.tga )
{
forceHighQuality
map lights/squarelight.tga
colored
zeroClamp
}
}
//parm 3=flicker speed parm 4=offset
lights/nofalloff
{
{
forceHighQuality
map lights/nofalloff.tga
colored
zeroClamp
}
}
lights/qcfloorvent01x
{
{
forceHighQuality
map lights/qcfloorvent01x.tga
colored
rgb eyestable[ time * 1 ]
zeroClamp
}
}
lights/roundfire
{
{
forceHighQuality
map lights/roundfire.tga
red ( firetable [Parm4 + (time / 6 * (Parm3)) ]) * Parm0
green ( firetable [Parm4 + (time / 6 * (Parm3)) ]) * Parm1
blue ( firetable [Parm4 + (time / 6 * (Parm3)) ]) * Parm2
rotate firelightrot [ time * 2 ]
zeroClamp
}
}
lights/floorpgrate
{
{
forceHighQuality
map lights/floorpgrate.tga
colored
zeroClamp
}
}
lights/qc_comj
{
{
forceHighQuality
map lights/qc_comj.tga
colored
rgb eyestable[ time * 1.1 ]
zeroClamp
rotate time * 0.2
}
}
lights/blamplight2
{
{
forceHighQuality
//map makeintensity( lights/blamplight2.tga )
map lights/blamplight2.tga
colored
rgb bathroomtable[ time *.3 ]
zeroClamp
}
}
lights/killtest
{
{
if ( parm6 == 1 )
forceHighQuality
map lights/squarelight1.tga
red ( ( blasttable [Parm4 + (time / 6 * (Parm3)) ]) * (Parm0 * acceleratorfade [ time / 7 ] ) )
green ( ( blasttable [Parm4 + (time / 6 * (Parm3)) ]) * (Parm1 * acceleratorfade [ time / 7 ] ) )
blue ( ( blasttable [Parm4 + (time / 6 * (Parm3)) ]) * (Parm2 * acceleratorfade [ time / 7 ] ) )
zeroclamp
}
{
if ( parm6 == 0 )
forceHighQuality
map lights/squarelight1.tga
red ( ( blasttable [Parm4 + (time / 6 * (Parm3)) ]) * Parm0 )
green ( ( blasttable [Parm4 + (time / 6 * (Parm3)) ]) * Parm1 )
blue ( ( blasttable [Parm4 + (time / 6 * (Parm3)) ]) * Parm2 )
zeroclamp
}
}
lights/floorvent01x_cv
{
{
forceHighQuality
map lights/floorvent01x_cv.tga
colored
red ( flickerblink [Parm4 + (time * (1 * Parm3)) ]) * Parm0
green ( flickerblink [Parm4 + (time * (1 * Parm3)) ]) * Parm1
blue ( flickerblink [Parm4 + (time * (1 * Parm3)) ]) * Parm2
//rgb eyestable[ time * 1 ]
zeroClamp
}
}
lights/fanlightgrateSC
{
{
forceHighQuality
if ( global0 == 0 )
map lights/fangrate.tga
colored
zeroclamp
}
{
forceHighQuality
if ( global0 == 0 )
map lights/fanblade.tga
colored
zeroclamp
rotate time * -1
}
{
if ( global0 != 0 )
forceHighQuality
map lights/fangrate.tga
red ( Parm0 * acceleratorflashtable2[ ( time - global1 ) / 7 ] )
green ( Parm1 * acceleratorflashtable2[ ( time - global1 ) / 7 ] )
blue ( Parm2 * acceleratorflashtable2[ ( time - global1 ) / 7 ] )
zeroclamp
}
{
if ( global0 != 0 )
forceHighQuality
map lights/fanblade.tga
red ( Parm0 * acceleratorflashtable2[ ( time - global1 ) / 7 ] )
green ( Parm1 * acceleratorflashtable2[ ( time - global1 ) / 7 ] )
blue ( Parm2 * acceleratorflashtable2[ ( time - global1 ) / 7 ] )
zeroclamp
rotate time * -1
}
}
lights/fanblade3
{
{
forceHighQuality
map lights/fanblade3.tga
colored
zeroclamp
rotate (time * -1) * Parm3 + Parm4
}
}
lights/fanlightgrate
{
{
forceHighQuality
map lights/fanblade.tga
colored
zeroclamp
rotate time * -1
}
{
forceHighQuality
map lights/fangrate.tga
colored
zeroclamp
}
}
lights/square_blast
{
{
forceHighQuality
map lights/squarelight1.tga
red ( blasttable [Parm4 + (time / 6 * (Parm3)) ]) * Parm0
green ( blasttable [Parm4 + (time / 6 * (Parm3)) ]) * Parm1
blue ( blasttable [Parm4 + (time / 6 * (Parm3)) ]) * Parm2
zeroclamp
}
}
lights/square_strobe
{
{
forceHighQuality
map lights/squarelight1.tga
red ( blinktable2 [Parm4 + (time * (6 * Parm3)) ]) * Parm0
green ( blinktable2 [Parm4 + (time * (6 * Parm3)) ]) * Parm1
blue ( blinktable2 [Parm4 + (time * (6 * Parm3)) ]) * Parm2
zeroclamp
}
}
lights/square_brokenneon2
{
{
forceHighQuality
map lights/squarelight1.tga
red ( neontable2 [Parm4 + (time * (.15 * Parm3)) ]) * Parm0
green ( neontable2 [Parm4 + (time * (.15 * Parm3)) ]) * Parm1
blue ( neontable2 [Parm4 + (time * (.15 * Parm3)) ]) * Parm2
zeroclamp
}
}
lights/square_brokenneon1
{
{
forceHighQuality
map lights/squarelight1.tga
red ( neontable1 [Parm4 + (time * (.2 * Parm3)) ]) * Parm0
green ( neontable1 [Parm4 + (time * (.2 * Parm3)) ]) * Parm1
blue ( neontable1 [Parm4 + (time * (.2 * Parm3)) ]) * Parm2
zeroclamp
}
}
lights/square_flicker2
{
{
forceHighQuality
map lights/squarelight1.tga
red ( flashtable [Parm4 + (time * (.25 * Parm3)) ]) * Parm0
green ( flashtable [Parm4 + (time * (.25 * Parm3)) ]) * Parm1
blue ( flashtable [Parm4 + (time * (.25 * Parm3)) ]) * Parm2
zeroclamp
}
}
lights/square_flicker
{
{
forceHighQuality
map lights/squarelight1.tga
red ((.25 * blinktable [Parm4 + (time * (15 * Parm3)) ]) +.75) * Parm0
green ((.25 * blinktable [Parm4 + (time * (15 * Parm3)) ]) +.75) * Parm1
blue ((.25 * blinktable [Parm4 + (time * (15 * Parm3)) ]) +.75) * Parm2
zeroclamp
}
}
lights/square_flicker3
{
{
forceHighQuality
map lights/squarelight1.tga
red ((.25 * blinktable3 [Parm4 + (time * (15 * Parm3)) ]) +.75) * Parm0
green ((.25 * blinktable3 [Parm4 + (time * (15 * Parm3)) ]) +.75) * Parm1
blue ((.25 * blinktable3 [Parm4 + (time * (15 * Parm3)) ]) +.75) * Parm2
zeroclamp
}
}
lights/square_flicker3_spectrum
{
spectrum 1
{
forceHighQuality
map lights/squarelight1.tga
red ((.25 * blinktable3 [Parm4 + (time * (15 * Parm3)) ]) +.75) * Parm0
green ((.25 * blinktable3 [Parm4 + (time * (15 * Parm3)) ]) +.75) * Parm1
blue ((.25 * blinktable3 [Parm4 + (time * (15 * Parm3)) ]) +.75) * Parm2
zeroclamp
}
}
lights/square_flicker4
{
{
forceHighQuality
map lights/squarelight1.tga
red ((.25 * blinktable4 [Parm4 + (time * (15 * Parm3)) ]) +.75) * Parm0
green ((.25 * blinktable4 [Parm4 + (time * (15 * Parm3)) ]) +.75) * Parm1
blue ((.25 * blinktable4 [Parm4 + (time * (15 * Parm3)) ]) +.75) * Parm2
zeroclamp
}
}
lights/round_sin
{
{
forceHighQuality
map lights/round.tga
red ( sintable [Parm4 + (time * Parm3)] ) * Parm0
green ( sintable [Parm4 + (time * Parm3)] ) * Parm1
blue ( sintable [Parm4 + (time * Parm3)] ) * Parm2
zeroclamp
}
}
lights/round_strobe
{
{
forceHighQuality
map lights/round.tga
red ( blinktable2 [Parm4 + (time * (6 * Parm3)) ]) * Parm0
green ( blinktable2 [Parm4 + (time * (6 * Parm3)) ]) * Parm1
blue ( blinktable2 [Parm4 + (time * (6 * Parm3)) ]) * Parm2
zeroclamp
}
}
lights/round_brokenneon2
{
{
forceHighQuality
map lights/round.tga
red ( neontable2 [Parm4 + (time * (.15 * Parm3)) ]) * Parm0
green ( neontable2 [Parm4 + (time * (.15 * Parm3)) ]) * Parm1
blue ( neontable2 [Parm4 + (time * (.15 * Parm3)) ]) * Parm2
zeroclamp
}
}
lights/round_brokenneon1
{
{
forceHighQuality
map lights/round.tga
red ( neontable1 [Parm4 + (time * (.2 * Parm3)) ]) * Parm0
green ( neontable1 [Parm4 + (time * (.2 * Parm3)) ]) * Parm1
blue ( neontable1 [Parm4 + (time * (.2 * Parm3)) ]) * Parm2
zeroclamp
}
}
lights/round_flicker2
{
{
forceHighQuality
map lights/round.tga
red ( flashtable [Parm4 + (time * (.25 * Parm3)) ]) * Parm0
green ( flashtable [Parm4 + (time * (.25 * Parm3)) ]) * Parm1
blue ( flashtable [Parm4 + (time * (.25 * Parm3)) ]) * Parm2
zeroclamp
}
}
lights/round_flicker
{
{
forceHighQuality
map lights/round.tga
red ((.25 * blinktable [Parm4 + (time * (15 * Parm3)) ]) +.75) * Parm0
green ((.25 * blinktable [Parm4 + (time * (15 * Parm3)) ]) +.75) * Parm1
blue ((.25 * blinktable [Parm4 + (time * (15 * Parm3)) ]) +.75) * Parm2
zeroclamp
}
}
lights/mlight01
{
{
forceHighQuality
map lights/mlight01.tga
colored
zeroClamp
}
}
lights/blur_cv
{
{
forceHighQuality
map lights/blur_cv.tga
zeroClamp
colored
}
}
lights/blamplight_cv
{
{
forceHighQuality
map lights/blamplight_cv.tga
zeroClamp
colored
red ((.1 * sintable [.15 + (time * 12) ]) +.9) * Parm0
green ((.1 * sintable [.15 + (time * 12) ]) +.9) * Parm1
blue ((.1 * sintable [.15 + (time * 12) ]) +.9) * Parm2
}
}
lights/blamplight_still_cv
{
{
forceHighQuality
map lights/blamplight_cv.tga
zeroClamp
colored
}
}
lights/xblamplight_cv
{
{
forceHighQuality
map lights/blamplight_cv.tga
colored
zeroClamp
red ((.1 * sintable [(time * ( 12 + Parm3 ) ) ]) +.9) * Parm0
green ((.1 * sintable [(time * ( 12 + Parm3 ) ) ]) +.9) * Parm1
blue ((.1 * sintable [(time * ( 12 + Parm3 ) ) ]) +.9) * Parm2
}
}
lights/duolight02_cv
{
{
forceHighQuality
map lights/duolight02grey.tga
colored
red ( neontable1 [Parm4 + (time * (1 * Parm3)) ]) * Parm0 * sound
green ( neontable1 [Parm4 + (time * (1 * Parm3)) ]) * Parm1 * sound
blue ( neontable1 [Parm4 + (time * (1 * Parm3)) ]) * Parm2 * sound
// red neontable1 [ time * 1 ] * Parm0
// green neontable1 [ time * 1 ] * Parm1
// blue neontable1 [ time * 1 ] * Parm2
//zeroClamp
}
}
lights/bspot01_cv
{
{
forceHighQuality
map lights/bspot01_cv.tga
zeroClamp
colored
red blighttable [ time * .2 ] * Parm0
green blighttable [ time * .2 ] * Parm1
blue blighttable [ time * .2 ] * Parm2
}
}
lights/xbspot01_cv
{
{
forceHighQuality
map lights/bspot01_cv.tga
zeroClamp
colored
red blighttable [ (time * .2) + Parm3 ] * Parm0
green blighttable [ (time * .2) + Parm3 ] * Parm1
blue blighttable [ (time * .2) + Parm3 ] * Parm2
}
}
lights/square
{
{
forceHighQuality
map lights/squarelight1.tga
colored
zeroclamp
}
}
lights/rotate
{
{
forceHighQuality
map lights/rotate3.tga
colored
rotate time * 1
zeroClamp
}
{
forceHighQuality
map lights/rotate3.tga
colored
rotate time * 1.6
zeroClamp
}
}
lights/hangar_rotate
{
{
forceHighQuality
map lights/rotate3.tga
colored
rotate time * 1
zeroClamp
}
}
lights/bspot01
{
{
forceHighQuality
map lights/bspot01.tga
zeroClamp
colored
rgb blighttable[ time * .2 ]
}
}
lights/spot01_dblbright
{
{
forceHighQuality
map lights/spot01.tga
colored
zeroClamp
}
{
forceHighQuality
map lights/spot01.tga
colored
zeroClamp
}
}
lights/spot01
{
{
forceHighQuality
map lights/spot01.tga
colored
zeroClamp
}
}
lights/spot01_global
// uses global parms
{
{
forceHighQuality
map lights/spot01.tga
red parm0 * global0
green parm1 * global1
blue parm2 * global2
zeroClamp
}
}
lights/flash
{
{
forceHighQuality
map lights/light.tga
rgb flashtable[ time ]
zeroClamp
}
}
lights/onewaydown
{ //falloff only goes in one direction. should get rid of this once planar lights are implemented.
{
forceHighQuality
map makeintensity( lights/onewaydown.tga )
zeroClamp
}
}
lights/oneway
{ //falloff only goes in one direction. should get rid of this once planar lights are implemented.
{
forceHighQuality
map makeintensity( lights/oneway.tga )
zeroClamp
}
}
lights/blinds02
{
{
forceHighQuality
map lights/blinds02.tga
colored
rgb eyestable[ time * .01 ]
zeroClamp
}
}
lights/duolight02
{
{
forceHighQuality
map lights/duolight01.tga
colored
//red (neontable1[ time * 3 ]) * parm0
//green (neontable1[ time * 3 ]) * parm1
//blue (neontable1[ time * 3 ]) * parm2
zeroClamp
}
}
lights/duolight01
{
{
forceHighQuality
map lights/duolight01.tga
red eyestable[ time * .01 ]
green eyestable[ time * .01 ]
blue eyestable[ time * .01 ]
zeroClamp
}
}
lights/blamplight_tile4
{
{
forceHighQuality
map lights/blamplighttile.tga
red blamptable[ time * .5 ] * parm0
green blamptable[ time * .5 ] * parm1
blue blamptable[ time * .5 ] * parm2
zeroClamp
}
}
lights/blamplight
{
{
forceHighQuality
//map makeintensity( lights/blamplight.tga )
map lights/blamplight.tga
colored
rgb blamptable[ time * 5 ]
zeroClamp
}
}
lights/blamplighte3
{
{
forceHighQuality
map lights/blamplighte3.tga
colored
rgb bathroom2table[ time * 1 ]
zeroClamp
}
}
lights/triangle
{
{
forceHighQuality
map makeintensity( lights/triangle.tga )
colored
zeroClamp
}
}
lights/squarelight_split
{
{
forceHighQuality
map makeintensity( lights/squarelight_split.tga )
colored
zeroClamp
}
}
lights/squarelight1a
{
{
forceHighQuality
map makeintensity( lights/squarelight1a.tga )
colored
zeroClamp
}
}
lights/mars_light
{
{
forceHighQuality
map lights/mars.tga
colored
rgb eyestable[ time * 1 ]
zeroClamp
}
}
lights/brucedemo2
{
{
forceHighQuality
map lights/grate5.tga
colored
rgb eyestable[ time * 3 ]
zeroClamp
}
}
lights/brucedemo1
{
{
forceHighQuality
map lights/crap02.tga
colored
//rgb blinktable[ time * 1.6 ]
zeroClamp
}
}
lights/floorvent01blue
{
{
forceHighQuality
map lights/floorvent01blue.tga
colored
rgb eyestable[ time * .8 ]
zeroClamp
}
}
lights/floorvent01int
{
{
forceHighQuality
map lights/floorvent01int.tga
colored
rgb eyestable[ time * 1.1 ]
zeroClamp
}
}
lights/sarge_talk
{
{
forceHighQuality
map lights/grate5.tga
colored
//scroll time * .8 , time * .3
rotate time * 1.1
rgb firetable[ time * .5 ]
zeroClamp
}
}
lights/jethro_spot1
{
{
forceHighQuality
map lights/grate5.tga
colored
rotate time * .05
zeroClamp
}
}
lights/floorvent02
{
{
forceHighQuality
map lights/floorvent01.tga
colored
rotate time * .2
zeroClamp
}
}
lights/sarge_spot1
{
{
forceHighQuality
map lights/floorvent01.tga
colored
rgb sargetable1[ time * .05 ]
//translate time *.2, time * 7
rotate time * .2
zeroClamp
}
}
lights/sarge_spot2
{
{
forceHighQuality
map lights/flashlight.tga
colored
rgb sargetable2[ time * .05 ]
rotate time * .01
zeroClamp
}
}
lights/sarge_spot3
{
{
forceHighQuality
map lights/crap01.tga
colored
rgb sargetable3[ time * .05 ]
rotate time * 2
zeroClamp
}
}
lights/grate4
{
{
forceHighQuality
map lights/grate4.tga
colored
rgb eyestable[ time * .1 ]
zeroClamp
}
}
lights/floorvent01
{
{
forceHighQuality
map lights/floorvent01.tga
colored
rgb eyestable[ time * 1 ]
zeroClamp
}
}
lights/floorvent01x
{
{
forceHighQuality
map lights/floorvent01x.tga
colored
rgb eyestable[ time * 1 ]
zeroClamp
}
}
lights/crap01
{
{
forceHighQuality
map lights/crap01.tga
colored
rgb eyestable[ time * .1 ]
zeroclamp
}
}
lights/senescrollight
{
{
forceHighQuality
//slowpass
map lights/senescrollight.tga
translate ( senescrollightable [Parm4 + (time * (0.1 * Parm3)) ]) , 0
red ( senescrollightableA [Parm4 + (time * (0.1 * Parm3)) ]) * Parm0
green ( senescrollightableA [Parm4 + (time * (0.1 * Parm3)) ]) * Parm1
blue ( senescrollightableA [Parm4 + (time * (0.1 * Parm3)) ]) * Parm2
zeroclamp
}
{
forceHighQuality
//fastpass
map lights/senescrollight.tga
translate ( senescrollightable [Parm4 + (time * (2 * Parm3)) ]) , 0
red ( senescrollightableA [Parm4 + (time * (2 * Parm3)) ]) * Parm0
green ( senescrollightableA [Parm4 + (time * (2 * Parm3)) ]) * Parm1
blue ( senescrollightableA [Parm4 + (time * (2 * Parm3)) ]) * Parm2
zeroclamp
}
}
lights/squarelight1blue
{
{
forceHighQuality
map lights/squarelight1blue.tga
zeroclamp
}
}
lights/squarelight2a
{
{
forceHighQuality
map lights/squarelight2.tga
rgb flashtable[ time ]
zeroclamp
}
}
lights/squarelight2
{
{
forceHighQuality
map lights/squarelight2.tga
// rgb flashtable[ time ]
zeroclamp
}
}
lights/twopass
{
{
forceHighQuality
map lights/squarelight1.tga
colored
zeroclamp
}
{
forceHighQuality
map lights/inverse.tga
colored
zeroclamp
}
}
lights/squarelight1sky
{
lightFalloffImage makeintensity( lights/squarelight1b.tga )
{
forceHighQuality
map lights/squarelight1.tga
colored
zeroclamp
}
}
lights/squarelight1_dblbright
{
{
forceHighQuality
map lights/squarelight1.tga
colored
zeroclamp
}
{
forceHighQuality
map lights/squarelight1.tga
colored
zeroclamp
}
}
lights/squarelight1
{
{
forceHighQuality
map lights/squarelight1.tga
colored
zeroclamp
}
}
lights/squarelight1_cave_group1
{
{
forceHighQuality
map lights/squarelight1.tga
red parm0 * global0
green parm1 * global0
blue parm2 * global0
zeroclamp
}
}
lights/squarelight1_cave_group2
{
{
forceHighQuality
map lights/squarelight1.tga
red parm0 * global1
green parm1 * global1
blue parm2 * global1
zeroclamp
}
}
lights/squarelight1_cave_group3
{
{
forceHighQuality
map lights/squarelight1.tga
red parm0 * global2
green parm1 * global2
blue parm2 * global2
zeroclamp
}
}
lights/xray02
{
{
forceHighQuality
map lights/asstemp2a.tga
// translate time * .1, time * .01
// colored
red Parm0 * xray02table[ time * .1 ]
green Parm1 * xray02table[ time * .1 ]
blue Parm2 * xray02table[ time * .1 ]
zeroclamp
}
}
lights/flashlight3
{
{
forceHighQuality
map lights/flashlight3.tga
zeroClamp
colored
rotate time * .01
}
}
lights/flashlight3blue
{
{
forceHighQuality
map lights/flashlight3blue.tga
zeroClamp
colored
rotate time * .01
}
}
lights/grate3
{
{
forceHighQuality
map lights/grate3.tga
zeroclamp
colored
}
}
lights/grate3x
{
{
forceHighQuality
map lights/grate3x.tga
zeroclamp
colored
}
}
lights/bluetex2xlight
{
{
forceHighQuality
map lights/bluetex2xlight.tga
zeroclamp
colored
}
}
lights/rspot01drk
{
{
forceHighQuality
map lights/spot01drk.tga
zeroClamp
colored
rotate time * .5
}
}
lights/xray01
{
{
forceHighQuality
map lights/xray01.tga
zeroClamp
colored
rotate time * 1
}
{
forceHighQuality
map lights/xray01.tga
zeroClamp
colored
rotate time * -3
}
}
lights/spot08
{
{
forceHighQuality
map lights/spot08.tga
zeroClamp
colored
}
}
lights/blur
{
{
forceHighQuality
map lights/blur.tga
zeroClamp
colored
}
}
lights/blur2
{
{
forceHighQuality
map lights/blur2.tga
zeroClamp
colored
}
}
lights/flashlight
{
{
forceHighQuality
map lights/flashlight.tga
zeroClamp
colored
}
}
lights/flashlight2
{
{
forceHighQuality
map lights/flashlight2.tga
zeroClamp
colored
}
}
lights/spot01drk
{
{
forceHighQuality
map lights/spot01drk.tga
zeroClamp
colored
}
}
lights/spot02
{
{
forceHighQuality
map lights/spot02.tga
zeroClamp
colored
}
}
lights/stainedglass
{
{
forceHighQuality
map lights/stainedglass3.tga
zeroClamp
colored
}
}
lights/redlight01
{
{
forceHighQuality
map lights/redcircuit.tga
zeroClamp
}
}
lights/spotlight04
{
{
forceHighQuality
map lights/spot04.tga
zeroClamp
colored
}
}
lights/blurlight3
{
{
forceHighQuality
map lights/blur3.tga
zeroClamp
colored
}
}
light5
{
{
forceHighQuality
map textures\sfx\black_2
zeroClamp
colored
}
}
lightspectrum
{
{
forceHighQuality
map textures\sfx\black_2
zeroClamp
colored
}
}
_spotlight
{
{
forceHighQuality
map _spotlight
zeroClamp
colored
}
}
_pointLight1
{
{
forceHighQuality
map _pointLight1
zeroClamp
colored
}
}
_pointLight2
{
{
forceHighQuality
map _pointLight2
zeroClamp
colored
}
}
_pointLight3
{
{
forceHighQuality
map _pointLight3
zeroClamp
colored
}
}
lights/windowLight
{
{
forceHighQuality
map lights/window
zeroClamp
}
}
lights/rotatingLight
{
{
forceHighQuality
map lights/spot05
zeroClamp
colored
rotate time * 0.05
}
}
lights/swingingLight
{
{
forceHighQuality
map lights/spot05
//zeroClamp
colored
rotate time * 3
scale speaker_1[ time ] *0.75 + 0.25, speaker_1[ time ] *0.75 + 0.25
zeroClamp
}
}
lights/scalingLight
{
{
forceHighQuality
map lights/spot05
zeroClamp
colored
scale scaleTable[time] * 0.25 + 0.75, scaleTable[time] * 0.25 + 0.75
}
}
lights/scaleRotateLight
{
{
forceHighQuality
map lights/spot05
zeroClamp
colored
scale scaleTable[time], 2
rotate time * 0.2
}
}
lights/rotateScaleLight
{
{
forceHighQuality
map lights/spot05
zeroClamp
colored
rotate time * 0.2
scale scaleTable[time], 2
}
}
table shearTable { { -1, 0, 1, 0 } }
lights/shearingLight
{
{
forceHighQuality
map lights/spot05
zeroClamp
colored
// shrink it down so we can distort it without
// going out of bounds
scale 2, 2
rotate time * 0.2
// now shear it side to side
shear shearTable[time] * 0.5, 0
}
}
lights/translatingLight
{
{
forceHighQuality
map lights/spot05
zeroClamp
colored
// there is enough border in the texture to let us move it this small
// amount without needing a downscale
// use two different scale values so the period of jitter doesn't seem so short
translate 0.05 * scaleTable[time], 0.05 * scaleTable[time*0.7]
}
}
table calRedTable { { 1, 0, 0 } }
table calGreenTable { { 0, 1, 0 } }
table calBlueTable { { 0, 0, 1 } }
lights/colorAnimatingLight
{
{
forceHighQuality
map lights/spot05
zeroClamp
red calRedTable[time*0.5]
green calGreenTable[time*0.5]
blue calBlueTable[time*0.5]
}
}
lights/doubleLight
{
{
forceHighQuality
map lights/spot07
zeroClamp
colored
rotate time * 0.05
}
{
forceHighQuality
map lights/spot05
zeroClamp
colored
scale 2, 2
shear shearTable[time] * 2, 0
rotate time * -0.05
}
}
lights/squarelight
{
{
forceHighQuality
map lights/squarelight.tga
zeroClamp
colored
}
}
lights/testFalloff
{ // this is just a double bump for demonstrating custom falloffs
{
forceHighQuality
map makeintensity( lights/testFalloff.tga )
zeroClamp
}
}
lights/xfalloff
{
// xian's pointlight falloff thingy
{
forceHighQuality
map makeintensity (lights/xfalloff.tga)
colored
zeroClamp
}
}
lights/xambient
{
// xian's ambient texture volume thingy
{
forceHighQuality
map makeintensity (lights/xambient.tga)
zeroClamp
colored
}
}
lights/malsrotatedLight
{
{
forceHighQuality
map makeintensity (lights/squarelight1a.tga)
rotate parm3
zeroClamp
colored
}
}
lights/globalFadeLight
{
// script can change the global parms to effect the color
// of every single light in the world that uses this shader
{
forceHighQuality
map lights/squarelight1.tga
red parm0 * global0
green parm1 * global0
blue parm2 * global0
zeroClamp
}
}
lights/globalFadeLight2
{
// script can change the global parms to effect the color
// of every single light in the world that uses this shader
{
forceHighQuality
map lights/squarelight1.tga
red parm0 * global1
green parm1 * global1
blue parm2 * global1
zeroClamp
}
}
lights/duffysquarelight
{
{
forceHighQuality
map lights/squarelight.tga
zeroClamp
red ( 0.75 + ( 0.25 * sound ) ) * Parm0
green 0
blue 0
}
}
lights/xianspecial
{
{if ( (time + parm4) * Parm3 < 1.0 )
forceHighQuality
map lights/squareishlight.tga
red blinktable[ (time + parm4) * Parm3 ] * Parm0
green blinktable[ (time + parm4) * Parm3 ] * Parm1
blue blinktable[ (time + parm4) * Parm3 ] * Parm2
zeroClamp
}
{if ( (time + parm4) * Parm3 >= 1.0 )
forceHighQuality
map lights/squareishlight.tga
red xianjittertable[ (time + parm4) * Parm3 - 1.0] * Parm0
green xianjittertable[ (time + parm4) * Parm3 - 1.0] * Parm1
blue xianjittertable[ (time + parm4) * Parm3 - 1.0] * Parm2
zeroClamp
}
}
lights/xianspecial_stages
{
{if ( parm7 == 0 )
forceHighQuality
map lights/squareishlight.tga
red xianjittertable_low[ (time + parm4) * Parm3 ] * Parm0
green xianjittertable_low[ (time + parm4) * Parm3 ] * Parm1
blue xianjittertable_low[ (time + parm4) * Parm3 ] * Parm2
zeroClamp
}
{if ( parm7 == 1)
forceHighQuality
map lights/squareishlight.tga
red blinktable[ (time + parm4) * Parm3 ] * Parm0
green blinktable[ (time + parm4) * Parm3 ] * Parm1
blue blinktable[ (time + parm4) * Parm3 ] * Parm2
zeroClamp
}
{if ( (time + parm4) * Parm3 >= 1.0 )
forceHighQuality
map lights/squareishlight.tga
red xianjittertable_hi[ (time + parm4) * Parm3 - 1.0] * Parm0
green xianjittertable_hi[ (time + parm4) * Parm3 - 1.0] * Parm1
blue xianjittertable_hi[ (time + parm4) * Parm3 - 1.0] * Parm2
zeroClamp
}
}
lights/medical_laserb
{
{
forceHighQuality
map lights/medicallaserb.tga
//translate time * 0 , time *0.05
}
}
lights/medical_laser
{
{
forceHighQuality
map lights/medicallaser.tga
rotate time *-0.035
zeroClamp
colored
}
}