here are some “debug” stages I wrote to add onto the end of meta shaders so I could easily find them in game.
I think the principle would be the same for making a solid colored tex, with a lightmap stage before any of these colored stages.
{
map $whiteimage
rgbgen const ( 0.6 0 0 )
blendfunc gl_dst_color gl_src_color
}
{
map $whiteimage
rgbgen const ( 0.4 0 0 )
blendfunc gl_one gl_src_color
}
{
map $whiteimage
rgbgen const ( 0.1 0 0 )
alphagen vertex
blendfunc gl_src_alpha gl_scr_color
}
{
map $whiteimage
rgbgen const ( 0.1 0 0 )
blendfunc gl_dst_color gl_zero
}
the rgbgen const values are simply red, green and blue, and the higher the value (between 0 and 1) the brighter the color, but I found values of 0.5 had a nice saturation to them.
in theory, you should be able to produce any color walls you want with these.