textures/indust_base/light1
{
qer_editorimage textures/indust_base/metb_light1.tga
q3map_lightimage textures/indust_base/metb_light1_blend.tga
q3map_surfacelight 1000
surfaceparm nomarks
{
map $lightmap
rgbGen identity
}
{
map textures/indust_base/metb_light1.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
{
map textures/indust_base/metb_light1_blend.tga
blendFunc GL_ONE GL_ONE
}
}
textures/indust_base/light2
{
qer_editorimage textures/indust_base/metb_light2.tga
q3map_lightimage textures/indust_base/metb_light2_blend.tga
q3map_surfacelight 1000
surfaceparm nomarks
{
map $lightmap
rgbGen identity
}
{
map textures/indust_base/metb_light2.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
{
map textures/indust_base/metb_light2_blend.tga
blendFunc GL_ONE GL_ONE
}
}
textures/indust_base/light3
{
qer_editorimage textures/indust_base/metb_light3.tga
q3map_lightimage textures/indust_base/metb_light3_blend.tga
q3map_surfacelight 1000
surfaceparm nomarks
{
map $lightmap
rgbGen identity
}
{
map textures/indust_base/metb_light3.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
{
map textures/indust_base/metb_light3_blend.tga
blendFunc GL_ONE GL_ONE
}
}
textures/indust_base/glass_gold
{
qer_editorimage textures/indust_base/glass_gold.tga
qer_trans 0.5
cull none
surfaceparm glass
surfaceparm trans
{
map textures/indust_base/glass_gold.tga
blendFunc GL_ONE GL_ONE
rgbGen identity
}
{
map $lightmap
blendFunc filter
rgbGen identity
}
}
A start for a shader, only did the lights and the glass.