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Wolfenstein:ET
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Mapping

Prefab: Control Panels
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Control panel textures, mostly made by copying and pasting pieces of control panels onto each other. The damaged versions were done by D-Mode. I cut out the screen seperately to light it independantly and also in case I wanted to put the screen onto a prefab independant of the rest of the control panel.

Useful shaders. Here are the shaders I used for the light emitting panels.

textures/reactor/reactor_panel_01_light
{
qer_editorimage textures/reactor/reactor_panel_01.tga
q3map_lightimage textures/xlab_props/softblue.tga
q3map_lightsubdivide 128
q3map_surfacelight 1000
surfaceparm nomarks
{
map $lightmap
rgbGen identity
}
{
map textures/reactor/reactor_panel_01.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen wave sin 1 .1 0 7
}
}

textures/reactor/reactor_panel_01_damaged
{
surfaceparm metalsteps
implicitMap -
}

textures/reactor/reactor_panel_02
{
surfaceparm metalsteps
implicitMap -
}

textures/reactor/reactor_panel_02_light
{
qer_editorimage textures/reactor/reactor_panel_02.tga
q3map_lightimage textures/xlab_props/softblue.tga
q3map_lightsubdivide 128
q3map_surfacelight 1000
surfaceparm nomarks
{
map $lightmap
rgbGen identity
}
{
map textures/reactor/reactor_panel_02.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen wave sin 1 .1 0 7
}
}

textures/reactor/screen
{
surfaceparm metalsteps
implicitMap -
}

textures/reactor/screen_light
{
qer_editorimage textures/reactor/screen.tga
q3map_lightimage textures/xlab_props/softblue.tga
q3map_lightsubdivide 128
q3map_surfacelight 500
surfaceparm nomarks
{
map $lightmap
rgbGen identity
}
{
map textures/reactor/screen.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen wave sin 1 .1 0 7
}
}