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control_panels_0411 1.0.0

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About This File

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
    }
}


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