Duely noted. I would make simple default map re skins like atcs and found people complained because the different textures looked out of place when used in other maps. Please note I didn't edit the textures, I remade them, example
here That also shows screenshots of the textures in other maps, which is what I mean. But I have stopped that now that I can map ^^. However that is not the point.
Im making a new map, b2 of my first and only map so far (click image for link to release site thingy)

As you can see there are a lot of fluorescent lights, each of which uses 3 light entities and is a big pain. In b2 I am redoing it all and resizing it to be bigger and I would like to use a shader for the white part of the lights. So basically all I need is the code to put in the shader file for the map...or a tutorial link or something. I have googled it and such but found nothing helpful.
Thanks again.
UPDATE:
Ok so I got it working, not really sure what I was doing wrong, but here's the script for the shader file:
textures/axon/whitelight
{
surfaceparm nomarks
q3map_surfacelight 1000
{
map $lightmap
rgbGen identity
}
{
map textures/axon/whitelight.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
{
map textures/axon/whitelight
rgbGen wave sin 1.0 1.0 1.0
blendfunc GL_ONE GL_ONE
}
}
(I will ramp up the brightness now I got it working)
Thanks guys.