Here is the shader. I have copied the script for a light shader and a grill shader from another map and it seems to work, however the others don't.
textures/priapulus/trans_grill //works
{
qer_editorimage textures/priapulus/trans_grill.tga
surfaceparm trans
surfaceparm nomarks
surfaceparm metalsteps
cull none
{
map textures/priapulus/trans_grill.tga
alphafunc GE128
depthwrite
}
{
map $lightmap
depthfunc equal
blendfunc filter
}
}
textures/priapulus/light_long_orange //works
{
surfaceparm trans
surfaceparm nomarks
q3map_surfacelight 15000
qer_editorimage textures/priapulus/light_long_orange.blend.jpg
{
map textures/priapulus/light_long_orange
blendfunc gl_dst_color gl_src_alpha
}
{
map textures/priapulus/light_long_orange
blendfunc gl_dst_color gl_src_alpha
}
}
textures/priapulus/light_short_orange //works
{
surfaceparm trans
surfaceparm nomarks
q3map_surfacelight 15000
qer_editorimage textures/priapulus/light_long_orange.blend.tga
{
map textures/priapulus/light_long_orange
blendfunc gl_dst_color gl_src_alpha
}
{
map textures/priapulus/light_long_orange
blendfunc gl_dst_color gl_src_alpha
}
}
textures/priapulus/light_long_white //works
{
surfaceparm trans
surfaceparm nomarks
q3map_surfacelight 15000
qer_editorimage textures/priapulus/light_long_white.blend.tga
{
map textures/priapulus/light_long_orange
blendfunc gl_dst_color gl_src_alpha
}
{
map textures/priapulus/light_long_orange
blendfunc gl_dst_color gl_src_alpha
}
}
textures/priapulus/light_short_white //works
{
surfaceparm trans
surfaceparm nomarks
q3map_surfacelight 15000
qer_editorimage textures/priapulus/light_long_white.blend.tga
{
map textures/priapulus/light_long_orange
blendfunc gl_dst_color gl_src_alpha
}
{
map textures/priapulus/light_long_orange
blendfunc gl_dst_color gl_src_alpha
}
}
textures/priapulus/metal077_light
{
q3map_surfaceLight 50
surfaceparm metalsteps
{
map textures/priapulus/metal077_light.tga
rgbGen identity
depthWrite
}
{
map $lightmap
rgbGen identity
tcGen lightmap
}
}
textures/priapulus/metal097
{
surfaceparm metalsteps
{
map textures/priapulus/metal097.jpg
rgbGen identity
depthWrite
}
{
map $lightmap
rgbGen identity
tcGen lightmap
}
}
textures/priapulus/u_floor_pan5
{
surfaceparm metalsteps
{
map textures/priapulus/u_floor_pan5.jpg
rgbGen identity
depthWrite
}
{
map $lightmap
rgbGen identity
tcGen lightmap
}
}
textures/priapulus/achtung_clang_128
{
surfaceparm metalsteps
{
map textures/priapulus/achtung_clang_128.jpg
rgbGen identity
depthWrite
}
{
map $lightmap
rgbGen identity
tcGen lightmap
}
}
btw, there probably are a few very obvious and silly mistakes, but as I said before, this is my first map, and the Quake III shader manual is mostly gibberish.