More from scratch texture work, coupled with some prefabbing for later use. I'm using Q2BSP format here. I messed up a bit on the screen ceiling texture, the center parts are rectangular, so I'll have to remake the texture. I used a q3a-style shader to get the screen mesh working right, along with trans and window surfaceflags.
The flourotubes were an experiment, smaller fullbright light emitting brush (light surfaceflag) inside of a larger brush with trans33 set. Actual fluorescent light tubes will either be just the smaller internal light emitting brush, or a model in the future. This effect does appear to work well for funky glowing crystals, and should work for plasma tubes / reactor cores / etc.
For some reason, this shot makes me think of quake mixed with unreal.