fps.gif (3966 bytes)
Light Part 1

transparent.gif (893 bytes)FPSNews Up

Up
Target a Light
Add light to Models
Sky Light
Shaders
Light Beams
Ambient Light

Let there be light
This is a long tutorial but I think it will come in handy.

So let's dive right in and start.
You have made a map and the lighting needs help.
Don't sweat it. A lot of map makers are in the same boat.
Let's add some light.

In Q3A there are only three kinds of light.

1. Entity light.
2. Texture light.
3. Ambient light.

Let's start with entity light.
To add an entity light, right click on the 2d window and select the light option from the list which appears.
Pic to help out.

Then a little window opens with the default light value 300.
Another pic to help.

I almost always change the default to a lower number, most of the time between 100-200, but all maps are different. And it makes a difference how far away the entity is from and brush surface that you are trying to light up.
You will notice that this entity light is just plain white light. Now this isn't that bad, but what if you want a little color?
I did say a little color. (I hate maps that look like Walt Disney threw up in them.) OK, you do what you want.
While the light entity is selected, press the k key. This will bring up the light color menu.
Looks like this.

Then all you have to do is pick a color and it will be added to your light entity as the key _color along with a set of numerical values like 1.0000000 1.000000 0.725490.

Now you could enter this in the entity menu (you know, while the light entity is selected hit the N key)
Looks like this:

There are also some other things you can do in this menu.
Click on light2 to load next page or the handy links to your left.

 

Hit Counter

 

Bill Brooks © 1999
email contact: Bill Brooks