Last Revised :
25 January 2000
  drakaza@planetquake.com
                       
                       
           
Lighting
    Lighting in Quake3 is much easier to implement than it was in Quake and Quake 2
    In Quake, you had to put in each individual light source if you wanted your map
    to be visible at all, then fine tune them to create proper lighting/shadows.
               
             

    In Quake3, the Shaders/Textures, such as the sky,lava, and hellfog are used as
    the primary source of light, as they project light onto your map at their set color,
    intensity,and position. So all that needs to be done with light is to add a few
    sources in manually to fix up any visual defects,to light up areas that the shaders
    never lit up,or to project more detailed shadows.
               
             

                       
                       
Hellfog shader lighting
               
             

                       
                       
   
Sky shader lighting
    To add light sources in, add a new entity called light and press
'N', to bring
    up the entities box and put in the brightness by adding a
"light" key with a
    Value corresponding to the brightness.
    To change the color of the light, add the "_color" key, and make the value an
    RGB value. 1.0 is fullbright for the color, 0.0 is an absence of the color
    So for bright blue, you would use 0.0 0.0 1.0
                       
                         
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