Chances are you'll have a lot of these point light entities floating around your map. They are the easiest way to brighten up an area. They are also useful for spot light effects.
The problem with light entities generally is that they appear 'sourceless', so use them carefully. A realistic level lit entirely with point lights will leave the player wondering where the light is coming from. That is why surface lights (see below) are regarded as the preferrable method for lighting the majority of your level. Use point lights with very low light values if you choose to use them.
Surface lights are very similar to point lights. In fact, they are just point light on the surface. The difference is that the light appears to be coming from a source. This is especially important for reality-based maps like those made for Reaction.
Surface lighting is generated from shaders with the
q3map_surfacelight command. See the
Q3Map and Compiling Options page or the Shader Manual for more information. Another key command is
q3map_lightsubdivide, which sets the desity of the point lights on the surface. For small sufaces, you may want to decrease this number; for large surfaces you may want to increase it.
Ambient Light
Ambient light is a global setting specified in the worldspawn. It is used to lighten up the darkest areas of a map. It will bring all surfaces up to a minimum light level.
Ambient light should not be used in place of properly lighting a level with the above three lighting types. If you set the ambient light too high, the map will look washed out and bland. So if you decide to use ambient light, use a low value like 10.
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Last updated: June 15, 2002
Valid for RQ3 Beta 2.1