Enemy Territory

Entities

light
Keys
fade
Falloff/radius adjustment value. Multiply the run of the slope by "fade" (1.0f default only valid for "Linear" lights wolf)
light
Overrides the default 300 intensity.
radius
Overrides the default 64 unit radius of a spotlight at the target point.
target
Lights pointed at a target will be spotlights.
targetname
(If you see doubled targetname keys, this was done for future coding reasons)
_anglescale
For scaling angle attenuation. Use a small value (< 1.0) to lessen the angle attenuation, and a high value (> 1.0) for sharper, more faceted lighting.
_color
Weighted RGB value of light color ('k' key)(default white - 1.0 1.0 1.0).
_deviance
Radius within which additional samples will be placed.
_filter;_filterradius
"_filterradius" "32" -- will filter lightmaps created by this light by 32 world units
_samples
Makes Q3map2 replace the light with several smaller lights for smoother illumination. Values of 4 or so will be adequate.(where "#" is distance in world units for point/spot lights and degrees for suns)
_sun
Set this key to 1 on a spotlight to make an infinite sun light.
Spawnflags
ANGLE
Adds light:surface angle calculations (only valid for "Linear" lights wolf)
NONLINEAR
Checkbox gives inverse square falloff instead of linear
Q3MAP_NON-DYNAMIC
Specifies that this light should not contribute to the world's 'light grid' and therefore will not light dynamic models in the game.(wolf)
Non-displayed light. Lights pointed at a target will be spotlights.(Some options will create a Q3map2 light shader for your map.)

©2017 Chruker