View source for Getting Started Mapping From Quake Wiki ← Getting Started Mapping You do not have permission to edit this page, for the following reason: The action you have requested is limited to users in the group: Administrators. You can view and copy the source of this page. ==Light== [[File:map_tutorial_light.jpg|thumb|Light and Shadow]] Once you're done examining our full-bright room, exit Quake and let's get some light working. Back in our compiling GUI, uncheck the box next to the word "QBSP", and check the box next to the word "LIGHT". Compile again, and once back in Quake, our map is now nicely shadowed! General lighting in Quake is not dynamic, but is calculated by our light compiler into what are known as "lightmaps", which are stored in our .bsp file. By default, all lights have a linear falloff, but more modern light compilers (such as the light compiler provided in TyrUtils) have functionality to support other falloffs. Light, especially with some of it's command-line arguments for improving details, on more complex maps can often take awhile to complete, so often when testing small changes to your map like a couple of new monsters, you may not bother running it. This may be obvious, but if you have no light entities in your map and run light, your map will be fully dark. See [[Light (map compiling)]] for more information and common command-line arguments. Return to Getting Started Mapping. Retrieved from "http://quakewiki.org/wiki/Getting_Started_Mapping"