QSG's 'Coloured Lighting' Example
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  [Http://qsg.telefragged.com]
  ----------------------------
            Version 2.1
        [The WORKING build]

Alright people. Load this GlQuake2.
Test the example test.bsp.

To create map's you will need to use
the included non-standard light.exe.

If you are a coder and have written
a light replacement, please please
look at the static coloured lighting
tutorial on the QSG website, and modify
your light.exe, then send us a modified
copy.

When making maps, just use a _color field
on your lights. Nothing more than that.
_color "0 255 0" would make a totally
green light.

Please note that the light.exe must be the
LAST utility to run, after vis and qbsp.

This update includes a size decrease (due to
new optimisation) and speed increase. A linux
version is not currently avaliable, sorry guys..
I'm working on it. If someone wants to write a
function equivilent version of this, using the
tutorials on the QSG site.. Please do, and mail
me the source/binary [glibc, libc5, whatever :]

Also it fixes that nasty whiteness problem a
lot of people were having. If colours appear
too dark or bright, start GlQuake2 using the
-gamma parameter. Eg, "glquake2.exe -gamma 0.5"


See included test.map for an example of mapping details.

        == Ender (ender@admdev.com)

                             
[N.B: This FX executible also includes
.mod support... Put a module anywhere
relative to your game path and use the
commands "LoadMod blah.xm" and "Stopmod"
from the console. Supports .mod, .it, .xm &
.s3m. Also has fog (use gl_fogenable 1) and
animation/model interpolation. All source is
avaliable in the form of tutorials from the
QSG website - Or whole on request, as per
the GPL. Note that because this is a snapshot
of our working environment, the source is messy,
hacky, you would be better off using the
tutorials to do it yourself :]

