Hi,
you have entity-based lights and texture-based lights.
texture-based lights parameters are defined in the base/scripts/*.shader files
eg.
textures/niveus/e6v_light_2k
{
qer_editorimage textures/niveus/e6v_light.tga
surfaceparm nomarks
q3map_surfacelight 2000
{
map $lightmap
rgbGen identity
}
{
map textures/niveus/e6v_light.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
{
map textures/niveus/e6v_light.blend.tga
blendfunc GL_ONE GL_ONE
}
}
The q3map_surfacelight keyword tell the map compiler that the texture emit light. the value is the power of the light. the color of the light is defined by q3map_lightRGB <RED> <GREEN> <BLUE>
eg. q3map_lightRGB 0.5 1 1
HIH