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		 Light Keys Try going into the light entity and click the plus sign, then name the key "wait" or "delay" without the quote marks. And change the values a bit.
 Try wait 5, delay 0 and light 500. That might make a bright light with a small radius.
 
		 Great! #1178 posted by Breezeep on 2013/11/29 21:27:37 It worked! but I'm wondering how I'm supposed to get lighting styles in trenchbroom. (this might be the last time i'd bother asking here for today.)  
		 Experimentation is key. A lot of the compilers will come with info in readme files on different settings you can add to light entities.
That's how I found out that setting. Make a few different test maps too, nothing beats testing your ideas for different results.
 
		 @Fith #1180 posted by Breezeep on 2013/11/29 22:18:29 Nvm, I just found out how to do it, but thanks anyway!  
		 Problem Is #1181 posted by ijed  on 2013/11/29 22:38:17TB doesn't show the values to configure the entities. Open up the source file, either .def or .fgd and it will list how to configure everything.  
		 Also Try Delay 5 #1182 posted by Rick  on 2013/11/30 16:05:41Personally I think delay 0 has way too much "reach", it just goes forever. I try to use only one or two in a given area, mostly for fill lighting.
  Here is some pretty good info on Quake lighting:
 
 http://shoresofnis.wordpress.com/guides/lighting-basics/ 
		 Delay 0 is the default light setting. You must be thinking of something else.  
		 You're Right #1184 posted by Rick  on 2013/11/30 21:51:22I was thinking about delay 1. 
 I guess I wasn't yet completely awake.
 
		 Wow #1185 posted by The Producer on 2013/12/04 07:48:09 If only we had this 16 years ago.  
		 Splash Screen #1186 posted by NightRage on 2013/12/06 19:21:12 Since you've got a Modern Quake Level Editor, Maybe a Modern Logo/Splash could work. It would go perfect on T-shirts to generate awareness and funds. Appeals to the New Gen Level Makers?
http://i43.tinypic.com/rml5xv.png  let me know if you like it?  
		 It's Too Difficult #1187 posted by ijed  on 2013/12/06 19:26:48To read.  It also looks like you've got two seperate logos next to each other.  
		 T-Shirt Design #1188 posted by NightRage on 2013/12/06 19:37:00 
		 Ok #1189 posted by ijed  on 2013/12/06 19:51:55That does look cool  
		 Nice Design #1190 posted by Spiney  on 2013/12/06 20:10:35The broom part looks a little out of place though. I'd also drop the texture and outer glow personally.  
		
		#1191 posted by JneeraZ  on 2013/12/06 21:18:55Torch Broom?  
		
		#1192 posted by necros  on 2013/12/07 19:59:12ehh, as long as it goes away on it's own when the editor's loaded.  
		 I'm Making Something #1193 posted by Breezeep on 2013/12/08 04:22:57 
		 Breezeep Cool! But if you want more feedback, it's best to post screenshots in the "Screenshots & Betas" thread.  
		 @SleepwalkR #1195 posted by Breezeep on 2013/12/08 14:22:13 Thanks! I'm glad you like it so far!  
		 When Is The Next Update Coming? #1196 posted by Breezeep_  on 2013/12/22 03:30:34  
		 Long Time The 1.1 branch is not getting updated anymore unless there are serious problems with it, and the 2.0 branch is still under heavy development and it will be a long time until that gets published.
 Why?
 
		 @SleepwalkR #1198 posted by Breezeep_  on 2013/12/22 14:55:47I was just wondering...  
		 @SleepwalkR #1199 posted by Spiney  on 2013/12/22 16:05:04Any sweeping changes for the user with 2.0 or is it purely a rewiring of the internals?  
		 Hopefully 220 Map Support ;) I need that improved texture alignment! ;)
  Also, I am coming up against problems with TB atm where anytime I try and place an entity it comes up with this -
 
 https://www.dropbox.com/s/e65l532v85f6blr/Screenshot%202013-12-22%2015.08.44.png  I click ignore and carry on but it's a pain all the same.  
		 Lots Of Things Will Be Improved It's really too much to list right now, but most importantly TB2 will have support for other games than Quake.  |