I have surfacelight on an ASE model, and want to prevent part of it from emitting light, while also blocking light. See how the ceiling is being lit by the back of the reflector? I made a lightimage for it, where the top portion of the texture is completely black. Is that how lightimages work? Bright in image = light emitting?
textures/dg_skyscraper/models/pendant2
{
surfaceparm nomarks
surfaceparm alphashadow
q3map_lightimage textures/dg_skyscraper/models/pendant3.tga
q3map_surfacelight 1500
q3map_lightrgb 0.80 0.72 0.60
cull twosided
light 1
// cagelight white
{
map textures/dg_skyscraper/models/pendant2.tga
blendFunc GL_ONE GL_ZERO
rgbGen vertex
}
{
map textures/dg_skyscraper/models/pendant2.tga
blendfunc GL_ONE GL_ONE
}
}

Why does it look so much better than a light entity? Is it making each poly of the reflector a seperate point light?
hehe.
