Mysterious Shadows - from The QuakeLab The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab TEXTURES: Your choice. Up to you. Whatever you want. Except CLIP, WATER, LAVA, or any such special textures. You won't see the thing creating the shadow anyway, so it really doesn't matter. However, you will need to use a SKY texture for this effect. ENTITIES: light WHAT TO DO: Make a room and texture the ceiling with a SKY texture. Copy the roof, lower it substantially, but keep it lined up with the ceiling. This copied ceiling brush is what the player will see in the game, so keep this in mind - when you build rooms next to the area containing this effect, you will want to take care that the height of the adjoining rooms makes sense in conjunction with the height of the sky in the room with this effect. Place the set of brushes (eg. the Quake logo) that will create the shadow between the real ceiling and the copied ceiling. Place a light in the same gap, but put it above the shadow-making brushes so that you actually make a shadow. :) The more space you have between the shadow-making brushes and the light, the smaller and more focused the shadow will be. Set the light's 'light' field to about 400 - this will depend on how large the room is. That's it. Keep in mind that only static brushes that are a part of the "worldspawn" will generate shadows. Entities DO NOT create shadows, not even func_walls, func_trains, func_plats, etc. OPTIONS: This lighting effect can be used to create interesting visual clues in your levels, or just to add more aesthetic elements.