the entity.def that comes with gtk is about a year old, but since you’ve worked with shaders before here’s the deal… find where the entity.def is. usually baseq3/scripts or if you are mapping for a mod whatever fs_game scripts
k first thing about the entity.def is its nothing but an ascii file, and anything between the /* and */ is an entity that radiant uses. its sorta backwards, what you would think would be a comment isn’t.
open up the entity.def file and look for the QUAKED light
add this definition after it.
/*QUAKED lightJunior (0.8 0.9 0.8) (-8 -8 -8) (8 8 8) nonlinear angle negative_spot negative_point
Non-displayed light that only affects dynamic game models, but does not contribute to lightmaps
"light" overrides the default 300 intensity.
Nonlinear checkbox gives inverse square falloff instead of linear
Lights pointed at a target will be spotlights.
"radius" overrides the default 64 unit radius of a spotlight at the target point.
*/
its basically a light that doesn’t affect the brush surfaces for lightmaps, acts the same as a light with scale options during light compile, targets, and colors. it only affects the lightgrid itself, it was introduced in wolf and ydnar left it in for q3map2.
Textures that have shaders with a rgbGen lightingDiffuse pass on it will be affected. It may or may not be what you wish for, just look at your weapon cg_drawgun 1 and see how well its lit. it might wash it out or require some texture brightness/contrast tweakage.
http://www.shadowspawn.net/temp/light_junior3.jpg is an example, notice how awash the entities are in blue, but the brushes aren’t.
-edit-
you know a really simple solution would be to take a really close-to-blackscale-but-nt-quite-pitch-black image in photoshop, save it as a 32x32 tga ad just do a blendfunc add pass; that would literally raise the whole image up a bit in the shader and you can mess around with it without recompiling.