BOOOO, shader manual. Throw it away. Who needs it. 0:) Now, no offense, you're quite far from the truth here...so let's see if I can help set the record straight. Firstly, RGBGen Wave Sin is not what's casting light. q3map_surfacelight 3000 is. As I understand, the engine normally takes the color of the texture and casts it on the surroundings during the lighting compile, but in this case, it's using q3map_lightimage textures/mp/s_bluestrip_blend.tga for a value. Second, About the 0-1 intensities, it's easy enough to work with. To get your RGB values from the shader's 0-1 values, multiply the number by 255. To get the RGB value to use in the shader from a normal 0-255 value, divide it by 255. You *CAN* use a number greater than 1, and it can have some fun effects - but it can also screw things up sometimes. Or you can take the easy way out and view them as percentages, which is the intent anyway. Third, those are not RGB values. RGBGen Wave sin is telling the engine to make the shader's RGB values oscillate, in a sine wave pattern. When you're using RGBGen Wave, you don't have control over the RGB values - just the overall brightness. The first value is the initial brightness (base), the second is the amplitude (How much it will oscillate), the third is the phase (How far into the first oscillation it is when the engine begins rendering), and the fourth is the frequency (How fast/slow to oscillate). I know nobody ever says this but I *HIGHLY* recommend trying out shaderED. A lot of the fun things become visually clear, like RGBGen and...well, RGBGen.