I don't want to use lightmaps but only dynamic lights.
My workflow is (I don't know if it's the correct one) to create lights in NetRadiant and build BSP + VIS passes (no light pass) and to open map in FTEQW and dynamics lights are already there because r_editlights_import_diffuse and speculare set to 1
r_editlights_import_ambient set to 1 with just one light doesn't give a nice result because point light is directional and, it floods (as it should) the area where it is but leaves black the areas where radius falloffs.
cvar ambient_level and ambient_fade seem to be ambient sound cvars
Questions to Spike:
1) I saw in fte src that there's a cvar named r_ambient but I tried to digit it but it doesn't exist
2) Any plan to add dynamic global illumination in FTEQW? That would be a GREAT addition!

3) There's a way to exclude some dynamic point light to project specular light (project only diffuse light)?
The ideal method would be (imho) to create a group entity in NetRadiant that covers the entire area where I need the area ambient light (in my case, the entire map) and, in quakec, to set the ambient light via pflags, but WITHOUT radius. COuld it be feasible?
Thanks guys