(These are essential reading for all content creators, by the way).
If you want MHColour to work you will need to change the textures in the map. Find textures which have fullbrights in them (by running another map in either software Quake or an engine which supports fullbrights) and use those textures.
I personally don't recommend this approach. MHColour is a specialised tool which is only appropriate in certain well-defined circumstances; using it for general mapping work is not a good idea. Creating a map with support for coloured light in the first place is the right thing to do all the time.
If something doesn't work in the engine you're using, cross-check it with another engine. This is always a good idea anyway, even if that something does work, and especially if you're using Bengt Jardrup's engine (or something derived from it).
Bengt's engine is a great mapping tool, but it has several serious drawbacks which prevent it from being suitable for general use. One of those is it's lack of fullbrights and overbrights. Content which looks perfectly fine in his engine can quite easily look awful in something else. It's even inconsistent with his software engine in this regard.
Another is that his engine carries forward a lot of CRAP from GLQuake which the world would be a lot better off without. I've personally seen content run over 10 times faster in engines that have had their renderer designed better.
None of this is to say that he did a bad job; by his own admission () his engine is a mapping tool and it should be treated as one. A key point that mappers frequently miss is that the engine that is best for them while mapping is not necessarily best for the person who's playing the end result. Understandable but sometimes frustrating.
So coming back to where I said "if something doesn't work in the engine you're using, cross-check it with another engine": right now we don't know where the bug you're getting is. It could be in the engine. It could be in the map. It could be in the tools (and not necessarily just the light tool). The only way we're going to know, and be able to advise where to go next, is if you cross-check, experiment and try to pin down the source.
