Color values used by Quake 3 are different from those you would normally encounter in a paint program. You are probably used to seeing a color defined as an RGB value where each color has a range of 0 to 255. Black would be defined as (0,0,0) and white as (255,255,255). If the color included an alpha value that would also range from 0 to 255.
In Quake 3 colors are still represented by an RGB value but the range of the colors is only 0 to 1. The same applies to the alpha value, which also has a range of 0 to 1. You can convert your usual color values to the Quake 3 values by dividing them by 255. Black would still be (0,0,0) but white would be (1,1,1). Red would be (1,0,0) instead of (255,0,0). Yellow, which would be (255,191,0) normally, converts to (1,0.75,0).
In the menu scripts, when a color is specified it is always in the form :
red green blue alpha
with each value ranging from 0 to 1. An alpha of 0 is totally transparent, while an alpha of 1 is solid.