Digital Paint Discussion Board
Development => Mapping => Topic started by: MON1TOR on July 18, 2015, 11:09:07 AM
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HOW TO MAKE SO FOWERFUL LIGHTING LIKE AT MAP AIRTIME?!
PLZ HELP FELLAS!
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Click on the lights and increase the value or set an ambient light.
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set an ambient light.
And.. how 2 do it?
Ich bin ein anfaeger in BSP.
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Make sure the map is not leaked; it it is, it will be indicated by ***leaked*** on the compiler screen. Leaked maps have horrible lighting.
To solve a leak problem, make sure the map is "sealed" and you don't see a hall of mirrors effect.
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Make sure the map is not leaked; it it is, it will be indicated by ***leaked*** on the compiler screen. Leaked maps have horrible lighting.
To solve a leak problem, make sure the map is "sealed" and you don't see a hall of mirrors effect.
Dude, Ik wut leaks are (like). But thanks 4 that information.
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And.. how 2 do it?
Ich bin ein anfaeger in BSP.
I haven't mapped for a while, but I think you had to add "_ambient" in the worldspawn.
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Seeing that your map is entirely exposed to the sky, you might want to go with a little sun_light in order to brighten it up a little even though it's nighttime. _ambient might also work.
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Seeing that your map is entirely exposed to the sky, you might want to go with a little sun_light in order to brighten it up a little even though it's nighttime. _ambient might also work.
Okay. Thanks!
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for sun lightning there is _sun_ambient I think...
_ambient is for all light sources on the map.
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for sun lightning there is _sun_ambient I think...
_ambient is for all light sources on the map.
Okay, thx!
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If you look here (http://dplogin.com/forums/index.php?topic=27756.0) you'll see that sun_ambient creates worse results than sun_surface. They work a little differently though.
sun_ambient applies the light value you give it to all surfaces that are exposed to the sky (so you use a light value, for ex. 60)
sun_surface takes into account some areas are more exposed than others (so you use a color value, in rgb format, or 1 to use the color of sky texture)
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HMMM... THX!
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For a night map, you probably don't want to use sun ambient/surface light like that -- you could just add a subtle sun source from the direction of the moon (tip: aim your crosshair at the moon and type "angles" to get the sun angle to place in your worldspawn).
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you could just add a subtle sun source from the direction of the moon
Aaaand.... how? What keypair?
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Well, I guess I am for using a low value _sun_surface or ambient in most maps with a sky just to even out lighting. I am guessing Jits means to add:
_sun_light #
_sun_angle # #
with a low value for _sun_light
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with a low value for _sun_light
Example? 250?
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Example? 250?
people use 300 for a daylight map, just play with it a little
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people use 300 for a daylight map, just play with it a little
Okay. Thx!
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Probably something like 50 or 60 for a night map.
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Probably something like 50 or 60 for a night map.
Okay, thanks, master jits.
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This is what i got.
_sun_light 60
_sun_angle... well... find it out.
i dont think anything did change...
EDIT: I LOST MY CROSSHAIR, HOW TO PUT IT BACK?!
I USED the crosshair command.
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On the internet, when you write in caps, people often feel like you shout at them which could be perceived as being rude. Maybe you should try sticking to the capitalization rules.
To get your crosshair back, make sure that cl_hud is set to 1 (if you can see the rest of you HUD, it is) and crosshair is set to something between 1 and 13; 2 is the default (Type "crosshair 2" in the console).
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On the internet, when you write in caps, people often feel like you shout at them which could be perceived as being rude. Maybe you should try sticking to the capitalization rules.
Sorry. I accidentally pressed capslock.