Author Topic: Lighting  (Read 1913 times)

SmackWaters

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Lighting
« on: August 30, 2006, 07:32:08 PM »
Hey, its me again with another question

how do you make your lights colored? i know they did it in cosmic3 with the club room, had blue/purple lights. i want a nice red light in the bottom of my machinery room of my factory. Make it look more mysterious you know?

Also i got the conveyor to work, but not with paintball ammo  :( instead, i made a barrel-machine. it works because i made the barrels func_object entities. the conveyor is a flowing brush, with an invisible tirgger_push entity. It works great, the barrels fall down the hole in the ground at one end and drop onto another belt, then at the end they go into a machine and shoot back up the the first belt.

jitspoe

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Re: Lighting
« Reply #1 on: August 30, 2006, 07:35:18 PM »
- Use a colored texture for your light emitting surface.

or

- Create a light entity with the "_color" key.

SmackWaters

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Re: Lighting
« Reply #2 on: August 30, 2006, 07:38:42 PM »
if i made an invisible brush, like trans33 and trans 66, would it still emit light, that was colored? because i don't want people to see this random red brush at the bottom of my machinery, i just want there to be red light. or, if i use the _color thing on a light entity, what value would i set to make it red? and would that be bright enough to light a whole machinery room? it's like a deep pit, full of gears and pistons. its only about as wide as, maybe twice the size of the room you start in midnight inversion, but it is deep.

Smokey

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Re: Lighting
« Reply #3 on: August 30, 2006, 09:19:54 PM »
do you use bsp? if so, try the ? button while the entity is selected..

Eiii

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Re: Lighting
« Reply #4 on: August 31, 2006, 12:06:23 AM »
The _color is in RGB format. I'm pretty sure that invisible brushes will still emit light, but I don't know.

jitspoe

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Re: Lighting
« Reply #5 on: August 31, 2006, 01:09:07 PM »
Sourceless lights look bad.  You should have the light emitting from something, even if it isn't directly visible.  If you go the entity route, use something like "1.0 0.3 0.3"

supertanker

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Re: Lighting
« Reply #6 on: August 31, 2006, 10:40:06 PM »
yes invisible entities emit light. It is how I got red and blue base to turn red and blue, respectively, in Pbwarz

Just set a floating brush with surface/content values "mist, sky, light, detail, nodraw" and give it a texture with the color that you want. This makes the brush invisible, walktrhough, yet emit light. also works well for lighting large areas without a grid of small lights.

Full tutorial is at:
http://www.gamedesign.net/node/45

SmackWaters

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Re: Lighting
« Reply #7 on: September 01, 2006, 12:45:49 PM »
oh jits, the sourceless light shouldn't matter, if you fall into the machinery room from above you die anyway, (trigger_hurt 999  :D) i just want you be able to look down and see it

SmackWaters

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Re: Lighting
« Reply #8 on: September 01, 2006, 06:34:13 PM »
since i'm on the subject of lighting, another Q.

How do you light maps with skies? will setting the "light" flag on the sky brush be enough, or do you need to use a sun?

Wolf Man

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Re: Lighting
« Reply #9 on: September 01, 2006, 06:37:44 PM »
I would use a sun, but thats just me.

Eiii

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Re: Lighting
« Reply #10 on: September 01, 2006, 06:45:12 PM »
If you look in the help file for the worldspawn entity, there's a whole section on it. The skys have to have the light flag set, but you also have to set the worldspawn properties for it to work correctly.