Lighting Problems in general

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

Moderator: Moderators

Post Reply
User avatar
FUBAR515034
Corporal
Posts: 29
Joined: Thu Jun 12, 2003 10:27 am
Location: Mordor
Contact:

Lighting Problems in general

Post by FUBAR515034 »

I have been mapping all but 3 weeks. And I am on "the project" My first. I have read the tutorials for lighting on this website, and have searched for help. What I am able to do with the light is change its color, make the light/key higher or smaller. But what is it that I am missing in the tutorials that manipulate the source, how it emmits. Like i guess what I am saying is what makes it emmanate perfectly from the light entity in a globe shape every where. I could ot see where it explained all the possible values of a light like making it funnel shape or everywhere(stock light entity) I saw one post kinda related to my problem because I am having light leak under walls and when I place them to close to one another like in a bunker on a string down the hall. I set world spawn light ambient 20 20 20. That helped for overall lighting. This is a mock pow camp with a lot of bunkers for american prosoners set in north africa algeria. So light is deff. a issue. Got the light leaks for compile fine. I just use a sky box pretty good sized when i compile. Just for testing I am going to seal it off whenn im done correctly but cant work with it in the way. So i just saved a real big one as a prefab for testing. But when I place light close to a wall it leaks out i guess because it says in compile: *****Warning Entity of type "light" leaked. Thats the outside wall doesnt do it in the center of the tunnels just outside. Should I put extra brushes to make a small wall behind it?. Thanks for any help in advance. The only tut i could find changing a light was making a spotlight fort a weapon. Im just talking about a wall light. :D
FUBAR *515034*

Image
User avatar
bdbodger
Moderator
Posts: 2596
Joined: Tue Feb 25, 2003 7:34 am
Location: canada
Contact:

Post by bdbodger »

To make a spotlight you set the angles of the light . To the right of the map is 0 degrees . Pretend you are standing faceing that way . the first angle of rotation is what you see if you look up and down , the second angle is what you see if you look left or right and the third angle is if you look forward and bend your neck left and right . To point it down set angles 90 0 0 . To point the light down at a 45 degree angle and point towards the top of the editor in the 2d view set the second angle to 270 which is clockwise from 0 . so 45 270 0 is 45 degree angle pointing at the top of the map . Then set the radius of the light where it will hit the floor the size depends on distance so I can't say exactly what radius to set try this for now

Key: angles Value: 45 270 0 ?
Key: radius Value: 360 ?

One other thing you can do is put a brush with the shadow chaulk texture on it above the light . It won't draw but will stop light or at least cast a shadow .
User avatar
FUBAR515034
Corporal
Posts: 29
Joined: Thu Jun 12, 2003 10:27 am
Location: Mordor
Contact:

.

Post by FUBAR515034 »

Danke! Got it to work. But my problem now is trying to figure where you got your numbers from, so that I can calculate for different settings. I was able to make a light for my projector to work good. And 90 90 90 90, makes it go straight down. But it doesnt look realistic in a cave with different shaped walls, makes for a lot of funny angles. you know. Thanks helping me get this far. Also the K brings up your "color wheel" for quick rgb converts, no need to run PS7 in the taskbar.
FUBAR *515034*

Image
Sideways
Corporal
Posts: 25
Joined: Wed Apr 30, 2003 9:21 am

Post by Sideways »

I'm no good with the angles either... but I do have this one suggestion for you... don't over-use the spot-light technique... it really seems to destroy the framerate on your maps. I can have 50 lights in my map, different colors, different intensities, and no problem... I manipulate the angle on a few, and my FPS automatically drops by like 5 - 10 points. It's crazy.
[TaF]Maj.|IRISH ASSASSIN
Image
www.ta-force.com
User avatar
bdbodger
Moderator
Posts: 2596
Joined: Tue Feb 25, 2003 7:34 am
Location: canada
Contact:

Post by bdbodger »

Ok well if you set the first number to 90 that is straight down so if you want a light that is on a 45 degree angle set the first number to 45 . Second if you want the light to shine toward the top on the map in the editor set the second number to 90 because the angles of the y axis go in a counter-clockwise rotation in the top view . You can set the third number to 0 because it is the rotation you see in the front view not much good for lights . Think of it this way the first number is front to back tilt starting level and going in a circle down from there back to level 360 degrees a circle when viewed in the side view , the second number is level rotation a circle when viewed in the top view rotateing to the left 360 degrees back to 0 the right side of the map in the editor , the third number is sideways tilt a circle when viewed in the front view rotateing counter_clockwise . You can use negetive numbers to rotate in the opposite directions too , for example set the first number to -45 to tilt up 45 degrees which is the same as setting it to 315 degrees .
crunch
Major
Posts: 348
Joined: Sat Jun 14, 2003 2:34 pm
Location: USA
Contact:

Post by crunch »

Check HERE for a sundirection image.

The light direction paramteres are the same as the sundirection parameters.

Kill Ya Later!
Post Reply