suncolor

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

Moderator: Moderators

Post Reply
SlasherZ
Colonel
Posts: 433
Joined: Fri Jul 11, 2003 12:55 pm
Contact:

suncolor

Post by SlasherZ »

what are good dawn values for my world? (suncolor and such)
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

Post by tltrude »

try:

suncolor 45 45 55
ambientlight .45 .45 .55

Its hard to know what is good, because you didn't say which skybox it is and the general colors of the map. The three colors are red, green and blue. But, you don't mix them like you would for paint because they are light.
Last edited by tltrude on Mon Jul 14, 2003 12:02 pm, edited 1 time in total.
Tom Trude,

Image
SlasherZ
Colonel
Posts: 433
Joined: Fri Jul 11, 2003 12:55 pm
Contact:

Post by SlasherZ »

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

Post by bdbodger »

try:

suncolor 45 45 55
ambientlight .45 .45 .55
I think you got that backwards color is from 0 to 1 isn't it , and for ambientlight 70 70 70 is suppose to be normal daylight . I think it should be

suncolor .45 .45 .55
ambientlight 45 45 55
SlasherZ
Colonel
Posts: 433
Joined: Fri Jul 11, 2003 12:55 pm
Contact:

Post by SlasherZ »

i'll try them both
User avatar
Alcoholic
General
Posts: 1470
Joined: Sat May 17, 2003 5:57 am
Location: California
Contact:

Post by Alcoholic »

no the suncolor values are whole numbers. i think ambientlight is too. you can see these colors by selecting an entity and pressing k, then messing with red green and blue until you get what you want. for farplanes, you should use rgb values, which are on a scale from 0 to 1. a good farplane is your suncolor converted to rgb values. if you dont know how to move a decimal over, just open up that k menu, give red green and blue values that represent your suncolor, then click ok. the key _color will be in the entity, and its in rgb values.
SlasherZ
Colonel
Posts: 433
Joined: Fri Jul 11, 2003 12:55 pm
Contact:

Post by SlasherZ »

ok
crunch
Major
Posts: 348
Joined: Sat Jun 14, 2003 2:34 pm
Location: USA
Contact:

Post by crunch »

Suncolor AND ambientlight can be either/or. The editor treats them the same way.
If you prefer whole numbers, that is fine.
1 thru 70 is identical to .1 thru .7

I haven't tried farplane values as whole numbers, but I think Alcoholic is right about that.

Kill Ya Later!
SlasherZ
Colonel
Posts: 433
Joined: Fri Jul 11, 2003 12:55 pm
Contact:

Post by SlasherZ »

what about night values?
crunch
Major
Posts: 348
Joined: Sat Jun 14, 2003 2:34 pm
Location: USA
Contact:

Post by crunch »

You want to keep lighting values very low for night maps.
For those, Your Radius lights will add most of the lighting in your map.
I would suggest an ambient light value no higher than 10, just so that very dark areas will at least have textures rendered.

As far as suncolor, you shouldn't need it in a night map.

That's just opinion, as I have not made a night map.

Kill ya later!
User avatar
wacko
Field Marshal
Posts: 2085
Joined: Fri Jul 05, 2002 8:42 pm
Location: Germany

Post by wacko »

for night maps, don't forget to set sunflarename to 'none' as there won't be one. sunflarename/sun is default, so u don't have to set it for daylight maps, but switch it off at night :wink:
SlasherZ
Colonel
Posts: 433
Joined: Fri Jul 11, 2003 12:55 pm
Contact:

Post by SlasherZ »

thanks... but what are good suncolor values?
User avatar
Alcoholic
General
Posts: 1470
Joined: Sat May 17, 2003 5:57 am
Location: California
Contact:

Post by Alcoholic »

i think somewhere around 20 20 40 is good for maps like m1l1. forgot their exact value though...............................................................................................................
nuggets
General
Posts: 1006
Joined: Fri Feb 28, 2003 2:57 am
Location: U-england-K (england in the UK) :P
Contact:

Post by nuggets »

pitch black = 0 0 0 whether in suncolor or ambientlight

day light = 70 70 70 if used in suncolor, you'll have shadows but dark patches
if used in ambientlight everything will be full daylight

so if you want full daylight use 70 70 70, but remember to add ambientlight so that there are no pitch black areas something like 15 15 15

for night maps, i use 20 20 30, the colors are in RGB settings (Red Green Blue) so you'll have a blue tint, i think this looks sexy on a night sky

but you may wanna try a purple tint so add a little more red, possibly 25 20 30

remember though...
SUNCOLOR will cast shadows,
AMBIENTLIGHT only light the brushes
SUNFLARENAME will need to be none as Wacko said to remove the flare

:D
hope this helps, prob not cos it's all foreign 2 me :-/
SlasherZ
Colonel
Posts: 433
Joined: Fri Jul 11, 2003 12:55 pm
Contact:

Post by SlasherZ »

thanks
Post Reply