Interioor lighting problem

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

Moderator: Moderators

User avatar
Deutsche Dogge
First Lieutenant
Posts: 183
Joined: Wed May 07, 2003 11:50 pm
Location: Quebec
Contact:

Interioor lighting problem

Post by Deutsche Dogge »

I have an issue with an interior map i'm making. IT IS DARK, too much.

There is a skybox around the building (side+top) and the floor brush extends outside to reach and close the skybox.
worldspawn entity values entered:
- suncolor = 40 40 40
- sundirection = -45 0 0
- ambientlight = 45 45 45
Inside the building, i have set spotlight (the one you can see on the floor) but i deleted them now. Here's some screenshots with above values:
http://pages.globetrotter.net/deutschedogge/mohaa.html

I have added some lights with values:
- light = 500
- color = 1 1 1
- overbright_range = 2.5
- NO_ENTITIES checked
But i don't get any more lighting, the map is too dark again. Is it normal that i have to set such high value for my "ambienlight" ? I want to make it look like a warehouse lighting with big 'mercury' lights, I should use spot_lights with a high "light" value and add light beam effect with brush to get a better lighting?

Any 'enlighting' of myself appreciated 8-)
Image
Click sig to visit the alternation modding community
LiquorKraZy
Captain
Posts: 267
Joined: Tue Aug 10, 2004 5:38 am
Location: CA
Contact:

Post by LiquorKraZy »

I'm rather new to mapping, but shouldn't a skybox be contained by all 6 sides?Like it shows in Nemesis Tutorial!

http://users.1st.net/kimberly/Tutorial/sky.htm

...but who knows i haven't tried just makin the top/sides and moving the ground to match the sides...i also a ambientlight 16 16 16 for a slightly dark feeling...
User avatar
Deutsche Dogge
First Lieutenant
Posts: 183
Joined: Wed May 07, 2003 11:50 pm
Location: Quebec
Contact:

Post by Deutsche Dogge »

My skybox is like this one, the only different thing is the way i made it, but in the end it's the same.

Outdoor and indoor maps are not the same when it comes to lighting so this tutorial didn't help much but going through his tuts list i saw one about ambientlight, he set it to 60 60 60 so mine is ok after all.

Thanks :)
Image
Click sig to visit the alternation modding community
User avatar
HyperKiller
Corporal
Posts: 38
Joined: Wed May 19, 2004 8:00 pm
Location: Slovenia
Contact:

Post by HyperKiller »

The skybox must be a box. But it doesnt need sky textures.

I think that you shuld replace that "light = 500" with "light = 5000"
these values represent the intensety of the lights. Afterall a desktop lamp wouldn be enough to lit a warehouse.
Put the lights in the air. It will look more realistic.
And put the ambienlight to about 10.10.10
Just play around with these values, until you are satisfied.
tip: Use a BIG "light" value.

maybe it would look good if you would add beam effects to the windows, and make it look like there is no internal lightning.
User avatar
Deutsche Dogge
First Lieutenant
Posts: 183
Joined: Wed May 07, 2003 11:50 pm
Location: Quebec
Contact:

Post by Deutsche Dogge »

HyperKiller wrote: maybe it would look good if you would add beam effects to the windows, and make it look like there is no internal lightning.
Yeah, i thought about this one at the start, wanted to have a sunlight, that gives a light beam effect, coming from the top windows. Will work on this later when more is done.

Thanks for the light intensity tip, will try different values.
Image
Click sig to visit the alternation modding community
User avatar
hogleg
General
Posts: 1577
Joined: Tue Sep 09, 2003 5:23 pm
Location: Down South Hillbilly Country

Post by hogleg »

I do believe that the max value on a light is 400 or 500 :wink:

Why don't you give the warehouse ceiling amb light?
"all the governments in the world are corrupt and in the hands of the Illuminati"
User avatar
Mj
Map Reviewer
Posts: 1394
Joined: Sun Apr 25, 2004 3:36 pm
Location: England

Post by Mj »

There is no light max intensity... it certainly 'ent 400-500! I'm on 5000!
ImageImage
User avatar
hogleg
General
Posts: 1577
Joined: Tue Sep 09, 2003 5:23 pm
Location: Down South Hillbilly Country

Post by hogleg »

my bad, thought I read that some were :oops:
"all the governments in the world are corrupt and in the hands of the Illuminati"
User avatar
Deutsche Dogge
First Lieutenant
Posts: 183
Joined: Wed May 07, 2003 11:50 pm
Location: Quebec
Contact:

Post by Deutsche Dogge »

hogleg wrote: Why don't you give the warehouse ceiling amb light?
Ambientlight for the ceiling? it won't look natural dont you think?
anyway, i tried with a light:5000 and it gave good results, will tweak these values and lighting will be good. :wink:

Thanks for the help guys.
Image
Click sig to visit the alternation modding community
User avatar
bdbodger
Moderator
Posts: 2596
Joined: Tue Feb 25, 2003 7:34 am
Location: canada
Contact:

Post by bdbodger »

The default value for a light is 300 I never heard of anyone useing 5000 before . A value of 70 70 70 for ambientlight is about normal light for daylight .
Image
Green Beret
Major General
Posts: 746
Joined: Mon Apr 19, 2004 12:21 pm
Contact:

Post by Green Beret »

the highest i ever went was 1500 8-)
Image
User avatar
Mj
Map Reviewer
Posts: 1394
Joined: Sun Apr 25, 2004 3:36 pm
Location: England

Post by Mj »

bdbodger wrote:The default value for a light is 300 I never heard of anyone useing 5000 before . A value of 70 70 70 for ambientlight is about normal light for daylight .
:shock:

I never use above 20 20 20 for ambientlight, and use biiiiig light entities to cover-up the dark. More realistic, imo
ImageImage
User avatar
bdbodger
Moderator
Posts: 2596
Joined: Tue Feb 25, 2003 7:34 am
Location: canada
Contact:

Post by bdbodger »

I agree 20 20 20 or below when useing other types of lighting is better and more realistic. I don't see what useing 5000 for lights would be for unless you are trying to light a very large indoor area . If you are trying to light all of the indoor area with a high light value then you may as well just use a high ambient light value instead of lights .
Image
User avatar
HyperKiller
Corporal
Posts: 38
Joined: Wed May 19, 2004 8:00 pm
Location: Slovenia
Contact:

Post by HyperKiller »

I think that there aren't any rules in light using, try both and pick what you like.(but i think that big lights would work the best for the warehouse)

ALitleBitOffTopic question: How do i make a light in a different shape (a tube)
and can i make the light(even the sun) to cast sharp shadows?
You must know that you are special, just like everyone else.
User avatar
Deutsche Dogge
First Lieutenant
Posts: 183
Joined: Wed May 07, 2003 11:50 pm
Location: Quebec
Contact:

Post by Deutsche Dogge »

HyperKiller wrote: ALitleBitOffTopic question: How do i make a light in a different shape (a tube)
and can i make the light(even the sun) to cast sharp shadows?
For the shape, maybe try playing with angles/spot_angle/radius values along with a ligthbeam effect (Light Beams tutorial) and change the beamfade texture to a constant whiter one instead of a gradient. Looking to make a fluorescent?

For the other one, i dunno.
Image
Click sig to visit the alternation modding community
Post Reply