Interioor lighting problem

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wacko
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Post by wacko »

HyperKiller wrote: ...and can i make the light (even the sun) to cast sharp shadows?
u can define the density of surfaces where the shadow 'lies'. In the surface properties of that selected face give it a value of 2, 8, 16, anything (try urself) in the 'density' field. I think it's rather bad for fps, so use it just where it makes sense.
U could d/l the map of 'containerz' at the mohaa recycling bin (click my sig), where I used this effect (ground around the generator cage got density 2, showing even the grid of the grate) and in which u can also find the light beams in the laboratory.
Pic of shadow: http://www.gaster.de/containerz/5.htm
Pic of light beams: http://www.gaster.de/containerz/14.htm
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Deutsche Dogge
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Post by Deutsche Dogge »

Very very nice looking map there Wacko. :shock:
Thanks for the density tip for shadows.
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k47a
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Post by k47a »

Hey guys, I have another question (the reason why I post it in this advanced :) discussion is that I didn't wanna start a new one).
So, if I have ambientlight, is there a possibility to still have dark (or rather dark) rooms inside a building (well, okay, rooms usually are within buildings :wink: )?
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Bjarne BZR
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Post by Bjarne BZR »

Anbient light will define the darkes there will be in the map. But if you use a low value like "10 10 10" and have no other lights inside, it will be pretty dark, but not pitch black. And pitch black is never a good idea. May seem cool, but its hell to navigate in :)
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Deutsche Dogge
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Post by Deutsche Dogge »

When i first saw this thread was back alive i told myself: what? Bjarne can't be that late on a topic?!? :lol:

I agree, pitch black can be a pain, i always get lost when i get in a map where there are such areas, even the smallest ones.
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Post by Bjarne BZR »

Deutsche Dogge wrote:When i first saw this thread was back alive i told myself: what? Bjarne can't be that late on a topic?!? :lol:
HEY! IVAN saurochel started it! :wink:
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k47a
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Post by k47a »

Bjarne BZR wrote:
Deutsche Dogge wrote:When i first saw this thread was back alive i told myself: what? Bjarne can't be that late on a topic?!? :lol:
HEY! IVAN saurochel started it! :wink:
Sorry guys, I just thought I can't start a new topic for every question so I just replied to the first I found which seemed to have something to do with my question... :?
Anyway, thnanks for the help!!! :D
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Deutsche Dogge
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Post by Deutsche Dogge »

No problem Ivan. It's always funny, well, not always but anyway, as i said, it's always funny to see an old threads digged up. Hey, the info is there for something, if all the thread doesn't answer your question but most of it does, why not asking for a little more. :wink:
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Post by Bjarne BZR »

HyperKiller wrote:can i make the light(even the sun) to cast sharp shadows?
Yes you can: tru setting "Density" to 8 for a surface in the "Surface property" dialog ( the one you get when pressing "s" ).

The default I think is 4. Increasing it will increase lightmap detailing. But be warned: use this only in a few areas where the result is very visible to the players, as this increases the LIGHT compile a lot. Having too many surfaces like this will
1) Skyrocket your compile times.
2) Destroy the LIGHT compile altogether, making it exit with an error.

Here is the discussion thread where I learned how to use these paramters:
/forum/viewtopic.php?t=6412
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ViPER
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Post by ViPER »

I like pitch black in certain places! Ambient light is permanent. Pitch black can be adjusted with spawned light.
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