diff ambient in diff areas
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- HDL_CinC_Dragon
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diff ambient in diff areas
is it possible to have a tunnel type thing with maybe ambient 15 15 15 and then have a building somewhere else in the map have abmient light 75 75 75?
- HDL_CinC_Dragon
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panTera
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Impossible. All worldspawn values affect the whole map, not specific areas. Just think of farplane(fog) or suncolor.
But of course you can use a different amount of light in different areas. If you want a tunnel to be darker than the rest of the map, make sure you don't set the ambientlight too high. To then make a certain part or building brighter you're gonna have to use pointlights. It also can help if a building has open windows/roofs so the sunlight can shine through.
But of course you can use a different amount of light in different areas. If you want a tunnel to be darker than the rest of the map, make sure you don't set the ambientlight too high. To then make a certain part or building brighter you're gonna have to use pointlights. It also can help if a building has open windows/roofs so the sunlight can shine through.
- HDL_CinC_Dragon
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Hmmmm, I thought that when u highlighted lets say ur water brush and gave it amb lighting values that it just made the water give off that value of light. I relize its under worldspawn but thought it was just applied to that brush.
So no matter what u highlight amb lighting or anything worldspawn applies to the whole map?
I have applied several different ambient light values to different brushes so I guess its using the first one it see's, huh?
oops
So no matter what u highlight amb lighting or anything worldspawn applies to the whole map?
I have applied several different ambient light values to different brushes so I guess its using the first one it see's, huh?
oops
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Bjarne BZR
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There are 3 light types:
1) Ambient: appied to everything. This value dictates the absolute darkest there can be in a map. A sealed off room with no openings will have this light.
2) Point: Basically "lightbulbs". Radiate light equally in all directions from a singular point (hence the name I guess
). A sealed off room with no openings and a point light will have this light + the ambient light.
3) Sunlight: As opposed to point light: this light is parallell to in a single direction ( an approximation of the light from the sun ( real sunlight is not paralell, but the few rays that reach us are pretty far from the sun, so considering it paralell vill be easier to compute and the human eye does not notice a difference ) ). A sealed off room with no openings Will have none of this light. But rip off the roof an it will probably get some ( if you have set the sunlight to come from above atleast... )
There is also a kind of fourth light type: light emitting surfaces. But what the compiler actually does under the hood is to create a number of point lights over the surface. So really it is just a shortcut for placing a lot of small point lights.
Again, there is also a fifth kind of light: spotlights. But as that is just a specially configured point light (made to light up a cone from the point light source), its not really a type by itself.
I just started writing and now I wrote all of this, and probably totally besides the point. Just ignore me
1) Ambient: appied to everything. This value dictates the absolute darkest there can be in a map. A sealed off room with no openings will have this light.
2) Point: Basically "lightbulbs". Radiate light equally in all directions from a singular point (hence the name I guess
3) Sunlight: As opposed to point light: this light is parallell to in a single direction ( an approximation of the light from the sun ( real sunlight is not paralell, but the few rays that reach us are pretty far from the sun, so considering it paralell vill be easier to compute and the human eye does not notice a difference ) ). A sealed off room with no openings Will have none of this light. But rip off the roof an it will probably get some ( if you have set the sunlight to come from above atleast... )
There is also a kind of fourth light type: light emitting surfaces. But what the compiler actually does under the hood is to create a number of point lights over the surface. So really it is just a shortcut for placing a lot of small point lights.
Again, there is also a fifth kind of light: spotlights. But as that is just a specially configured point light (made to light up a cone from the point light source), its not really a type by itself.
I just started writing and now I wrote all of this, and probably totally besides the point. Just ignore me
- HDL_CinC_Dragon
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Master-Of-Fungus-Foo-D
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- HDL_CinC_Dragon
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ambient light is a wordspawn property and does not apply to any brush. You select a brush simply as a convenient way to specify worldspawn values, but they become a seperate entity.hogleg wrote:Hmmmm, I thought that when u highlighted lets say ur water brush and gave it amb lighting values that it just made the water give off that value of light. I relize its under worldspawn but thought it was just applied to that brush.
So no matter what u highlight amb lighting or anything worldspawn applies to the whole map?
I have applied several different ambient light values to different brushes so I guess its using the first one it see's, huh?
oops


