Ideal Worldspawn settings for...

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neillomax
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Post by neillomax »

Listen carefully. Make the ambient light 10 10 10 or 20 20 20 or whatever you want the TOTAL ambience of the map to be. Then add LIGHT ENTITIES where ypou want there to be more light.

right click in 2d window.... look for light..... select light.

light intensity can be changed.. ( how bright it gets ).... when light entity is selected hit the letter N. this brings up the entity inspector. in the box that says key.... type light... then hit the tab key. in the box that says value type 75......... light brightness will be changed when you hit enter.

with the light entity selected hit the letter K.... this will bring up paint program. goto colors/custom colors/define custom colors. select one of the colors, move the slidebar around.... when you have something you want hit add to custom colors. this will change the color of the light. deselect..... compile map to se what you did.
Caboom
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Post by Caboom »

Thanks Neillo, but I already know about lights. My problem is that the actual light of my map is bright everywhere, ie: sewers, alleys, and places I have not added lights.
neillomax
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Post by neillomax »

look in the worldspawn for something called overbright. If it's there, delete it. U have to have a brush selected to do it.

"N" look for worldspawn........ scroll through, it will be at the bottom. If overbright is in the window, click on it and then go down and over to delete.... and delete it.
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tltrude
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Leak

Post by tltrude »

If there is a leak in the skybox, the light compile will be skipped and you'll end up with a very bright world with no shadows.
Tom Trude,

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Caboom
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Post by Caboom »

Not that I know of... It does compile the light, it takes a few minutes.
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tltrude
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Final

Post by tltrude »

You wont see the best lighting until you use "-final" in the light compile options. Here are some other options.

-bounce [num] : Sets the number of radiosity bounces to do. Defaults to 8. Radiosity means that every texture emits light if it's lighted, for example, a red curtain will color the surrounding walls slightly red. This light red will bounce off the wall to other brushes, until the number of bounces is reached.
-final : Sets all lighting options to full detail.
-fast : Loses some lighting quality for a faster compile.
-staticshadows : Makes static models cast shadows. This can make your map look a lot more realistic, but will add unbelievably to the compile time. With -staticshadows, you can expect your compile to take about 4 times as long.
Tom Trude,

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Caboom
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Post by Caboom »

Thanks Tom, I'm going to fool around with it today. I'll be back though, lol.
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