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apply amb light to single brush

Posted: Thu Aug 31, 2006 5:15 pm
by HDL_CinC_Dragon
Is there a way to have a large brush in a certain area and set it so that the ambient light in that area is lets say 40 40 40? or would that create some kind of error?

ambient light

Posted: Thu Aug 31, 2006 6:15 pm
by tltrude
Ambient light is a Worldspawn property. Changing it on one Worldspawn brush affects all of the Worldspawn brushes.

Posted: Thu Aug 31, 2006 7:43 pm
by Kiko
so if I was to have a daytime map, ambient 40 40 40 would be good? or too good? I usually do dark night maps because I just like it better while using a 10 10 10

To me dark maps give off better and more realistic shadowing with lights. Sure the daytime maps have shadows, it just gives off a better effect at night in my oppinion.

Posted: Fri Sep 01, 2006 5:10 am
by neillomax
Question..... Can you use overbright on just one brush, or can you overbright a brush made in a seperate "mapping" session, ( alone ), save it as a prefab, and import it to another map where it may be needed and still have it overbright, whereas, the rest of the map isn't ?

Posted: Fri Sep 01, 2006 7:31 am
by lizardkid
anything you put in "worldspawn" is for the ENTIRE WORLD, there is no selective overbright or ambient. music can be changed via script, but lighting and vis qualities are immutable once the map starts.

Posted: Fri Sep 01, 2006 12:54 pm
by Imagination
Kiko wrote:so if I was to have a daytime map, ambient 40 40 40 would be good? or too good? I usually do dark night maps because I just like it better while using a 10 10 10

To me dark maps give off better and more realistic shadowing with lights. Sure the daytime maps have shadows, it just gives off a better effect at night in my oppinion.
40 40 40 is ridiculously too high, never used a setting over 10 10 10 and yes for a day map.
The stock .maps are available so open them up in rad and see what the "pros" do.
40 40 40 will give you unrealistic lighting and have no atmosphere.

Posted: Fri Sep 01, 2006 1:04 pm
by At0miC

Code: Select all

mohdm1 7.5 7.5 7.5
mohdm2 9 9 9
mohdm3 7 7 7
mohdm4 8 8 8
mohdm5 7 7 7
mohdm6 20 19 18
mohdm7 15 15 15
obj_team1 10 10 10
obj_team2 5.1 5.1 5.1
obj_team4 8 8 8
More info about the worldspawn values, find the 'worldspawn key values.xls' under files on the main page.

Posted: Fri Sep 01, 2006 3:00 pm
by lizardkid
i usually put about 60 60 60 for daytimes and 20 20 20 for night, with ambient light equalling 10 10 10, but give or take some color to match the surroundings. day maps are easier and look better on the dinosaur that is the MOH engine, after playing such games as Half Life 2 and Quake4 the shading and vis components of MOH's night are pretty bad :( so i've always made day maps because they look better.

Posted: Sat Sep 02, 2006 4:51 am
by bdbodger
Using blue color values you can set a higher amount of light like a moon lit night instead of using 20 20 20 . These are the settings for M4l2 which is a night map you see the sun color and ambient light are heavy on the blue side .

"map_time" "Wed Nov 28 20:14:36 2001"
"farplane_color" ".2 .2 .235"
"message" "Diverting the Enemy"
"sundirection" "-35 10 0"
"farplane" "3100"
"classname" "worldspawn"
"suncolor" "42 64 95"
"sunflarename" "none"
"sundiffusecolor" "42 64 95"
"ambientlight" "7.75 10.3 15"
"sundiffuse" ".4"
}