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inside lighting tips

Posted: Tue Jan 14, 2003 3:07 pm
by Guest
I think my eyes are bleeding from searching all the post for lighting tips.

Some of my rooms are not being lit very well just using the 2D, Light in the rooms(using daylight 707070 for outside). i put extra lights from the 2D options in the room and the room lights up more but now i have all these bright circles on the ceiling which looks a bit tacky.

Can any of you mappers used to lighting give me some good tips?

Also, i have seen hanging lights with the bulbs that look like they actually emit light. Is this just a model and look that way or do they really emit light?

What's a corona? (and i don't mean the beer :roll: )

any suggestions would really be great.

Posted: Tue Jan 14, 2003 8:16 pm
by Colli
For getting natural light inside buildings, use these in worldspawn.
ambientlight = 20 20 20
ambient = 20 20 20

20 20 20 stands for the color of the light. Make it more or less like you want.


I have put some lights inside my bunker (red ones)
You can use some premade models.

Right click on your map, and i think they are under static/light...
Then you place a light entity on the same position you placed the model.

Don't forget to use the same color on the model and the light.
Nothing is more weird than a red bulb emitting white light ;)

About a corona... I'm not shure but i think it has to do with the sundirection. When you face the sun then, you'll get flares, like in real life.
If you use "sundirection = 180" in worldspawn, you don't get these, because the sun is always on top...

Posted: Tue Jan 14, 2003 8:56 pm
by Innkeeper
Corona can be used to make a lamp appear to be lit.

With corona:

Image

Without corona:

Image

Posted: Tue Jan 14, 2003 9:13 pm
by Colli
Woohoo, another thing learned today :D

Thx Innkeeper!!!

Posted: Thu Jan 30, 2003 3:10 am
by Desert Eagle
Is there a common texture for clipping light, and still allow players to walk through an area?