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suncolor
Posted: Mon Jul 14, 2003 11:36 am
by SlasherZ
what are good dawn values for my world? (suncolor and such)
Posted: Mon Jul 14, 2003 12:01 pm
by tltrude
try:
suncolor 45 45 55
ambientlight .45 .45 .55
Its hard to know what is good, because you didn't say which skybox it is and the general colors of the map. The three colors are red, green and blue. But, you don't mix them like you would for paint because they are light.
Posted: Mon Jul 14, 2003 12:01 pm
by SlasherZ
thanks
Posted: Mon Jul 14, 2003 3:47 pm
by bdbodger
try:
suncolor 45 45 55
ambientlight .45 .45 .55
I think you got that backwards color is from 0 to 1 isn't it , and for ambientlight 70 70 70 is suppose to be normal daylight . I think it should be
suncolor .45 .45 .55
ambientlight 45 45 55
Posted: Mon Jul 14, 2003 3:52 pm
by SlasherZ
i'll try them both
Posted: Mon Jul 14, 2003 9:27 pm
by Alcoholic
no the suncolor values are whole numbers. i think ambientlight is too. you can see these colors by selecting an entity and pressing k, then messing with red green and blue until you get what you want. for farplanes, you should use rgb values, which are on a scale from 0 to 1. a good farplane is your suncolor converted to rgb values. if you dont know how to move a decimal over, just open up that k menu, give red green and blue values that represent your suncolor, then click ok. the key _color will be in the entity, and its in rgb values.
Posted: Mon Jul 14, 2003 9:32 pm
by SlasherZ
ok
Posted: Mon Jul 14, 2003 10:00 pm
by crunch
Suncolor AND ambientlight can be either/or. The editor treats them the same way.
If you prefer whole numbers, that is fine.
1 thru 70 is identical to .1 thru .7
I haven't tried farplane values as whole numbers, but I think Alcoholic is right about that.
Kill Ya Later!
Posted: Mon Jul 14, 2003 10:16 pm
by SlasherZ
what about night values?
Posted: Mon Jul 14, 2003 10:20 pm
by crunch
You want to keep lighting values very low for night maps.
For those, Your Radius lights will add most of the lighting in your map.
I would suggest an ambient light value no higher than 10, just so that very dark areas will at least have textures rendered.
As far as suncolor, you shouldn't need it in a night map.
That's just opinion, as I have not made a night map.
Kill ya later!
Posted: Mon Jul 14, 2003 10:37 pm
by wacko
for night maps, don't forget to set
sunflarename to 'none' as there won't be one. sunflarename/sun is default, so u don't have to set it for daylight maps, but switch it off at night

Posted: Mon Jul 14, 2003 10:41 pm
by SlasherZ
thanks... but what are good suncolor values?
Posted: Mon Jul 14, 2003 10:45 pm
by Alcoholic
i think somewhere around 20 20 40 is good for maps like m1l1. forgot their exact value though...............................................................................................................
Posted: Tue Jul 15, 2003 12:35 am
by nuggets
pitch black = 0 0 0 whether in suncolor or ambientlight
day light = 70 70 70 if used in suncolor, you'll have shadows but dark patches
if used in ambientlight everything will be full daylight
so if you want full daylight use 70 70 70, but remember to add ambientlight so that there are no pitch black areas something like 15 15 15
for night maps, i use 20 20 30, the colors are in RGB settings (Red Green Blue) so you'll have a blue tint, i think this looks sexy on a night sky
but you may wanna try a purple tint so add a little more red, possibly 25 20 30
remember though...
SUNCOLOR will cast shadows,
AMBIENTLIGHT only light the brushes
SUNFLARENAME will need to be none as
Wacko said to remove the flare

Posted: Tue Jul 15, 2003 12:42 am
by SlasherZ
thanks