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Problem

Posted: Wed Jan 14, 2004 2:29 am
by bradly
Sorry for for all the questions but I am new to mapping but understand it all, exept light. I made a map that is set in the out doors. I can get the sky workin ok but everything on the ground is black, no light. Do I have to put the light under the info covering the whole map?

Posted: Wed Jan 14, 2004 2:32 am
by omniscient
no sir. u need sunlight. hit n and put in this key/value suncolor 60 60 60 (or whatever u want) ambientlight 20 20 20 sunflare 20 20 20 sundirection 45 90 0. mess with all those numbers to get what u want, what they are is pretty self explanitory.

Posted: Wed Jan 14, 2004 4:46 am
by bradly
the light?

Posted: Wed Jan 14, 2004 7:28 am
by wacko
omniscient wrote:... sundirection 45 90 0.
rather -45 90 0, but take a look urself at VonderCrunch's tut:
http://www.freewebs.com/crunch/tutorials.htm

Posted: Wed Jan 14, 2004 3:01 pm
by Cheetohs
It seems a lot of people are having trouble with the lights and those Bloody Negatives in there values... Make sure you guys read carefully the information you put in the value box, and refer to a tutorial's information about lighting to compare. Just mess with those numbers until you get it the way you want it.

My question is...
Say if you build your 'ground floor' or the level itself higher (Front or side view) on the grid then gridpoint 0. Let's say up in the 4000-5000ish area. Can your lighting values still be the same as if you have your map on the gridpoint 0? or would you have to change them?

Posted: Wed Jan 14, 2004 8:06 pm
by wacko
the sunlight values are describing the direction of the sunlight, like a vector, and not the position of the light source (i.e. the sun) in the map. all sunbeams in the map are parallel. So the position of the objects in your map will not matter.

Posted: Wed Jan 14, 2004 11:46 pm
by omniscient
bradly wrote:the light?
dunno what that means
-45 puts it under the map and i dont think that that is very good for a map that is supposed to be realistic. if looking at it pises u off put the flare lower, but and under ground sun is just wierd.

Posted: Thu Jan 15, 2004 12:05 am
by Axion
Somebody correct me if I'm wrong, but -45 doesn't put the sun under the map.

Posted: Thu Jan 15, 2004 12:07 am
by wacko
omniscient wrote:-45 puts it under the map
:shock:

and Axion, me, I won't be able to

Posted: Thu Jan 15, 2004 12:17 am
by crunch
@Bradley:
The values for your lighting need to be in worldspawn.
If you open the entity window, and scroll all the way to the bottom, you will see it. Click on it and then enter your lighting k/v pairs. Or, you can simply select a skybrush, and then when opening the entity window, worldspawn is automatically selected.
In the entity window you will see 2 white "entry fields". One is Key and the other is Value, also called "k/v pair" or just "k/v". SO:

These are the k/v pairs you need:
suncolor/60 60 60
sundirection/-45 90 0
sunflarename/sun


Start with those. Make sure you put the sunflare in so that you can verify that it is in fact a worldspawn mapping problem and not a compile issue.

@omniscient:

A POSITIVE First Value in sundirection will place the sun under the map.
A NEGATIVE First value will place it above the horizon.
These facts hold true as long as your third value is Zero.

Posted: Thu Jan 15, 2004 1:40 am
by bradly
I gotcha, thanks again guys

And what about a working .30 cal machine gun?

Posted: Thu Jan 15, 2004 1:44 am
by omniscient
hmm, wtf, mine always goes under. i will have to investigate this further. this comp is always givin me problems. (usually my faulyt :P )