Texture/lighting Problem

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

Moderator: Moderators

Post Reply
User avatar
Cheetohs
Brigadier General
Posts: 569
Joined: Sun Jan 04, 2004 6:01 am
Location: Minnesota
Contact:

Texture/lighting Problem

Post by Cheetohs »

I am not sure if this is a texture or lighting problem. But on my haunted house puzzles map, here are a few of the problems i am having when i compile and test....

In this image, the lighting cuts off to fast and changes to the blackness in the far corner. Is there a way to make the lighting radius bigger?
Image

In this second image, note the textures underneath the 2nd floor walkway on the farside (its hard to see in the shadows, but its there, sorry, the image is kinda dark after taking it in the game for some reason.... The texturing is 'block-like' as in, you can see where the brush changes to a new one by the lighting of the textures edges... how can i fix this? Again, it would be nice to make the lighting radius bigger for the chandelere. Which also brings me to: I'd like to make all of the lightbulbs on the chandelere light up, with the least amount of work. Is there an easier way to do this besides adding corona/util to ALL of the lightbulbs and then add a light or 6? If not, i can survive ...
Image
A lot more will be added to this rooms, these are just the basic layouts. And if you DID notice the rectangular brush between the wall lights in the diner... thats suppose to be like that, secret door perhaps ;).
Thanx.
.:c|H|EE|TO|H|s|:.
Image
Need a thorough map tester? Shine the Cheetohs signal!
User avatar
hogleg
General
Posts: 1577
Joined: Tue Sep 09, 2003 5:23 pm
Location: Down South Hillbilly Country

Post by hogleg »

looks like u need to turn up the ambient lighting.

Or just select your light, pull up entity"N" type:

light\400 for real brite light\50 for small lamp
"all the governments in the world are corrupt and in the hands of the Illuminati"
User avatar
Cheetohs
Brigadier General
Posts: 569
Joined: Sun Jan 04, 2004 6:01 am
Location: Minnesota
Contact:

Post by Cheetohs »

ambient is set at 10 10 10. I don't want it to bright, it is suppose to look haunted and gloomy you know ;). Ill try the light thing as soon as i can, any other ideas would be appreciated to :D
.:c|H|EE|TO|H|s|:.
Image
Need a thorough map tester? Shine the Cheetohs signal!
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

leaks

Post by tltrude »

I bet the compile says your lights leak! The bright part of a light should not stick through to the other side of a wall, ceiling, or floor brush. It is ok if it sticks into the brush, but not through. Remember, this is only the bright part of a light entity--the dim part can stick through all you want.

The normal default size of a light is 300. so, you can make them smaller for hall or stairways.

You can also change the color of a light:

Key: _color
Value: 0.6 0.8 1.0

The three numbers are red, green, and blue from 0 to 1. They don't mix like paint because they are light. you can also just hit key k and select a color.

Note: most of those weird shadows will go away when you do a ( -final ) light compile. But, do try to fix them, if you can.
Tom Trude,

Image
echo_rancid
Captain
Posts: 264
Joined: Sat Jan 31, 2004 4:31 pm

Post by echo_rancid »

Off topic sort of but...What is the difference between just a regular everyday compile and the (FINAL) light, etc. compile???
Image
User avatar
hogleg
General
Posts: 1577
Joined: Tue Sep 09, 2003 5:23 pm
Location: Down South Hillbilly Country

Post by hogleg »

I second that TlT, What is a ( -final )?
"all the governments in the world are corrupt and in the hands of the Illuminati"
M&M
General
Posts: 1427
Joined: Sun Sep 14, 2003 1:03 am
Location: egypt
Contact:

Post by M&M »

i think this is metioned in the advanced compiling tut ,in the tuts section on this map ofcourse
Image
Post Reply