Posted by DocBadwrench on Tue Jan 18th at 5:44pm 2005
Once light_env is enabled on my map, regardless of the brightness or what not, the results are always the same: blackness. Though I want to use actual light sources as illumination, I'd rather not start from a baseline of "pitch dark" if I can help it.
A question that just arose as of my writing this: Should I create a Skybox with the light_env entity enabled? Will it still matter that my actual map is a set of completely enclosed tunnels?
Thanks in advance.
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Posted by Static88 on Tue Jan 18th at 6:01pm 2005
Posted by DocBadwrench on Tue Jan 18th at 6:07pm 2005
I'm still very new to the process. How big/how many leaks are libel to give me problems. I'm unaware that I have any leaks at the moment, but that must not be the case given your response.
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Posted by ReNo on Tue Jan 18th at 7:11pm 2005
If you want to have all the map be at least a certain value of brightness, then you would specify the ambient light level for RAD to use during compile. I haven't used that command in HL2, so I can't tell you exactly how to use it, but it should be easy to figure out.
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Posted by Rof on Tue Jan 18th at 7:25pm 2005
Are you sure, Reno? I though the "brightness" property of the light_env sets the light emitted by the skybox, but the "ambient" property allows you to set a base light level for everywhere, even if an area can't see the skybox (or you have no skybox at all).
I'll admit that I haven't actually explicitly tried this, though, but it sounds logical.
I did read a post by Jeff Lane (Valve guy) on the VERC forums that said that you shouldn't need ambient lighting, because you should put in enough standard light entities (light, light_spot) that bounces from them should fill in the dark areas. But he may have been talking more about aesthetics than technical limitation.
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Posted by ReNo on Tue Jan 18th at 7:28pm 2005
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Posted by Orkin on Tue Jan 18th at 7:41pm 2005
I'm pretty sure the ambient property on light_env is only for indirect lighting from the sky box faces (not the light_env entity itself). The reason I say this is because last time I added a new building to my outdoor/indoor map, and didn't put light sources in, it was pitch black inside, but outside areas still had ambient lighting.
And Jeff Lane is right, with the lightmaps being computed using radiosity, there really shouldn't be much need for an ambient light level. Ambient light is basically a hack used to simulate the effect of light bouncing off several objects before reaching our eyes before computers were fast enough to do it for real. Radiosity removes the hack and does it the right way.
As for a solution to DocBadwrench's question...I really don't know...
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Posted by Rof on Tue Jan 18th at 7:43pm 2005
I found the thread with Jeff Lane talking about this
at VERC. Looks like he say's it's not possible. Perhaps with a compile option, like you say (though I'm wondering if that was only present on Zoner's version of RAD, for HL1).
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Posted by DocBadwrench on Tue Jan 18th at 9:44pm 2005
Since I don't have a thorough enough background of experience with HAMMER, I'm sort of figuring/guessing as I go.
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Posted by ReNo on Tue Jan 18th at 10:54pm 2005
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Posted by DocBadwrench on Tue Jan 18th at 11:23pm 2005
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Posted by Rof on Wed Jan 19th at 2:40am 2005
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