Can someone explain the difference between light_dynamic,
light_enviormental, light and if theres any more. I know how to
use them sort of based on tutorials, but how do i use each of them?
thanks!
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Re: lighting
Posted by Dr Brasso on Sat Apr 1st at 6:43am 2006

Dr Brasso
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Posted by Dr Brasso on Sat Apr 1st at 6:43am 2006
well, basicly, and i MEAN basicly, in a nutshell, light_dynamic is a moveable setup....the light shines from whatever position the entity is moved to....usefull on hanging lights in combat areas etc....light_environmental is just that.....it deals with the sky and skybox visibility factors, in the outside areas usually....and light, well, its a fixed position, adjustable entity, that i use more for dim lighting in dark areas (caves, tunnels, dark areas with complex geometry....)
hope that helps a bit....i dug around a bit and really didnt find much that would explain it alot better than i have....lots of tuts around though, maybe they will help... " SRC="images/smiles/icon_smile.gif">
http://www.editlife.net/tutorial.php?id=28
Doc B..
Dr Brasso
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Location: Omaha,NE

Occupation: cad drafter
Re: lighting
Posted by Captain P on Sat Apr 1st at 8:08am 2006

Captain P
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Posted by Captain P on Sat Apr 1st at 8:08am 2006
Another note: light, light_spot and light_environment are static lights - they only affect the lightmaps built during the compile (lightmaps are a sort of colored texture overlay, to give the impression of lighting in-game. This also means, the more surfaces in your map, the more lightmaps need to be built and the more size they'll take, depending on the size of these surfaces of course).
light_dynamic, and I believe light_spot can be set to it too, are dynamic lights. They can look nice, especially for those swinging lamps and such, but they're harder to handle for the CPU.
light_dynamic, and I believe light_spot can be set to it too, are dynamic lights. They can look nice, especially for those swinging lamps and such, but they're harder to handle for the CPU.
Captain P
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