Lighting big areas
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Re: Lighting big areas
Posted by max_morgon on Sun Apr 16th at 2:27pm 2006


Hello there, I am new to making maps and I am having trouble to light an outdoor area
which is abit like counterstrike de_dust. my problem is that I want to light it so all the place outside would have strong light which casts shadows and which is same strength all over the map. I've tried enviroment lights and normal lights and I just couldn't get the effect.
should I use a load of lights all over the map or something like that?
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Re: Lighting big areas
Posted by Orpheus on Sun Apr 16th at 2:42pm 2006


I am confused. Are you asking if you can use a light_environment?

I am not positive, but there should be tutorials on lighting here. Look up "Light_environmental"

[edit]

angle it down and pitch it to... 30*

assuming its still like HL1.

[edit 2]

I bet someone will say "Cube_maps"





The best things in life, aren't things.



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Re: Lighting big areas
Posted by fishy on Sun Apr 16th at 2:46pm 2006


use a light_environment. the Pitch value determins the downward angle of the sun. 0 is horizontal, and -90 is straight down.

the compass (top right of the properties box)dictates the N,S,E,W direction that the light will be cast from.

the exact value that you should use will probably be trial and error, to get the light direction to line up with wherever the sun is in the sky that you use.




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Re: Lighting big areas
Posted by Orpheus on Sun Apr 16th at 2:51pm 2006


Cool. Fishy would know, and he more/less said what I said.





The best things in life, aren't things.



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Re: Lighting big areas
Posted by max_morgon on Sun Apr 16th at 5:30pm 2006


Thanks alot, you answered very fast too. =3




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Re: Lighting big areas
Posted by Orpheus on Sun Apr 16th at 5:44pm 2006


You do have to set the angle to down. Why anyone would want a light environment to shine upward is beyond me but "down" is part of the process.



The best things in life, aren't things.



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Re: Lighting big areas
Posted by ReNo on Sun Apr 16th at 5:54pm 2006


The "down" angle preset you could set in HL1 was just a shortcut of sorts to make your pitch -90 if I recall correctly. The better way to do it, and I think the only way to do it in HL2/Source, is to set the pitch (vertical angle) to a negative angle (-90 being straight down, 0 being horizontal) and the yaw (horizontal angle) to anywhere between 0 and 360. The roll value shouldn't matter. When you set the angle using the little helper thing in the entity properties it is setting the yaw.





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Re: Lighting big areas
Posted by Orpheus on Sun Apr 16th at 6:00pm 2006


OK, thanx Duncan.

Let me reiterate. I tried not setting "Down" in HL1 and my sunlight always borked.

Since there was an "up" option, I always assumed it was essential to make the orb shine downward.

I almost always used down, and 30* since I never used a sky with a true sun.

I did use the clockdial once. In No_Patience there is a room with windows. I wanted the sun to shine at the apex of the two sides. It turned our perfectly.





The best things in life, aren't things.




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