OP4 Snipering by Leperous

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Map Description

A sniper-only map for Opposing Force.

Discussion

Posted by Riven on Sat Dec 13th 2008 at 7:21pm

Haymaker is right about playing around with the "constant" parameter. But there are two others you can equally play around with to get the effect you're looking for.

-For one though, you complain about it being bright when you walk up close to it? -Well, this is what real light does. If you don’t add a model in the room to show where the light is coming from then yes, it will look weird when you walk up to it. What you can do, is place it up higher so that the player can't walk "through" it. Although, I'm not sure what your exact scenario here is, I imagine it still needs to look realistic. All lights have sources; choose yours by adding a prop_static and searching for a 'world model'.

-About the Linear, Constant, and Quadratic keyvalues under your regular 'light' entity. Check out here for a good VDC explanation on what they do and how they work. FYI, this is a feature available in all Source games, but doesn't get used very often. I'm guilty of it too, but if you want an area to have perfect lighting, then this is the way to do it.

-Specifically, I would try giving the 'Constant' value a 1 and the other two (Quadratic & Linear) a value of 0. The Constant value will let the brightness of your light extend for infinity and not 'fall-off' (the shadows in corners you're seeing will go away). Read-up on that link to find out what you can do with the other keyvalues to fix your problem.
Posted by GizmoTheGreen on Fri Dec 12th 2008 at 1:00pm

i dont know squat about texture lights, has to do with lights.rad?

aaron, i would like to remember to have tried using only one light per room, resulting in when being too close to the light its just way to bright! and in the other of the room it about normal and then by the walls its too dark, so i need several lights :/
Posted by G4MER on Fri Dec 12th 2008 at 7:13am

You could also use texture lights.
Posted by Le Chief on Thu Dec 11th 2008 at 10:18pm

GizmoTheGreen said:
Guys, whats the best way to light a room, and not putitng 200 "light" entities in it.
How longs a piece of string? Really, there are many different ways to light a room. The most common way is to use a point based entity called "light". You go to the Brightness field and there are four values, the first three are red, green, blue and the last is the brightness value. So for example 255 0 0 200 is a red light with brightness set to 200, which is sufficient to light up a small/moderately sized room. You shouldn't ever need 200 light entities to light up a room, one single light entity has the ability to light up any sized room, perhaps you've done something wrong.
Posted by GizmoTheGreen on Thu Dec 11th 2008 at 9:36am

okay, thanks guys, ill try your suggestion! :)
Posted by haymaker on Thu Dec 11th 2008 at 3:37am

you want an even light throughout the room, walls, ceiling, floor? Not sure why, if so, but...

You can use one plain "light" entity just fine ( more if it's an L shaped room ), but set the constant to somewhere above 50000 depending on the size of the room. Mkae sure the brightness is way lower than you think, try around 10 and play around with that
Posted by G4MER on Thu Dec 11th 2008 at 12:24am

light at about 55-75 in various parts works well. Also spots work good too.