Re: Lighting and Distances
Posted by Optional on
Wed Sep 3rd 2003 at 11:01pm
Posted
2003-09-03 11:01pm
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Sep 3rd 2003
My Light_Enviroment casts no shadows. What is the setting to fix this?
What is the maximum Max_Viewable_Distance? I know there is a maximum.
Re: Lighting and Distances
Posted by Wild Card on
Wed Sep 3rd 2003 at 11:10pm
Posted
2003-09-03 11:10pm
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Ok first off, this could be complicated if you are new to mapping.
First, make sure you have no leaks in your level. If you do, then there wont be any shadows and your level will be fully lit.
Second, in the env_light entity, make sure your light is pointed to the ground. If it is pointed up, then you will not get any shadows.
The Max_Viewable_Distance proprety has nothing to do with it. This value indicates how many units the player can see. The default number I believe is 4086. That means that brushes futher away will not be visible.
Check to see if your map either has a leak or that your light is pointed to the ground.
Re: Lighting and Distances
Posted by Cash Car Star on
Wed Sep 3rd 2003 at 11:27pm
Posted
2003-09-03 11:27pm
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It should probably also be mentioned how to add pitch to the light, so that it is not pointed straight down (which, with certain architecture, could appear as shadowless) Set the angle for the light_environment (not an env_light!) not as straight down but as one of the compass directions. Now, give it a pitch which is a negative number between 0 and -90. It needs to be negative so that it points down instead of up. -90 would be straight down. I think anything between -45 and -75 can get some nice shadows. Any lower than -45 and your shadows will probably be a bit too long looking.
As for max viewable distance, setting it unfortunately does not affect rendering time, even though brushes aren't shown. I recommend cranking it to something like 8000 as a default so that you don't get objects disappearing on you in outdoor areas.
Re: Lighting and Distances
Posted by Gorbachev on
Wed Sep 3rd 2003 at 11:28pm
Posted
2003-09-03 11:28pm
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Make sure you set the pitch as well (test it at -45 first, then just change it to what you like.)
For the max_viewable, just set it to 9999 or higher, because even though it may not show the brushes, they're still being rendered anyway, and it looks really lame when you have brushes bleeding through and cutting out for no logical reason.
And to cap off Wild Card's comment, you must also run VIS and RAD after ensuring that there are no leaks in your map.
edit Looks like CCS beat me to it.
Re: Lighting and Distances
Posted by Campaignjunkie on
Wed Sep 3rd 2003 at 11:34pm
Posted
2003-09-03 11:34pm
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The maximum rendered distance is 2048. Changing the number in Map Properties doesn't really seem to have much of an effect (maybe, I could be wrong), as that appears to be the set limit in the engine.
You can defeat this limit by using a modification that has fog or something. But other than that, limit viewed areas to under 2048.
Re: Lighting and Distances
Posted by Gorbachev on
Thu Sep 4th 2003 at 3:31am
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There is a -maxdistance VIS command which ACTUALLY stops rendering brushes past a certain distance, but I've yet to see it even compile with that flag.
Re: Lighting and Distances
Posted by Myrk- on
Thu Sep 4th 2003 at 11:30pm
Posted
2003-09-04 11:30pm
Myrk-
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What is the ms count? What does it show?
Re: Lighting and Distances
Posted by Cassius on
Fri Sep 5th 2003 at 12:51am
Posted
2003-09-05 12:51am
Cassius
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Aug 24th 2001
MS is the most reliable way to tell what parts of your map lag - it will go up, no matter what system you're on, for a combination of wpoly, epoly, and different things that lag the HL engine, such as conveyors, etc.
Re: Lighting and Distances
Posted by Gwil on
Fri Sep 5th 2003 at 1:05am
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I was always under the impression that MS lag (high values) was more attributable to online problems - thats the only time i've heard it mentioned - in online/clan play...
Re: Lighting and Distances
Posted by Jinx on
Fri Sep 5th 2003 at 1:26am
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high epolies, func_water, and other stuff can cause it to go up sometimes. under 3 or 4 seems okay, beyond that I actually notice a map feel 'off' just testing it alone.