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anyone know some decent settings for zoners like with the fade and falloff stuff.
atm the lights in my map come out kind of crap
the problem is that with like wall mounted lights the light makes a really blocky bright patch on the wall which just goes strait down and doesnt blend very well.
i might be able to solve this with a extra block added into the light or hopefully some settings with the compile tools to make it nice n snazzy
Re: decent settings for zoners
Posted by matt on
Tue Feb 10th 2004 at 8:43am
matt
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Sounds a bit vague, do you mean zoners settings, or the setting you can make in hammer for normal lights?
Posted
2004-02-10 11:54am
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sry about vague ness
i mean the actuall compiling settings with zoners tools
Re: decent settings for zoners
Posted by wil5on on
Tue Feb 10th 2004 at 12:46pm
Posted
2004-02-10 12:46pm
wil5on
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Bounce 6? I've only ever put it up to 2...
Anyway, I think what AACS is referring to is weird lighting due to face splitting. To fix this, you should make all your light fixtures on the walls into brush entities (func_walls) so they dont split up the wall, so the lighting looks better. Its not a problem with your cmd line for zoners, methinks.
Oh yeah, and use texture lighting. It looks soo much better... and things like this are less likely to happen.
Re: decent settings for zoners
Posted by Leperous on
Tue Feb 10th 2004 at 12:59pm
Posted
2004-02-10 12:59pm
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Also try -extra -smooth 70
Posted
2004-02-10 12:59pm
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adding water textures into the lights.rad is a good thing
works well with lava/toxic liquids
thanks peeps
Re: decent settings for zoners
Posted by omegaslayer on
Tue Feb 10th 2004 at 9:18pm
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You can also change your text chop settings (-textchop #) set higher then 64 since thats the defualt, but be warned if your map is already big then dont do it because you might exceed max patches. Setting a bounce higher only really makes lighting look more realistic, and your map brighter, but your problem sounds like what wil5on was talking about. You can also set it on -high and -extra. and thats really just every comand you can give light settings:
-high -extra -bounce # -textchop # (higher than 64) -smooth #
-omega
ps NEVER USE POINT LIGHTS!!!!!!! only unless you want slim to give off a green glow
Re: decent settings for zoners
Posted by Orpheus on
Tue Feb 10th 2004 at 9:34pm
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compile settings are dependant on desired results..
bouncing more than 2 fades the light into the shadows, over 5 bounces will completely blur the line between light and dark.
extra only for final compiles.
estimate gives you some idea of whether the map is locked up or just compiling slow.
seriously tho, settings are discribed in full in the zoners FAQ's .. why not read it and decide?
Re: decent settings for zoners
Posted by mazemaster on
Wed Feb 11th 2004 at 1:18am
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Omega, you got it backwards. -chop defines the size of a patch. Thus a bigger chop means less patches and blockier lighting.
Re: decent settings for zoners
Posted by Jinx on
Wed Feb 11th 2004 at 1:51am
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you should always use -extra with rad as I understand it- it uses better sampling and makes it look better in general. and the time increase is minor unless you are on some totol POS computer.
I think it's standard to use 1 or 2 bounces. More bounces = dark areas get lit more, less bounces = map is more contrasty. so it depends on the effect you want.
65 posts
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thanks the turning it into the wall worked the best. i also found i had used too many light textures on the surface and it was causing a nasty light spot going down the wall.
i noticed a problem with the lights when i used smooth falloff and fade
it made the lights look like i had a leak and it was fullbright everyware
anyways its fixed now thanks