Re: dark light
Posted by brett5010 on
Sun Jan 23rd 2005 at 9:14pm
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Jan 6th 2005
Occupation: Student
Location: Australia
Im working on a new map and im not using a skybox (too "out-there" for
the players environment needs for the map) so im using a closed in roof
and walls. So im wondering, can i add a light and do something to it
that will actually darken the area? I tried changing the
brightness/colour to black and it just appeared as normal lighting when
i compiled and tested. I tried searching tutorials but nothing came up
for 'dark lighting/dark light'. So any help will be greatly
appreciated, thanks.
-Treeman
Re: dark light
Posted by Leperous on
Sun Jan 23rd 2005 at 9:23pm
Leperous
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You can use the toolsblocklight texture to, er, block light, but it completely blocks it and is really only useful in 1-unit-thick strips across doorways and windows. Otherwise no you can't apply darkness to something, you'll just have to change your existing lighting and remember darkness is the absence of light..!
Though I am worried that you've failed to run RAD on your map (so the map appears fully bright in-game) because you've missed some obvious compile error, I hope this isn't the case :rolleyes:
Re: dark light
Posted by brett5010 on
Sun Jan 23rd 2005 at 9:47pm
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Location: Australia
The map isnt fullbright but I can still see the top. . .and i dont want
that. Ill try some more things, thanks guys. I might make the roof alot
higher so that the light from the ground doesnt reach as far.
Re: dark light
Posted by Nickelplate on
Mon Jan 24th 2005 at 4:29am
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if you've got a room that you dont wanna see the ceiling of, just make a brush completely out of the tools\blocklight texture. and make sure that light can't get AROUNd it. make it extend a unit into the walls or something. also it's better to use light_spot's that poiunt down instead of just a light entity that points all over the place...
Re: dark light
Posted by satchmo on
Mon Jan 24th 2005 at 8:55am
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I am not sure whether it's correct, but I saw one of the Valve single
player maps (coast) using a light entity with black color. I
believe this will actually make the brushes around this "black light"
darker, and I think that's Valve mappers' intent. This might be
the answer you're looking for.