prop_physics/prop_statics appear ugly in darkened room.

prop_physics/prop_statics appear ugly in darkened room.

Re: prop_physics/prop_statics appear ugly in darkened room. Posted by beguiledfoil on Tue Feb 15th 2005 at 8:47am
beguiledfoil
59 posts
Posted 2005-02-15 8:47am
59 posts 6 snarkmarks Registered: Nov 7th 2004 Location: Canaedia
The screenshot sums up the problem best, but doesn't do the ugliness justice: http://img.photobucket.com/albums/v520/beguiledfoil/lighting.jpg

Basically, the prop appears semi-lit in my dark room, and it really stands out/looks quite bad. Obviously it's some problem with my lighting, but I don't know what it could be. I have one dim greenish light in the room, and a couple spotlights that are out of the picture and not affecting the table/chair.

Any suggestions?
Re: prop_physics/prop_statics appear ugly in darkened room. Posted by Keno on Tue Feb 15th 2005 at 2:15pm
Keno
2 posts
Posted 2005-02-15 2:15pm
Keno
member
2 posts 0 snarkmarks Registered: Jan 24th 2005 Occupation: Slave Location: Bayamon, PR
put a env_cubemap nearby... 64 units high and see if that fixes
it. If not, check that the lights nearby DONT have the same name
or dont have a name at all if they arent triggered. I had a
similar problem and removing the names fixed it.
Re: prop_physics/prop_statics appear ugly in darkened room. Posted by keved on Tue Feb 15th 2005 at 2:35pm
keved
252 posts
Posted 2005-02-15 2:35pm
keved
member
252 posts 515 snarkmarks Registered: Jan 21st 2005 Occupation: Games designer, Rockstar Leeds Location: Leeds, UK
If the env_cubemap didn't fix it, use an info_lighting. Give the info_lighting a name then in the prop's properties specify the info_lighting in the 'lighting origin' field. The prop will then be vertex lit using the lighting value at the info_lighting's position.
Re: prop_physics/prop_statics appear ugly in darkened room. Posted by omegaslayer on Tue Feb 15th 2005 at 6:54pm
omegaslayer
2481 posts
Posted 2005-02-15 6:54pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Place a cube map in the room, compile the map, then in the console type in "buildcubemaps" and then re-load the level, then it sould look better.