halos, spotlight fades

halos, spotlight fades

Re: halos, spotlight fades Posted by Juim on Wed Dec 21st 2005 at 2:27pm
Juim
726 posts
Posted 2005-12-21 2:27pm
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
I am trying to add some ambience enhancing lighting effects to my map(light halos, spotlight fades) and am having some trouble getting what I want. I have tried using env_lightglows at all the lights, but using the tutorial at interlopers.net, I am getting an intense glow, like looking at the sun from the greater distances. Does'nt look right.Are there property tweeks to tone them down alot?. I think env_sprite /lightglow.sprt might be the way to go but I am not sure sprites look as good. Also I have spotlight entities and I wan to give them fades, but I am not sure how to go about it. I think it might be a nodraw brush with an entity applied to it but not sure. Any help out there?.
Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead
Re: halos, spotlight fades Posted by Campaignjunkie on Wed Dec 21st 2005 at 5:24pm
Campaignjunkie
1309 posts
Posted 2005-12-21 5:24pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Some possible solutions:
  • (I recommend this) Don't use
    env_lightglows
    on all lights. Just the ones that are particularly important or
    eye-catching.

    </li>
  • Use additive
    env_sprites
    for your lights. However, they also cut into the world, which may not
    look as good.

    </li>
  • Set a larger "Maximum Distance," but that won't really help much.
    </li>
  • Set an "Outer Maximum Distance" on the glow. It'll fade out in the distance between Maximum Distance and Outer Maximum Distance.
The problem is that light_glows are also scaled larger, proportional to
the player's distance from them. The result is a gigantic "sun" forming
under your lights. It can't really be helped, except calibrating the
settings so that the player can't see it over long distances.

Spotlight fades are achieved through point_spotlight.