Question about lights


06-21-2003, 11:23 AM
Her they are:

Wat number must the light have (light_environment), to make a night map. Not to dark! :confused:

And in that Night map, what is a good number for the lights of the streetlamps. :confused:

And what is a good number for the lights in a house? :confused:

Thx for the help!

Joene

06-21-2003, 12:47 PM
Everyone finds a different number works. If your struggeling to get light effects you can do 1 of 2 things

1- spend ages trying every combination

2- decompile some maps with lighting effects you like. This is one of the RARE situations where I'd support decompiling, E-mailing the author and asking them is much better but its a lengthy process. I do not suggest using anything else from a decompile I really suggest just getting the light vaules and deleting it.

06-21-2003, 01:50 PM
But some standard numbers?? Or....

haircut
06-21-2003, 02:42 PM
Angry Beaver is saying that there arn't any standard numbers ... sorry man.

A dark Grey map:

Light: 192 192 192 25
Diffuse: 64 64 64 15

TheNomad
06-21-2003, 03:02 PM
Originally posted by haircut
Angry Beaver is saying that there arn't any standard numbers ... sorry man.

A dark Grey map:

Light: 192 192 192 25
Diffuse: 64 64 64 15

what is diffuse, is it Pitch/yaw/roll?

how do i set diffuse.

tommy14
06-21-2003, 06:22 PM
diffuse is for setting a different shadow color, not all compilers or FGDs support it. make sure yours do.

basicly night light env should be blueish or grey, around 15-30 strong. 25 is a good middle. pitch should be around 20-40ish for a moon. angle is your choice. best to have it point at the night moon if you have one.....

compile settings: HLRAD -extra -bounce 1 (or 0) -coring 0.2 -smooth 80

house lights and streetlamps were not strong in WWII. blackouts, you know. :D

in a cloaked room light strength of 50-80 should be good, of a reddish color.

a fire or candle should be similar or weaker, but set it to CANDLE mode.

-iNw-Andy
06-21-2003, 07:11 PM
You needn't decompile. Ripent to the rescue! (I don't consider ripent decompiling; you're simply looking at the entity data for the map) Or, if you're really brave/inspired/etc you can open the BSP with a text editor (use WordPad, Notepad doesn't like the formatting characters); the entity data is in plain text towards the end of the file.

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