Hi Ydnar,
This is what I’d like to be able to do…
Ok imagine the scene… a building is in full bright sunlight, with 2 small
windows and an open door…
In real life, the inside of the building would bet fairly well it, due to
light bouncing in through the windows and door…
If I compile a map like this, without any bounce, the inside is
pretty much pitch black… I’m sure most mappers know what I’m
talking about… so the easy way to get some light in there is
to add a low intensity point light or two, with a low fade (0.2 - 0.4)…
and this does the trick… but…
the light will also escape out of the windows and door… and in some
cases you till see this light hitting other surfaces outside of the building.
I have tried making spot lights with large radiuses pointing into the room,
and this way does work, although its not perfect…
What if we had 3 shaders:
allow_light_in (to the brush)
allow_light_out (of the brush)
stop_light
for the compilation only, ie so it doesn’t effect vis ect in-game,
just the lightmap creation.
A brush could then be made that sits in windows / doorways where the
outside face has ‘allow_light_in’, the inside face has ‘allow_light_out’
and the other edges can have ‘stop_light’ …
Is this possible ? or do i not understand how the lighting compilation works ?
Cheers
Hewster

