'general/world' light


(MrDiffrence) #1

While I’m waiting to a suggestion on my other topic I decided to take a bit of a break from Ruins and work on something a bit more ‘colourful’ and I’m wondering if there is a way to simulate Doom 1/2 styled lighting in a map. I guess what I’m really looking for is someway to easily light the map with a ‘general/world’ light, I want to retain the flatshaded look (that can be chosen as an option in the editor for texture view). I’m not sure if there is a shader or lighting style that can achieve this effect.


(]UBC[ McNite) #2

For overall lighting of the map you might want to use

key: ambient value: 15 (which is pretty bright)
key: _color value: X Y Z (eg 1 1 1 for white)

in the Worldspawn. Not sure if that s what you are searching for though.


(MrDiffrence) #3

This may have solved my Ruins lighting problem as well but I’ll have to check it out and see, thanks for your input McNite!


(ydnar) #4

Don’t use ambient light. It’s really quite crappy and just makes your map look flat. A better alternative is to use non-shadowcasting sun lights, for “directional ambient” lighting.

Make a spotlight like you normally would in Radiant, and give it these additional two keys:

“_sun” “1”
“_castshadows” “0”

y


(codey_) #5

What about _minlight? How does it differ from ambient?

cheers


(ydnar) #6

Same thing, except it sets a minimum threshold, instead of adding a baseline amount of light everywhere.