light problem


(Ramm) #1

Hi,

I’m a relative noob in map making, especially when it comes to skyboxes & lightning. Now here’s my problem: when I compile my map with single BSP -meta, my skybox isn’t getting build, and there is more then light enough (i guess this is normal?)

The problem is that I want to compile it with a working skybox, and light that is more realistic. So I tried to compile it with (single test) -light faster … Now my skybox is working … but everything is dark. What do I have to do so that my skybox “produces” light over my map?


(-SSF-Sage) #2

This won’t affect the skybox, but will affect the general lightning. There’s a key in worldspawn called _ambient. Try different values for it. Probably something like 10 will do it. Also you can place light entities. Or check the shader of the skybox, but if you do modify it make sure you name it uniquely (in case you use standard one). But usually the _ambient key is enough to work with for normal lightning.


(Ramm) #3

Thanks for the quick answer, but when I try that I get this error:
failed to create a group entity - no brushes are selected

I am using GTK Radiant 1.5.0 and to edit worldspawn this is what I do:

> ESC
> N
> select worldspawn

what am I doing wrong? In the previous version of GTK Radiant this worked as far as I can remember…


(-SSF-Sage) #4

I can’t see anything from that picture, but one thing I can see, you are not editing the worldspawn. Sounds like you tried to add a new one and edit it. Now what you do is:

> ESC
>select any brush that isn’t part of another entity. So for example the box around your map.
> N
>key: _ambient value: 10


(Ramm) #5

OK, thanks! That did it


(Ramm) #6

and here I am again :D. I downloaded a skybox (frozen), unzipped it … placed it in my etmain folder & added frozen to shaderlist.txt. Then I choose frozen_skybox as texture for my skybox & compiled it … but I don’t see the textures. Only a big black sky:

What am I doing wrong now?