Light-tweaking and shadows


(system) #1

I’m finished with my map but need to polish it up and tweak the light.

If i set up the lightingh i usually put light-entities near lights (models oder brushes) i placed in my map to get a realistic feeling.
I know that some people are placing light-entities with a small value all over the map.

But in some cases i need to place additional lights (lets call it sub-lights) :wink: to light up dark places where my main light-entities can’t get to.

But theese sub-lights are messing up my shadows. They are emmiting shadows to other places as the main light and it makes the whole look unrealistic.
Is there a way to place a light that only brightens an area but casts no shadows??
Like in d3? cough,cought(just heard about it, never played it :wink: )

Edit: If you use normal “Lightmapscales” you donÄt see the effect, but q3map2 special-light abilities are show the shadow-effect.


(ydnar) #2

What’s the problem? That screenshot looks cool.

Doesn’t look like you’re using ambient either. Nice. :slight_smile:

y


(system) #3

Yes this place is ok, but in larger rooms with some crates for example.
Where the light comes from two sides but there is only one source from a ceiling-light.
So the second shadow should not be there.

I looked at the q3map2 readme and found this:

Shadows (casting and receiving) are now controllable per-entity
New entity keys: “_castShadows” or “_cs” and “_receiveShadows” or “_rs”
Values: 0 = no shadows, 1 = worldspawn shadows,

I entered “key:_cs” and “value: 0” in a light-entity but it still casts a shadow. :frowning:


(ydnar) #4

Those keys are for func_group and other brush entities, not lights.

You can try using a cluster of very very low level lights or spotlights to stage light your rooms.

y