lighting question: possible to light indoors with sun?


(buttrot) #1

I want the inside of this building to be lit up more using sunlight.No matter what I have tried(including adding skylights) its still very dark. Is it even possible to light up rooms with sunlight? I used -light -fast -filter -samples 2 -bounce 8. Here is my sky shader that ive changed about 100 times.

Also light still leaks under walls ive tried making walls and floor a func_group but no luck. :???:
textures/mydamntextures/blah
{
nocompress
qer_editorimage textures/mydamntextures/forhellcon.tga

    q3map_sunExt 1 1 1 140 -35 25 2 32
    q3map_skyLight 140 6


sunshader textures/skies_sd/siwasunbright

surfaceparm noimpact
surfaceparm nolightmap
surfaceparm nodlight
surfaceparm sky

skyparms textures/skies_sd/wurzburg_env/sky 512 -

{
	fog off
	clampmap textures/mydamntextures/forhellcon.tga
	tcMod scale 0.956 0.956
	tcMod transform 1 0 0 1 -1 -1
	rgbGen identityLighting

}

}


(seven_dc) #2

There is no way to lit your room inside by just using the sky shader…

IMHO. If I was you I would add the ambience to somewhere 5 - 10 and create light entity where the hole in the roof is.


Herbalaire vaporizer


(Loffy) #3

Hi!

The lights: why not use a couple of ordinary lights (value 150 or so) - put them outside the house,
over the hole in the roof, and target these lights to info_null entities? These info_null entities are close to the ground inside the house.
Thus creating extra “suns”, that cast direct and targeted light into the house, thru the hole, onto the house’s indoor-walls and floor.

The light leaks: Make walls much thicker!

Kepp on mapping!
// Loffy


(buttrot) #4

Thanks for quick replies. Its good to know now so i can stop messing with sun and add some light entities. I tried making walls thicker (32 units) and still have leaks do i need to go even thicker?seems weird to not be able to make any walls that wont look thick.


(seven_dc) #5

Is your “floor” terrain or just a one big brush? if it just a big brush you could try to add lightmapscale key to your “floor”.
key: lightmapscale
value: 0.1
Try lower values if the problem exist. But this in not very good way bacause it make you map’s size bigger.

Other possibility is that if your wall are detail strech them little inside the floor. Some people would say this is bad but I think it is not.
But if your walls are structural do not strech them.


HEMP


(buttrot) #6

i put some entity light in but theyre a different color than the sunlight. ??


(Loffy) #7

Hi!
Lights: You can change the colour of a light. Select the light (SHIFT + left mouse button click)
and then hit “K” (I think).
Leak: Seven_dc’s ideas i good. Another solution is to make the walls even thicker.
Another suggestion (see above) is to add ambient light to the map. Select any ordinary brush
(not an entity like a script mover or similar enitity). Then hit “N”.
In there, add key/value ambient/20
// L.


(buttrot) #8

well the color of my sun is :
q3map_sunExt 1 1 1 150 -35 25 2 32
so i added an entity light with key/value : color/1 1 1
the color is still off.


(The Wanderer) #9

use _minlight instead of ambient light. This way your outdoor sunlight won’t be affected by the light increase in the dark areas.


(buttrot) #10

ok I tried lightmapscale 0.1 and it worked but it made compile time alot longer.
I tried Key: _minilight value: 100 in the worldspawn and nothing happened am i doing this wrong?


(Loffy) #11

But you added lightmapscale 0.1 to the whole map didnt you? LIke seven_dc said,
you only have to do it to a small area.
Select the walls and the floor (not the terrain) only, and hit “N” - then enter lighmapscale 0.1.
That way, the rest of the map will be “as usual” and the compile-time will be normal.
(If you didnt add lightmapscale 0.1 to the whole map, and I’m wrong, then I’m sorry - I have no idea why your compile-time increased.)

Sometimes I do this: lightmapscale 2.0 in worldspawn. But only if it looks OK in game.
This will make compiling much faster. If I want cool, sharp shadows in a certain area,
then I just select the area and enter a lower lightmapscale (like 0.5).
// Loffy


(buttrot) #12

Well i got it to work still neds some tweaks but much better.I basically wanted it to look sunny but with bright spots near doorways and shadows in corners.I just added an entity light in middle of room with fade .15 and one above skylight targeting info null in corner.


(Loffy) #13

Yes, much nicer!
What is the name for this map? (Or is it just a test map?)
Let us know how it progresses!
// L.


(seven_dc) #14

Nice.

Now when you used the lightmapscale to prevent the light leakage.
You could add props in you room like shelves and other stuff they cast detaljed shadows into the ground. Such a waste to use such a nice room without details.


Lovely Wendie


(buttrot) #15

this is just a test map but i am working on a similar map called “hell” i will post screenshots when i have something worth posting.
Thanks for everyones help!