Has compiled a map and has compared:
Q3Map
Q3Map2
How to make that was not so darkly, excepting addition of other sources of illumination?:rolleyes:
Has compiled a map and has compared:
Q3Map
Q3Map2
How to make that was not so darkly, excepting addition of other sources of illumination?:rolleyes:
I personally don’t care about the darkness or brightness when I make a map. I can see a difference in the two pics.
Here which light, it is made q3map;
Which is more dark, is made q3map2 and weighs less.
In those places where stand entity “light”, there illumination is normal, and where light from torches, it is visible on a screenshot.
Hi, Eugeny.
You can use key=ambient and value=8 or another in “worldspawn” to modify the ilumination on your maps.
If you use “ambient”, you will need to use key=_color and value= 1 1 1 or another.
Note: Using this procedure, you can decrease the number of the torch.
I always do what vicpas mentioned in my maps. It cuts down on the number of harsh shadows. You should try it Eugeny. The beta for project x you made had many harsh shadows.
Try to use samples,pointlight fade and surfacelights, it makes your lighting better,
also it looks darker on Q3map2 cuz it’s to be more realistic I think…:rolleyes:
But keep on Q3map2 because it compiles maps MUCH faster:stroggtapir: