What is wrong with the lighting ??


(D3C0Y) #1

I put some light models in my map ( i did this for rtcw and for ET )
in Rtcw the light make a nice lighting, but in ET they give almost no light en filthy dark black shadows appear.

I tried ambient 0.7 so i wouldn’t have those filthy shadows , but then there is no light at all…

Anyone know what i’m doing wrong ?

Edit and another thing when i put lights in it with default 300 they dont show ( ingame ) when i compile the map


(duke'ku) #2

what options are you compiling with?


(D3C0Y) #3

first the BSP -meta , then -vis , then -light -fast

EDIT ok i found out that it was the model ( cagelighta12k.md3 ) it gives almost no light, but when i used the pendant10k i got almost 5 times more light


(ydnar) #4

Using tiny light-emitting models will make your compile times significantly longer than if you simply used an entity light in the same place as the model…

y


(DeAtHmAsTeR) #5

i hav the same problem, wot shud i compile wid? wen u say use the entity where the model is, do u mean change put an actual entity der? or press n and then select that it emits light? :S :S :S


(ydnar) #6

In a reasonable facsimile of english?


(Osiris) #7

u should add an ambient light to the level if it is an “outside” one.


(sock) #8

Lighting is always a hard thing to get right. What one person regards as atmospheric and moody, another person will regard as pitch black!

Surface/model lights do not produce huge amounts of lighting anymore. You should use point entity lights combined with ambient lighting and slightly baked in the oven (bouncelight 3+) for extra goodness.

Compiling with -fast lighting is exactly what is says, fasts and rough and just a guide so you can get a good idea of what to expect. For final lighting you would probably use something like below, depending on relevant options of course.

-light -shade -fast -super 2 -filter -patchshadows -external -approx 10 -game et -fs_basepath %WOLF_PATH% -bounce 3 -v

Creating the right sort of lighting is something you should take your time over and not slap a few point entities here and there and expect everything to look good. You have the ability to do “region” compiling so you can check the final lighting in small areas without compiling the whole map over and over again.

Sock
Lick the :moo: