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Lighting [Archive] - TF2Maps.net Forums

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fyre
03-15-2008, 03:43 PM
Hi all,

I'm wondering if there's a list of TF2-specific light values anywhere. I tried the HL2 values on the Valve dev wiki, but they don't look right in TF2. I'm working on a map that's almost ready, except for the lighting.

So...I would appreciate any suggestions.

BTW, I'm a mapping noob if you couldn't tell.

Thanks

trainRiderJ
03-15-2008, 04:00 PM
This tutorial (http://www.fpsbanana.com/tuts/4583) has settings for the skybox lighting, is that what you mean?

Immortal-D
03-15-2008, 04:01 PM
This has the light settings for all TF2 skyboxes. http://developer.valvesoftware.com/wiki/Sky_list#team_fortress_2_materials.gcf

fyre
03-15-2008, 04:07 PM
No, I mean indoor lighting. I can't get it too look good. I've been experimenting with light and light_spot, but either everything is too dark, or I get a washed out glare sort of look.

trainRiderJ
03-15-2008, 04:10 PM
Make sure your map doesn't have any leaks, and try changing to color of the lights to warm hues for incandescent bulbs and blue hues for fluorescent.

Earl
03-15-2008, 05:11 PM
A strategy that valve uses is to put a very bright pointlight with a dark color. So the color intensity would be something like 30 30 30 800. I've used it when I just wanted to add brightness to an enclosed area without adding obvious lights, and it worked well.

Koei
03-16-2008, 08:53 AM
A strategy that valve uses is to put a very bright pointlight with a dark color. So the color intensity would be something like 30 30 30 800. I've used it when I just wanted to add brightness to an enclosed area without adding obvious lights, and it worked well.

Wow, this is an extremly useful tip for me. I have a cave and had no idea where I would put all the lights :thumbup1:

Tokit
03-16-2008, 01:54 PM
A strategy that valve uses is to put a very bright pointlight with a dark color. So the color intensity would be something like 30 30 30 800. I've used it when I just wanted to add brightness to an enclosed area without adding obvious lights, and it worked well.

This does help a lot, you don't need to have a light model for every single light, I have dim lights pointing in dark corners most of the time so the room doesn't feel dark or bigger.

fyre
03-18-2008, 09:38 AM
A strategy that valve uses is to put a very bright pointlight with a dark color. So the color intensity would be something like 30 30 30 800. I've used it when I just wanted to add brightness to an enclosed area without adding obvious lights, and it worked well.

Thanks, this helped a lot.

Fingersniffer
03-21-2008, 09:31 AM
Are you referring to a point_spotlight entity? I couldn't find a pointlight in the list.

Fingersniffer
03-21-2008, 10:51 AM
Bumped, hoping someone could answer my (stupid) question. :)

Earl
03-21-2008, 04:09 PM
I'm referring to the generic "light" entity.