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Help with Lighting [Archive] - TF2Maps.net Forums

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lipe333
03-25-2008, 09:55 AM
Hey guys i am just making a real small and stupid map, just to have fun w/ my friends and i got a noob problem with lights. I want to know if there is a way to make the map to look like if i put mat_fullbright 1 in the console.

(sorry for my english i am brazilian :D)

BurninWater
03-25-2008, 10:06 AM
i dont suppose ya just mean this:
dont add lights, this will put it at fullbright, if ya dont i suppose it could be done by adding alot of lights set at the right intensity and distnace from eachother but not adding lights all together is the fastest (and easiest) way to do what ya want

Pseudo
03-25-2008, 02:14 PM
When compiling, if you don't run VRAD then lights won't be calculated and your map will run in fullbright mode.

l3eeron
03-25-2008, 02:48 PM
ya... or leave a leak in it! lol!


noooo that's not the answer.

Two good answers already...

- either don't add any light entities
- or dont run vrad

either way you'll end up with fullbright and no shadows (if you have water on your level it will be screwy, I think)

R3dRuM
03-25-2008, 02:54 PM
Or dont make the map becuase full bright is for uber noobs

TotalMark
03-25-2008, 03:36 PM
If you want the map to be evenly lit...

Put a light at 500 brightness every 64-128 units in your map. This way there will be some corner shadowing, but mostly lit areas.

BurninWater
03-25-2008, 04:25 PM
If you want the map to be evenly lit...

Put a light at 500 brightness every 64-128 units in your map. This way there will be some corner shadowing, but mostly lit areas.

that is it the values i meant but couldnt find because i wasnt at home :)

lipe333
03-26-2008, 04:46 PM
thanks guys
just something else
look at this image
http://img237.imageshack.us/img237/2760/cpdeathtunnel0006xj4.jpg
thats a image from my map with mat_fullbright 1.
will this happen if dont compile with VRAD?

l3eeron
03-26-2008, 04:52 PM
you need cubemaps:
I think....

http://developer.valvesoftware.com/wiki/Cubemaps

lipe333
03-26-2008, 05:12 PM
yeah i thought on putting cubemaps, but they're boring
i'll try it later if it doesn't work i come here again

Scotland Tom
03-26-2008, 06:17 PM
Without cubemaps you will always have those purple checkers on every reflective surface, including water.

I know this is just for fun, but even so you could still use this map as a practice map to improve your mapping technique. Even if you make it fullbright to start, you could use it to experiment with lighting and update it.

lipe333
03-26-2008, 08:51 PM
it worked! thanks guys

just something else
what entity do i have to use do change the respawn time? i think 15 seconds is too much

TotalMark
03-26-2008, 11:11 PM
Create a logic_auto:

Output

OnMapSpawn > tf_gamerules > SetBlueTeamRespawnWaveTime > -30
OnMapSpawn > tf_gamerules > SetRedTeamRespawnWaveTime > -30

lipe333
03-27-2008, 08:18 AM
thanks totalmark
just one more question
i want to put my spawn time as 9 seconds
which value should i use?

drpepper
03-27-2008, 08:35 AM
-18?

lipe333
03-27-2008, 08:37 AM
ups, dumb question sorry :D

drpepper
03-27-2008, 08:45 AM
ups, dumb question sorry :D

heh no problem :)

disclaimer: i think its -18, hence the '?'. :sleep: