Hi,

I think the best way to light a large indoor space (or just about any indoor 
space) is a combination of the light and light_spot entities.  If I were going 
to light up a large warehouse space, I would hang some prop_statics to 
represent light sources.  Then I would set up a light_spot as close to the prop 
as possible without going inside the prop.  I would set up the light_spot as 
follows:

Color: Use a light color, but not just white
Brightness: 700-1000
Constant: Double the height of the room, typically
Inner cone: 1-10 (I prefer 1)
Outer cone: 50-80 (I prefer 50-75)

Then I clone the light_spot, drag it down so that it is maybe 16 units below 
the light_spot, then turn it into a generic light entity.  Edit the settings so 
that:

Brightness: 7-30 (experiment with these)
Constant: 900000 (nine hundred thousand) (a very large number, that's all)
Do not change the color or anything else.

A generic light with low brightness and high constant will give the impression 
that light from the ground (the light_spot) is glowing into the rest of the 
room.  This generic light will also cast shadows onto the roof, so you might 
want to turn the brightness down even more, depending on your light colors and 
texturing choices.

I hope this helps.

Ben

----- Original Message -----
From: Brenton Crouch <crouchs...@gmail.com>
Date: Monday, August 9, 2010 11:00 pm
Subject: [hlmappers] Realistic indoor lighting
To: "hlmappers@list.valvesoftware.com" <hlmappers@list.valvesoftware.com>

> Hi guys,
> 
> I was just curious how people approach lighting large indoor 
> areas  
> (say 1024x1024 or larger). Generally using spot or downlights. 
> I  
> played with a mix of light_spots with some success but 
> usually  
> undesirable dark spots on the roof. On another note, does anyone 
> know  
> how to getting lighting similar to hallway lighting in Cs_office.
> 
> Thanks
> 
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