I have to admit that I thought editting the constant forced the light to extend to X number of units without degrading. So that is why I proposed setting the constant to be very high in that one reply.
Ben ----- Original Message ----- From: Major Johnson <draco...@gmail.com> Date: Tuesday, August 10, 2010 2:49 pm Subject: Re: [hlmappers] Realistic indoor lighting To: Discussion of Half-Life Mapping <hlmappers@list.valvesoftware.com> > Ok, that's fair. Your instructions didn't say anything > about linear and > quadratic, so I thought I'd point it out. > > Draoc18s > > > On Tue, Aug 10, 2010 at 3:43 PM, D <spekt...@gmail.com> wrote: > > > But not the same as setting your linear and quadratic to > 1 and then > > modifying the constant to something very high, which you > always do if you're > > modifying the constant anyways. At least, you do it if you > know the > > equation. > > > > > > On 8/10/2010 1:41 PM, Major Johnson wrote: > > > >> You do realize that a constant of 9000000 with 0 linear and 0 > >> quadratic is *exactly > >> the same* as a constant of 1, right? > >> > >> Draco18s > >> > >> > >> On Tue, Aug 10, 2010 at 2:37 PM, Benjamin J Dunbar< > >> bdunb...@student.scad.edu> wrote: > >> > >> 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 > >>>> > >>>> _______________________________________________ > >>>> To unsubscribe, edit your list preferences, or view the list > >>>> archives, please visit: > >>>> http://list.valvesoftware.com/mailman/listinfo/hlmappers > >>>> > >>>> > >>>> _______________________________________________ > >>> To unsubscribe, edit your list preferences, or view the list > archives,>>> please visit: > >>> http://list.valvesoftware.com/mailman/listinfo/hlmappers > >>> > >>> > >>> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list > archives,>> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlmappers > >> > >> > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list > archives,> please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers