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
> >>>>
> >>>> _______________________________________________
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> >>>>
> >>>>
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> >>>
> >>>
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> >>
> >>
> >
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