http://developer.valvesoftware.com/wiki/Constant-Linear-Quadratic_Falloff
Draco18s On Tue, Aug 10, 2010 at 5:39 PM, Benjamin J Dunbar < bdunb...@student.scad.edu> wrote: > 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers