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
> > >>>>
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> > >>>>
> > >>>>
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