<div class="IPBDescription">lights</div> Hey, I know HL have textures that give off light so you don't have to place a whole ton of light entities. Is there any of these in the NS wads? Or do I have to use the HL.wad ?
the first 3 numbers 255, 255, 255 are the red, green, and blue amounts respectivly. <b>255 0 0 - bright red 100 0 0 - dull red 0 255 0 - bright green 0 100 0 - dark green 0 0 255 - bright blue 0 0 100 - dull blue</b>
the last number 200, is the birghtness. 200 is bright, and 50 is somewhat dark. use 1000's for BIG rooms, 750 for medium sized rooms, and less than 500 for small ones. 100 for corridors. 50 for vents.
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
Light intensity is more dependant on texture size than the actual brightness value. Larger textures generally need less intensity than smaller ones. Makes sense, to be honest, but needs to be considered.
For example, one of my textures (the orangish overlay for the lights in Eclipse/Veil) is set to an intensity of 1200, while a 16x16 spotlight texture is set to nearly 4000, and both give off similar overall light intensities.
Each pixel in a texture should be thought of as a "light", because every pixel in the image gives off those values set in the lights.rad file (ie 255 255 255 200...in this example each pixel gives color of pure white at 200 intensity) So, in a typical sized light of 16x64 you actually have 1024 tiny white lights giving off 200% intensity whereas a wall texture of 256x256 is made up of 65,536 of the same lights.
think of lighting a church cathedral with a single typical hi-intensity houselight...and now bring in a billboard from times square using hundreds of those same hi-intensity house lights.
Heheh, it's not every pixel, that'd be insane and take forever to compute. There's a certain size patch that counts as "one light." I think it may be 16x16, but don't quote me on that. If you set the -extra compile parameter in hlrad, it divides it up all into smaller areas per light, but it takes the change of size into account in terms of brightness so lighting is the same intensity, just smoother.
aaah...what you say makes perfect sense but now Im completely lost! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Comments
<b>LIGHTNAME (about 15-20 spaces here) 255 255 255 200</b>
the first is obvious; its the texture's name
the first 3 numbers 255, 255, 255 are the red, green, and blue amounts respectivly.
<b>255 0 0 - bright red
100 0 0 - dull red
0 255 0 - bright green
0 100 0 - dark green
0 0 255 - bright blue
0 0 100 - dull blue</b>
the last number 200, is the birghtness. 200 is bright, and 50 is somewhat dark. use 1000's for BIG rooms, 750 for medium sized rooms, and less than 500 for small ones. 100 for corridors. 50 for vents.
ex:
RED 200 0 0 500
hope that helped!
For example, one of my textures (the orangish overlay for the lights in Eclipse/Veil) is set to an intensity of 1200, while a 16x16 spotlight texture is set to nearly 4000, and both give off similar overall light intensities.
Each pixel in a texture should be thought of as a "light", because every pixel in the image gives off those values set in the lights.rad file (ie 255 255 255 200...in this example each pixel gives color of pure white at 200 intensity)
So, in a typical sized light of 16x64 you actually have 1024 tiny white lights giving off 200% intensity whereas a wall texture of 256x256 is made up of 65,536 of the same lights.
think of lighting a church cathedral with a single typical hi-intensity houselight...and now bring in a billboard from times square using hundreds of those same hi-intensity house lights.