Lighting Question

HellBringerHellBringer Join Date: 2004-02-17 Member: 26641Members
I have a couple over head lights with a light cone and a light_spot. so when u walk under them your char model and all that lights up while ur under it. I made some other ones that look up at an agle at all the settings are the same got the target_info and all that up and at an angle theres light on the ceiling but when i walk into the lights path i dont get lit up or nething.... any ideas... also i put in a func_resource w/e and in the map it shows up as a rine rt and a alien rt on top of eachother... incomplete map problems?

Comments

  • prsearleprsearle Join Date: 2002-11-01 Member: 2365Members, Constellation
    Players are lit using the lightmap of the surface they are standing on (except skulks, which can be lit using the ceilings lightmap, depending on their position).

    The resource towers are placed automatically at map load. The marine tower goes on the nozzle closest to the command chair; the alien tower on the nozzle nearest the starting hive. If you have less than two nozzle sthen they both go on the same one.
  • HellBringerHellBringer Join Date: 2004-02-17 Member: 26641Members
    so ur saying unless the light is directed at the floor the play wont light up, except skulks which can be lit up on the ceiling when a i light is directed at it?
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-HellBringer+Feb 21 2004, 05:48 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HellBringer @ Feb 21 2004, 05:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> so ur saying unless the light is directed at the floor the play wont light up, except skulks which can be lit up on the ceiling when a i light is directed at it? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The BSP file doesn't store the spotlight's path or cone, and the engine doesn't try to recreate lighting in 3D; the interior of rooms doesn't have any light information--the walls are "painted" with light by the compiler, and the engine uses that information at runtime.

    The engine only knows how bright the surfaces of the level (floors, walls, ceiling) are, so only spotlights shining straight down on a floor will light most models correctly. Skulks will be lit the same as whatever surface they are climbing on -- floor, wall, or ceiling -- so they will be lit correctly in more cases.
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