Texture Lighting: Using The Lights.rad File

DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
<div class="IPBDescription">What is normal .. can you overdo?</div> As a new mapper I've recently taught myself how to use the lights.rad file for texture lighting. My questions are, what would you set brightness at for normal ambience? Do you just light the walls, and leave the floors and ceilings alone?

Can you over use this feature? If you do, how will it affect things?

Comments

  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    edited August 2004
    " Do you just light the walls, and leave the floors and ceilings alone?"
    light the walls? uhm.. I've never seen a wall emitting light <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    Usually I would say you use texlights for lighting.. lights. Because texlights look way better, since the lighting looks like it is originated from the light. That makes it more natural. The only time I see "Walls" lit is in computer cores or something like that.

    "My questions are, what would you set brightness at for normal ambience?"
    That's a bit ticky to answer in my opinion, because there is no standard way for lighting things. In addition you often use different values for a texture in differnt maps, so hm. The best is to experiment with the brightness values and find the best fitting for the effect you want to create.
    as an example you could check out the nslights.rad mentioned in that topic <a href='http://www.unknownworlds.com/forums/index.php?showtopic=77907' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=77907</a>
    It's probably a good start to see how somone else thinks how the light textures from the ns.wad should be emitting light. And from that one start making up experiments with the values and create your own lights.rad.

    edit: "can you overdo?"
    you can overdo everything, also with texlights.. if you start lighting up everything with texlights it won't be pretty. Also your compile time would increase dramatically. Personally I think the balanced way is the best way.. a mix out of point lights, spotlights and texlights.
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    <!--QuoteBegin-[Sorcerer+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([Sorcerer)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->,Aug 18 2004, 10:01 AM]" Do you just light the walls, and leave the floors and ceilings alone?"
    light the walls? uhm.. I've never seen a wall emitting light <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I applied a texture light to my vent walls PLUS the light fixture midway and it looked great. I also tried it on my hive walls as the point light left shadows and I didn't like the effect.

    Thanks for the reference to nslights.rad, which I downloaded. Does this need to be renamed "lights.rad" to work?
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    u shouldn't apply it to the walls, but to light fixtures.
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    edited August 2004
    How then can I make my vents with a similar effect as those hive vents in faceoff, the red ones?

    == EDIT == nvm, I had never noticed the tiny red lights in there before.
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