Light_env Being... No Fun?

N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members
Ya see, I remember when I Used to make light_environments and put them in rooms with windows, the light would shine directly from the window to the floor/wall with the light values I entered.

Now when I put in a light_environment, it just illuminates the area by the windows entirely with the light. Argh-monkeys. Whats the dealio? Here is a shot of what I want it to look like.

See how it just kinda floods from the windows, and doesnt light up the entire room?

Comments

  • PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
    well, you have to set a direction, from where the light should shine, just like for spot_lights. and you have to sharpen the light, so it wont "flood" the whole room
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members
    Alright, explain to me how to sharpen it and how to set a direction.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    edited May 2005
    1. Place a <b>light_spot</b> in the map.
    1a. Set "Target" to <b>skylight</b>
    1b. Set "Is Sky" to "Yes"

    2. Place <b>info_null</b> with "Name" <b>skylight</b>
    You can use that to easily angle your light.

    [EDIT] Remove any light_envirometns
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    Or use angles instead of targeting and info_nulls...
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    <!--QuoteBegin-Plaguebearer+May 8 2005, 03:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Plaguebearer @ May 8 2005, 03:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Or use angles instead of targeting and info_nulls... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    because thats what 95% percent of the mappers using skies would do.
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members
    I wish I could use them effectively, since my sense of direction in NS never seems to be accurate.

    Could one of you more experienced guide me down the path of directional lighting as opposed to simply targeting skylights?
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    Don't see why you can't just target the info_null, it doesn't add to your ent count.

    Just fiddle with the numbers, ones for the x,y,z axis (iirc, no hammer on this).
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Yaw:

    This determins the direction the skylight will shine (use the top view in Hammer)

    Pitch (z-axis):

    -90 = straight down
    0 = horizontal, shining its light in a straight at the horizon
    90 = straight up

    Make sure you have only one light_environment in your map and put them in a direct line of sight with any sky brush. This will make all sky brushes map do the same thing.
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members
    Again Kouji, you roxor my boxors!

    Now how about particles? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited May 2005
    Well I can't explain it better then ChromeAngel did on this page:

    <a href='http://nsworld.ns-central.co.uk/mappingguide/appendix1b.php' target='_blank'>http://nsworld.ns-central.co.uk/mappingguide/appendix1b.php</a>

    Maybe with the addition that "Starting Velocity Parms" determens the direction and speed of the particles. Or you could use the program mentioned in the mapping faq to get your env_particles_custom to work.
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