Scarlett Posted June 13, 2003 Share Posted June 13, 2003 I don't know if i'm overlooking something or what, but my lights, which are close to surfaces have this huge, ugly max intensity circle around them. I can see how for some super bright electrical lights this may look alright, but for natural lights, such as fire... it just looks horrible. Here's a screenshot, for an example: http://blackearth.homestead.com/files/images/screenshots/LightExample.jpg As far as i know, the only omni light options there are, are "light" and "scale". I've messed with them for a while, but none of them seem able to give me the effect i need. The only surface that looks really bad is the one the torch is on though, the rest look fine. I've seen this kind of lighting done correctly in other Quake engine games.. i have no idea what they're doing though.. Any advise? Link to comment Share on other sites More sharing options...
wedge2211 Posted June 13, 2003 Share Posted June 13, 2003 You're on the right track with light and scale. What you want to do is decrease the scale value (to something like 0.5 or less). That will decrease the max intensity radius. If necessary, you can then increase the light value a little if the entity isn't throwing off enough illumination for you. The net effect you want is to decrease the max intesity radius so that the wall is not within that radius. Link to comment Share on other sites More sharing options...
Scarlett Posted June 13, 2003 Author Share Posted June 13, 2003 Yeah, i've tried that.. i just can't find a balance though. If i try to fix one thing it screws up another. For example, i had the "light" value set to 500 and "scale" set to 0.01. When i did that the max intensity radius wasn't noticable, however the brightness of the light was far too low.. so i increase the "light" value, and then the max intensity radius is back. I really need an option to specificy the size of that max intensity radius, though a lot of sources say that "scale" is suppose to do that.. it doesn't. "light" seems to set the maximum radius for the light, and "scale" does just that, it scales the brightness of the light within that radius. I remember seeing some nice torches in Return to Castle Wolfenstein, so i downloaded the SDK hoping there'd be an example map in there, and there were a couple. The way they did it is they used about 4 low intensity lights and stuck them together to make it look like one, which i was very surprised to see.. considering how long all that must have taken, not to meantion being quite hackish. I also noticed that they had a "fade" value for the lights, which seemed to adjust the opacity of the light maps... sof2map doesn't seem to support that though, unfortunatly.. Link to comment Share on other sites More sharing options...
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