Help with Lighting

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lipe333

L1: Registered
Feb 10, 2008
14
0
Hey guys i am just making a real small and stupid map, just to have fun w/ my friends and i got a noob problem with lights. I want to know if there is a way to make the map to look like if i put mat_fullbright 1 in the console.

(sorry for my english i am brazilian :D)
 

BurninWater

L1: Registered
Mar 11, 2008
27
0
i dont suppose ya just mean this:
dont add lights, this will put it at fullbright, if ya dont i suppose it could be done by adding alot of lights set at the right intensity and distnace from eachother but not adding lights all together is the fastest (and easiest) way to do what ya want
 

Pseudo

L6: Sharp Member
Jan 26, 2008
319
150
When compiling, if you don't run VRAD then lights won't be calculated and your map will run in fullbright mode.
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
ya... or leave a leak in it! lol!


noooo that's not the answer.

Two good answers already...

- either don't add any light entities
- or dont run vrad

either way you'll end up with fullbright and no shadows (if you have water on your level it will be screwy, I think)
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
If you want the map to be evenly lit...

Put a light at 500 brightness every 64-128 units in your map. This way there will be some corner shadowing, but mostly lit areas.
 

BurninWater

L1: Registered
Mar 11, 2008
27
0
If you want the map to be evenly lit...

Put a light at 500 brightness every 64-128 units in your map. This way there will be some corner shadowing, but mostly lit areas.

that is it the values i meant but couldnt find because i wasnt at home :)
 

lipe333

L1: Registered
Feb 10, 2008
14
0
thanks guys
just something else
look at this image
cpdeathtunnel0006xj4.jpg

thats a image from my map with mat_fullbright 1.
will this happen if dont compile with VRAD?
 

lipe333

L1: Registered
Feb 10, 2008
14
0
yeah i thought on putting cubemaps, but they're boring
i'll try it later if it doesn't work i come here again
 

Scotland Tom

L6: Sharp Member
Jan 19, 2008
332
64
Without cubemaps you will always have those purple checkers on every reflective surface, including water.

I know this is just for fun, but even so you could still use this map as a practice map to improve your mapping technique. Even if you make it fullbright to start, you could use it to experiment with lighting and update it.
 

lipe333

L1: Registered
Feb 10, 2008
14
0
it worked! thanks guys

just something else
what entity do i have to use do change the respawn time? i think 15 seconds is too much
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
Create a logic_auto:

Output
Code:
OnMapSpawn > tf_gamerules > SetBlueTeamRespawnWaveTime > -30
OnMapSpawn > tf_gamerules > SetRedTeamRespawnWaveTime > -30
 
Last edited:

lipe333

L1: Registered
Feb 10, 2008
14
0
thanks totalmark
just one more question
i want to put my spawn time as 9 seconds
which value should i use?