- Feb 25, 2011
- 6
- 1
How to make nice lighting like sunset, or just nice weather?
I just don't get how everyone does this :O
I just don't get how everyone does this :O
http://developer.valvesoftware.com/wiki/Sky_List#team_fortress_2_materials.gcfIf you google "Sky List" it'll be the first hit. This will give you a list of skyboxes for all valve maps and their suggested sun angles.
http://developer.valvesoftware.com/wiki/Sky_List#team_fortress_2_materials.gcf
What I do a lot is just copy all the lighting related entities out of a map and use it in mine
works pretty well
Acegimko made a prefab map off all the lighting entities (and soundscapes) for maps... I'm *was* searching for it...
Found it! This comes with a .vmf (just have to place the materials folder and such into the proper place)... but when you do that, open the .vmf in hammer and you'll see a couple rows of pictures of maps with their corresponding lighting entities/soundscapes in front of them. Just copy and paste into your map, and change the skybox texture
Rather than post a new thread, I'll just hijack this one with my own lighting questions. I think it requires the most finesse of any part of mapping and I can't quite get mine to the way I want.
1. From those of you who've done a lot of detailed lighting work, when, in general, do you want to opt for a light spot rather than a light (aside for just using spots to highlight important features of a room or environment)?
2. How do area portals affect light coming in through the holes they "plug"? As far as I can tell, there doesn't seem to be anything special you need to do with them, but I know area portals can be a bit fussy and I can't find anything on how they affect lighting.