Odd looking light

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tyler

aa
Sep 11, 2013
5,102
4,621
That's how light works. Point the spotlight a tiny bit away from the wall and change the falloff distances and it'll appear much softer. Look at how Valve does spotlights in Doublecross for an example.
 

RaTcHeT302

L1: Registered
Dec 24, 2010
17
0
That's how light works. Point the spotlight a tiny bit away from the wall and change the falloff distances and it'll appear much softer. Look at how Valve does spotlights in Doublecross for an example.

Will try, thanks.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
The light looks fine, it just looks harsher because A) it's at night and B) there are no other lights. When you have more lights in an area there is generally more ambient light as more light bounces off local brush faces. This creates softer shadows.

If there is a problem, falloff isn't the issue, the bright blob of light near the source is the inner brightness angle. Reduce that, and the bulb shape when you select the light entity will appear reduced and not intersect the wall; so the wall wont appear super bright near the source.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
I'm failing to see what's so odd about the light in the first place. Is it the pixelated top curve? Because that can be improved by lowering the lightmap scale on the affected faces.