Chicken Wire and Lights !

Sarah

L1: Registered
Aug 6, 2008
42
0
I will admit lighting isn't my strong point but I've slowly being going through alot of trial and error to get it right. There's is just one section I can't seem to work out :



I know it looks dark all around there but I have properly lit the rest now. My trouble is the closed of section with the model barrels, I put lights above the barrels, behind , infront, They always come up dark or I get ugly over bright patches (even at a low 10 brightness). Does light go through the 'chicken wire' ? I assume it doesn't. Anyway, if anyone could shed some.. wait.. must.not.use.bad.joke !!!

(I'd appreciate it)

:)
 
Last edited:

bob+M|M+

L6: Sharp Member
Mar 31, 2008
346
394

Spacemonkeynz

L5: Dapper Member
Jan 31, 2008
234
52
I susgest using a 'info_light' for the barrels, put the 'info_light' outside the chicken wire, then use it as the lighting source for the barrels.

The barrels aren't in the chicken wire brush are they? Cause then they won't receive any light. In that case resize the chicken wire brush so it doesn't cover the barrels.
 

Spacemonkeynz

L5: Dapper Member
Jan 31, 2008
234
52
You could try using light_spot and point it to the barrels?


BTW you should really look into more complex lighting for your map, you'll never go back to Light entities again

What? Light entities are awesome.

And normal light entity combined with a light_spot gives a really nice effect.
 

Sarah

L1: Registered
Aug 6, 2008
42
0
Heh well thanks but nevermind, I know how to use spot lights and the 'advance' (as you put it)... lighting. That wasn't the issues but it's cool I've sorted it now.
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
you could make the chicken wire into a displacement. This is what I do. It makes chicken wire much clearer in game if you bump it around a little bit as a displacement. Plus light will travel through the displacement. So win-win :)
 

Sarah

L1: Registered
Aug 6, 2008
42
0
I didn't think of that, I'll try that another time sounds like it would work well. In the end I had to change the layout in that area anyway so that small section became bigger. Then was pretty easier to light :)