Need Help on Lighting

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Portalman4

L1: Registered
Jun 4, 2015
22
1
I have a map that is open to the sky, but is still pretty dark. I have added a light_environment entity, but everything is still dim. How high should I set the light intensity in the light_environment, and how can I make sure the light is from directly above?
Thanks for any and all help, after this the only problem left will be naming the map!
 

Portalman4

L1: Registered
Jun 4, 2015
22
1
Thanks, but I seem to be doing something wrong. I cranked the brightness levels up to 3000, but it still looks dim. Should I try tweaking the other options more, and does that actually effect the lighting much? How should I compile the map?
 

Portalman4

L1: Registered
Jun 4, 2015
22
1
Wait, you have ONLY light_enviroment?
NONONONOno.
I have some other normal light entities as well. I tried to mainly use them inside buildings where skylight may not be enough. Should I use more outside as well?
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
Tonemap controller and color correction are enhancements, not lights, and they should not be used to fix your environment lighting because both can be disabled in some way by client side convars. If your light_environment by itself is too dark, then you should be taking care of the direct causes like leaks.
 

Portalman4

L1: Registered
Jun 4, 2015
22
1
I just cordon-ed off the whole map and ran it. Still dark. Any other potential problems other than leaks?
I cannot get pointfiles to load, but that's a different issue.
 

Portalman4

L1: Registered
Jun 4, 2015
22
1
Ok guys go home. I am dissapointed in myself. The light_e was facing the wrong way. I will go back to tweaking, because the map looks like it is in close orbit with the sun. Sorry to bother you all. On the bright side, the underside of my map was really well lit!
 

SC PL

local shitposter
aa
Jun 25, 2015
378
407
Ok guys go home. I am dissapointed in myself. The light_e was facing the wrong way. I will go back to tweaking, because the map looks like it is in close orbit with the sun. Sorry to bother you all. On the bright side, the underside of my map was really well lit!

Good to know, I totally forgot that can do these bug
 
Mar 23, 2013
1,013
347
On the bright side, the underside of my map was really well lit!

Just to make sure, this is meant as a joke, right?
You don't actually have skybox texture under your map by having a giant skybox cube build around your map, riiight?
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
Good to know, I totally forgot that can do these bug

It's not a bug, just understandably confusing how the sun pitch value works. Negative values correspond to the sun being above the horizon because the light is being cast downward.
 

Portalman4

L1: Registered
Jun 4, 2015
22
1
Lampenpam-
Technically yes I did because I used the cordon tool to check for leaks, but no, I did not use the big box strategy. I am bad at putting in skyboxes, but not THAT bad :-D
 

SC PL

local shitposter
aa
Jun 25, 2015
378
407
It's not a bug, just understandably confusing how the sun pitch value works. Negative values correspond to the sun being above the horizon because the light is being cast downward.

I don't mean, it was in 100% bug, I just mean a.... , um... meh, I don't know, which word I should use here. I'm not master in English
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
I'd say it qualifies as a bug, just one in the map rather than the program. A map is technically a piece of software.