Day / Night Cycle

Freyja

aa
Jul 31, 2009
2,994
5,813
Probably a combination of fake cubes in the skybox to toggle on and off/change skin and mutiple light_environments to toggle between
 
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Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Probably a combination of fake cubes in the skybox to toggle on and off and mutiple light_environments to toggle between

Wait that's possible?

I have to experiment with that...
 

Freyja

aa
Jul 31, 2009
2,994
5,813
Light environments inheret almost everything a light_spot can do, including being named and turned on/off with inputs. You just need to disable smartedit and add the keyvalues manually. They will of course greatly increase your lightmap data if you have more than one though,
 

Izotope

Sourcerer
aa
May 13, 2013
698
764
That map actually uses just one light_environment.
It messes with fog and sun to create this illusion, in addition to a skybox model that changes its skin.
 
Oct 6, 2008
1,947
445
How does rad work? Does it take one set of readings for all lights on and then another set of readings for lights out?
 

henke37

aa
Sep 23, 2011
2,075
515
Nope! For each face it computes the visible lights (grouped by name) and compiles a lightmap for each permutation of the visible lights. It maxes out at 2 lights per face, not counting static lights.
 
Mar 23, 2013
1,013
347
Light environments inheret almost everything a light_spot can do, including being named and turned on/off with inputs. You just need to disable smartedit and add the keyvalues manually. They will of course greatly increase your lightmap data if you have more than one though,

wow are you serious? Plenty of people told me it would cause compile errors to have two light_enviroments and even the Valve Developer wiki implies this: https://developer.valvesoftware.com/wiki/Light_environment
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Nope! For each face it computes the visible lights (grouped by name) and compiles a lightmap for each permutation of the visible lights. It maxes out at 2 lights per face, not counting static lights.
Now I wonder if CS:GO's recent lighting changes (which, if I've read the description right, splits the first bounce commit from light_environment from all other light commits) do this as well, or if they actually have the ability to overlay one lightmap on top of another.