Even corridor lighting

Discussion in 'Mapping Questions & Discussion' started by DrSquishy, Aug 26, 2017.

  1. DrSquishy

    DrSquishy L10: Glamorous Member

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    How can I properly light a 302 x 232 HU corridor well, without lighting issues on the walls?
     
  2. squ1rrel

    squ1rrel L4: Comfortable Member

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    I found that the standard light entities tend to be too focused and intense. light_spot entities seem to make more gentle lighting. Another tip is to change the colour of the light to grey instead of white as it also makes it less intense.
     
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  3. iiboharz

    aa iiboharz Meme Queen

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    This is a super bizarre question. "How do I light this [specific size] corridor"....

    The answer is literally just... light it? There's really no right or wrong way as long as it reads well and doesn't hurt players' eyes.

    I don't know what you mean when you say "lighting issues" either.
     
  4. DrSquishy

    DrSquishy L10: Glamorous Member

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    I mean where the strength becomes very high on the walls near the source
     
  5. iiboharz

    aa iiboharz Meme Queen

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    Lower the brightness or play with the light attenuation.
     
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  6. DrSquishy

    DrSquishy L10: Glamorous Member

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    Found a very good system, of an alternating light system with these two lamps in a system like this: 1-2-1-2-1-2
     

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  7. DrSquishy

    DrSquishy L10: Glamorous Member

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    This worked amazingly. Thanks
     
  8. Idolon

    aa Idolon the worst admin

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    Use light_spot. Most light sources don't shine light on the ceiling they're attached to and players don't need to look there, so all light should be directed towards the ground. I pretty much only ever use point lights to add a little bit of "ghost" lighting around light sources that also use a light_spot. They also wont create super bright spots on the walls if you place them far enough from the walls.