Help with Lighting

Discussion in 'Mapping Questions & Discussion' started by lipe333, Mar 25, 2008.

  1. lipe333

    lipe333 L1: Registered

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    Hey guys i am just making a real small and stupid map, just to have fun w/ my friends and i got a noob problem with lights. I want to know if there is a way to make the map to look like if i put mat_fullbright 1 in the console.

    (sorry for my english i am brazilian :D)
     
  2. BurninWater

    BurninWater L1: Registered

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    i dont suppose ya just mean this:
    dont add lights, this will put it at fullbright, if ya dont i suppose it could be done by adding alot of lights set at the right intensity and distnace from eachother but not adding lights all together is the fastest (and easiest) way to do what ya want
     
  3. Pseudo

    Pseudo L6: Sharp Member

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    When compiling, if you don't run VRAD then lights won't be calculated and your map will run in fullbright mode.
     
  4. l3eeron

    l3eeron L8: Fancy Shmancy Member

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    ya... or leave a leak in it! lol!


    noooo that's not the answer.

    Two good answers already...

    - either don't add any light entities
    - or dont run vrad

    either way you'll end up with fullbright and no shadows (if you have water on your level it will be screwy, I think)
     
  5. R3dRuM

    R3dRuM L6: Sharp Member

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    Or dont make the map becuase full bright is for uber noobs
     
  6. TotalMark

    TotalMark L6: Sharp Member

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    If you want the map to be evenly lit...

    Put a light at 500 brightness every 64-128 units in your map. This way there will be some corner shadowing, but mostly lit areas.
     
  7. BurninWater

    BurninWater L1: Registered

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    that is it the values i meant but couldnt find because i wasnt at home :)
     
  8. lipe333

    lipe333 L1: Registered

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    thanks guys
    just something else
    look at this image
    [​IMG]
    thats a image from my map with mat_fullbright 1.
    will this happen if dont compile with VRAD?
     
  9. l3eeron

    l3eeron L8: Fancy Shmancy Member

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  10. lipe333

    lipe333 L1: Registered

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    yeah i thought on putting cubemaps, but they're boring
    i'll try it later if it doesn't work i come here again
     
  11. Scotland Tom

    Scotland Tom L6: Sharp Member

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    Without cubemaps you will always have those purple checkers on every reflective surface, including water.

    I know this is just for fun, but even so you could still use this map as a practice map to improve your mapping technique. Even if you make it fullbright to start, you could use it to experiment with lighting and update it.
     
  12. lipe333

    lipe333 L1: Registered

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    it worked! thanks guys

    just something else
    what entity do i have to use do change the respawn time? i think 15 seconds is too much
     
  13. TotalMark

    TotalMark L6: Sharp Member

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    Create a logic_auto:

    Output
    Code:
    OnMapSpawn > tf_gamerules > SetBlueTeamRespawnWaveTime > -30
    OnMapSpawn > tf_gamerules > SetRedTeamRespawnWaveTime > -30
    
     
    Last edited: Mar 27, 2008
  14. lipe333

    lipe333 L1: Registered

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    thanks totalmark
    just one more question
    i want to put my spawn time as 9 seconds
    which value should i use?
     
  15. drp

    aa drp

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    -18?
     
  16. lipe333

    lipe333 L1: Registered

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    ups, dumb question sorry :D
     
  17. drp

    aa drp

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    heh no problem :)

    disclaimer: i think its -18, hence the '?'. :sleep: