Need Help on Lighting

Discussion in 'Mapping Questions & Discussion' started by Portalman4, Oct 11, 2015.

  1. Portalman4

    Portalman4 L1: Registered

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    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!
     
  2. killohurtz

    aa killohurtz Distinction in Applied Carving

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    This nifty page from the wiki lists the light_environment settings used by official maps, so you can get a general idea of what you should be using for each sky. Try them in your own map and adjust from there.
     
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  3. Portalman4

    Portalman4 L1: Registered

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    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?
     
  4. SC PL

    aa SC PL local shitposter

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    Wait, you have ONLY light_enviroment?
     
  5. Portalman4

    Portalman4 L1: Registered

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    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?
     
  6. SC PL

    aa SC PL local shitposter

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    No, I mean you have lights like tonemap and color correction
     
  7. tyler

    aa tyler snail prince, master of a ruined tower

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    You don't need these.

    Sounds like a leak to me.
     
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  8. Portalman4

    Portalman4 L1: Registered

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    Ill check that out, thanks.
     
  9. SC PL

    aa SC PL local shitposter

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    Maybe, I'm not a master. But I had the same situation, when everything was dark and problem was I added only light_enviroment, without tonemap and color correction
     
  10. killohurtz

    aa killohurtz Distinction in Applied Carving

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    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.
     
  11. Portalman4

    Portalman4 L1: Registered

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    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.
     
  12. Portalman4

    Portalman4 L1: Registered

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    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!
     
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  13. SC PL

    aa SC PL local shitposter

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    Good to know, I totally forgot that can do these bug
     
  14. Lampenpam

    aa Lampenpam

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    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?
     
  15. killohurtz

    aa killohurtz Distinction in Applied Carving

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    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.
     
  16. Portalman4

    Portalman4 L1: Registered

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    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
     
  17. SC PL

    aa SC PL local shitposter

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    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
     
  18. Pocket

    aa Pocket func_croc

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    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.