Odd looking light

Discussion in 'Mapping Questions & Discussion' started by RaTcHeT302, Oct 2, 2011.

  1. RaTcHeT302

    RaTcHeT302 L1: Registered

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  2. tyler

    aa tyler snail prince, master of a ruined tower

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    That's how light works. Point the spotlight a tiny bit away from the wall and change the falloff distances and it'll appear much softer. Look at how Valve does spotlights in Doublecross for an example.
     
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  3. RaTcHeT302

    RaTcHeT302 L1: Registered

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    Will try, thanks.
     
  4. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    The light looks fine, it just looks harsher because A) it's at night and B) there are no other lights. When you have more lights in an area there is generally more ambient light as more light bounces off local brush faces. This creates softer shadows.

    If there is a problem, falloff isn't the issue, the bright blob of light near the source is the inner brightness angle. Reduce that, and the bulb shape when you select the light entity will appear reduced and not intersect the wall; so the wall wont appear super bright near the source.
     
  5. Pocket

    aa Pocket func_croc

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    I'm failing to see what's so odd about the light in the first place. Is it the pixelated top curve? Because that can be improved by lowering the lightmap scale on the affected faces.
     
  6. RaTcHeT302

    RaTcHeT302 L1: Registered

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    Last edited: Oct 3, 2011
  7. Kiddnils

    Kiddnils L3: Member

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    Maybe the door is stuck into a brush.