how to make ambientlight -1 reply

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SPY

SP-MAPPING!

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21st April 2003

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#1 15 years ago

i'm working on sp-maps for SoF2 with GtkRadiant. on the internet there are tuts about it, but there always for Q3, and i can't compaire them. and in the GtkRadiant folder the tuts are not compleet, they don't give the keys and value's leon




LeTHaL BaNaNa

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10th May 2003

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#2 15 years ago

you can use q3 tuts with no problem cuz sof2 uses the q3 engine, but for ambient light add the key//value "ambient" "x" where x is some value like 100 or something




Black_Ice

All my base are belong to n0e

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22nd August 2002

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#3 15 years ago

Good place for mapping help etc http://pharao-fs.ravencommunity.net/




LeTHaL BaNaNa

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#4 15 years ago

nah that site sux, only the forum is worth going too :D

http://pharao-fs.ravencommunity.net/iv/index.php




JIM_BOB7813

Mapper

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6th April 2003

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#5 15 years ago

I recommend using a value from 10-40 for ambient, you also have to use q3map2 to compile, because the old q3map doesn't support ambient (i think). And be careful because ambient light doesn't look very good, it takes away realism, and makes your map look a bit bland.




LeTHaL BaNaNa

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#6 15 years ago

yeah only gtk supports ambient




VFS_RANGER

I'm too cool to Post

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14th May 2003

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#7 15 years ago

try values of -45 90 0 i think its something like that EXPERIMENT :dance:




SPY

SP-MAPPING!

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21st April 2003

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#8 15 years ago

still it's a shame that the ambientlight doesn't look realistic. strange allso, because by MohaaRadiant the ambientlight with sundirection does look VERY realistic.




Shoot

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19th May 2003

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#9 15 years ago

The ambient light key is very useful for designing your map with - that way you dont need to worry about where to place lights - this way you can concentrate on the structure, fps and tris levels before worrying about light and have the ability to fully compile the map and play it and see what you have created.

After your structure is complete - remove the ambient light key from worldspawn and start lighting your map - this will make it more realistic and accurate scenario - lighting makes a really good map - poor lighting can ruin a good map.....keep that in mind.




JIM_BOB7813

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#10 15 years ago

But while you are testing your map, why don't you just compile with no-light. This would save compile times, and do the same job as ambient. The only thing that would change is the preset "colors", would be correct, and not all white.




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