I need help with lighting in maps! :guns: its always too bright or to dark. i mean this thing shows you where the light goes. it goes here and there and fills my map. but all the things like corridors get dark. oh yeah and can some one tell me how to keep framerates low?
You need to change the light intensity. Select your light entity and press the N key to bring the Entity window . Add the key light and the value 1000 (1000 is optimal light intensity but you can change it). If you need something else just visit this page: http://richdiesal.jedioutcastmaps.com/tutorials/ There you'll find everything you need.
GF makes me horny
2nd November 2002
Wow 1000 is very bright, Id hate to be in a small room with that light!:eek: Another way to do lights that lets you fine-tune them is just make lots of dimmer lights. I tend to use them with an intensity of 200 and just copy them into areas where I want light to go. Light Emmiting Sky's can also be an easy way to fill your map with light. There is also ambient lighting, but more often than not that really sucks, so I wouldn't bother with it.
Yes, I agree with you Claxon, but I was just telling that the 1000 is optimal intensity for the bigger rooms and open areas. You just have to try every value a than find optimal intensity.
I know how to change values. I could squat and poop and make values change. The problem is thatit is still always too dark. Like i made this MAD SINGLE PLAYER MAP but realized that it was too dark and scripts don't work. I threw up.
I think that's compiling problem. Do you use bsp FullVis . If you do, than you musn't close compiling window before compiling is finished. Bsp file would be created but lighting would'nt be compiled properly, and because of that light would be too bright or too dark. And what's wrong with scripts?
But, do you close window before compiling is finished.
NO i wait forever then at the top it says finished-qe3bsp
Then try bsp FullVis - not extra And this is text from tut about compiling: bsp FullVis (Extra) - This process is the same as bsp FullVis, except that in the LIGHT process, twice as many passes are calculated, meaning your LMs will be twice as complex. This means that the final lights in your BSP will appear as smooth as they possibly can. You only need to do a bsp FullVis (Extra) for the absolute final compile of your map.