Hi all, Im looking to find out how you would use lighting commands to create light spaces out doors but be able to have it darker in side? I am working on a few projects bases indoors where the ambiant lighting is fine i get that, but eg: ambiant 20 means that nothing can be seen where no lighting is placed so if i wanted to have a small outside section it would mean the sky box would not be visible. Im not sur eif that explaine dproperly but if not ill try to do so better if you cant understand what im asking. basically i want to be able to have open sunset area / bright day light area depending on which i prefer for my map, but be able to have inside areas dark. I just dont get the lighting tutorial at all im not the most technically minded :D
Try a higher ambient value until you get the effect you want.
In all honesty, 95% of getting the perfect lightmap is experimentation.
I don't know how, and I don't know why, but this is totally Sheep's fault.
You are correct, Mikouen... In fact, 95% of almost EVERYTHING is experimentation... That and trial & error...
Off-topic: If you don't ever want completely dark shadows, use _minlight in your worldspawn to apply a minimum amount of light to the entire map at once. Don't go overboard on it, though. You can also set a _color in the worldspawn for the minlight to be.
Mikouen;4696944Try a higher ambient value until you get the effect you want.
If I understand the situation correctly, that's actually a very bad idea. Ambient and minlight abuse gives bland results.
Back on-topic: As a beginner, if you want to light a map, don't use ambient lighting to light everything - use light entities. You can set color and brightness values for them using the entity window. Ambient lighting is only truly good when used in conjunction with light entities.
Once you get to a more advanced level, have a shot at shader lighting. It's neat stuff.
ov_nab622;4697571Once you get to a more advanced level, have a shot at shader lighting. It's neat stuff.
There's nothing advanced about shader lighting...
No, but it's a bit more faffy to use (especially if you're not au fait with shaders yet) and not quite as flexible.