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How to add lights, shadows and things like that?

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cipiko22

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I have created some maps but i still don't know how to make it realistic, i mean adding lights and tings. Can you tell me how to do it?


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sorry, but i THINK thats an engine thing (the guy in CoW had to edit his game engine to make it work... ask someone else!)

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WillWow

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If this is in Worldcraft/Hammer Editor(Same thing!), what you do is go to the entity tool, look on the right hand side of the screen in a drop-down box, and pick light or light_fluro or any one of them, and you then place the entity. Then, right click it and then press Properties or press alt+enter(You should know that... I think you already do) and you get the properties box. Look for Attenuation and click it, then select Linear Fallof(Default) or any other one of them. You also can change spotlight angle(-1 for up and -2 for down) and also pick the actual angle it is on when it is a wide light(Not spotlight) Then the RAD program will run when you compile the map, and It will find out the shadow co-ordinates and everything, but BEWARE! You have to make lights to be the sun then, because the RAD program does NOT make ambient light(the default light without shadows) and you will have a (pretty much) dark map. I had that problem with my Die Rise map. I keep having to remember to have really bright fluros(they are invisible in the air, and everwhere else, so you don't see big bars at all, FYI, so just to let you know you have to then add textured things for actual indoors lights) up in the air where there was no light. Or else it is pitch black!!! :/

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It's not an engine thing, even doom has lighting, and Quake itself, just add a light entitie to your map, edit the brightness until you found one that suits your map fine! Also you can go to map properties and change the default brightness or something like that, it reduces the brightness or increases (depending on your setting). In VHE you can also use light_environment, but this won't work with World Craft.

dr_mabuse

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ikill4fun32 wrote:sorry, but i THINK thats an engine thing (the guy in CoW had to edit his game engine to make it work... ask someone else!)

FAIL... Its not an enginething, i just added colored light support to my psp engine...


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cipiko22

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And what is the best brightness or what do you recomment/use?


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CPU : AMD Sempron(tm) Processor 3000+
RAM : 1.0 GB
OS : Microsoft Windows XP
VGA : ATI Radeon HD 4550
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Oraki51

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@cipiko22 wrote:And what is the best brightness or what do you recomment/use?

That is all dependent on how you want it to look.

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cipiko22

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@Oraki51 wrote:
@cipiko22 wrote:And what is the best brightness or what do you recomment/use?

That is all dependent on how you want it to look.

I have got it but what is the default because i have set it about 95000 but it looks shit, the textures are dark and it looks bad. What do you use Oraki51

Just suggest a number please.

Could you do a tutorial about it Smilez


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WillWow

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@cipiko22 wrote:
@Oraki51 wrote:
@cipiko22 wrote:And what is the best brightness or what do you recomment/use?

That is all dependent on how you want it to look.

I have got it but what is the default because i have set it about 95000 but it looks shit, the textures are dark and it looks bad. What do you use Oraki51

Just suggest a number please.

Could you do a tutorial about it Smilez

I use something like 700 brightness and I put one of them in each place I need sunlight, inside, I normally use about 350.

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dr_mabuse

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sunlight can be done easier with light_environment (HLBSP only)...
And for Q1BSP with sunlight command when compiling..


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WillWow

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I already did a light_environment... did not help...
But thanks for the additional parameter for the compiler.

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@WillWow wrote:I already did a light_environment... did not help...
But thanks for the additional parameter for the compiler.

Light_ environment does not work with Q1BSP, it only works with HLBSP, and those compilers don't work that well with Worldcraft, they work better with VHE.

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