lights Created 17 years ago2006-06-15 15:26:10 UTC by ordog ordog

Created 17 years ago2006-06-15 15:26:10 UTC by ordog ordog

Posted 17 years ago2006-06-15 15:26:10 UTC Post #185261
what is the best way to light up a large room?
Posted 17 years ago2006-06-15 15:28:24 UTC Post #185262
with a light entity perhaps? :o

It depends on how you want to light it up :)
Madcow MadcowSpy zappin my udder
Posted 17 years ago2006-06-15 16:28:54 UTC Post #185265
Light fixtures with texture lights.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-06-15 16:45:21 UTC Post #185266
Really depends on what sort of lighting you need in such a room.

I would use some light entities first to set the general tone of the lighting, then add smaller lights to tweak the lighting detail. Texture lights can save you quite some time, but light entities offer some more customization. A combination of both is probably best.
Posted 17 years ago2006-06-16 09:20:56 UTC Post #185340
Like what mostly everybody said, it depends on what theme the room will have-
A warehouse will have diffrent light sources if it's day or night, abandoned or not...
And it probebly wont have lighting just like a high tech facility. ;)

What is the theme of the room? :quizzical:

Hunter: Don't underestimate the light entities. Texture lights are often a better solution but there are stuff that can't be done without point lights.
Posted 17 years ago2006-06-16 09:58:50 UTC Post #185344
A large room should always have some source of natural light, unless we're talking about an underground facility.

Don't use point lights as they procude very rough shadows. In one of my maps, I made a little 16x16 units cube with a light emitting texture. I turned it into a func_illusionary with a rendermode of texture and fx amount = 0.
The result is a "point light" with much better shadow results.
Posted 17 years ago2006-06-16 10:18:31 UTC Post #185347
But what about spot lights? ;) Texture lights can't emmit light as acuratly as they can, plus you can't have flickering texture lights.(forget about spirit)
Posted 17 years ago2006-06-18 01:09:52 UTC Post #185570
plus you can't have flickering texture lights
Actually, you can have flickering texture lights, in much the same way as you can have switchable texture lighting. If you bind the brush with the texture in question to an entity, you get the "Texlight style" option, which can either be set to grouped (so that it will be on or off depending upon the like-named light) or to any of the flickering options...

Of course, entity texture lighting actually seems to be calculated differently to world brush texture lighting, so YMMV...
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