lighting big area in source Created 13 years ago2010-06-07 17:15:49 UTC by Captain Terror Captain Terror

Created 13 years ago2010-06-07 17:15:49 UTC by Captain Terror Captain Terror

Posted 13 years ago2010-06-07 17:15:49 UTC Post #281626
hi i'm fairly new to source and i'm curious how i should go about lighting a fairly big inside area (inside of a large supermarket) properly. I'm currently using a shit-ton of light_spots, but they seem to either be too bright or too dim.

When they are too dim i just get small cones of light on the floor that show no other ambient light at all(brightness of 500), and when i boost it up(around 3000) i just get a super-unnaturally-bright room with weird hdr effects...

should i use normal lighting in conjunction with light_spots?

Ah, i miss lighting in goldsource, so much simpler...

(

Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2010-06-07 17:26:40 UTC Post #281628
I don't have much experience with Source either, but try andincrease the angle of the light spot, to maybe 90 degrees or something like that.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 13 years ago2010-06-07 17:33:14 UTC Post #281629
chea i think your right i had the inner/outer agles set at 5/10 degrees! =P
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Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2010-06-07 17:57:36 UTC Post #281630
try a regular env_light? i dunno, i never finish most of my maps so i kinda dont worry about lighting till i get there.
brendanmint brendanmintBrendan
Posted 13 years ago2010-06-07 19:50:56 UTC Post #281632
You should be able to turn the spread on those lights up :/

Also.. you can use regular lights to provide the 'actual' lighting, but then use the spot lights as well to accent places on the ground.
TheGrimReafer TheGrimReaferADMININATOR
Posted 13 years ago2010-06-08 01:51:51 UTC Post #281639
Don't forget the "Constant"/"Linear"/"Quadratic" settings, or the 50/0% falloff settings, alternatively. They can be pretty handy; you can make a single spotlight illuminate a huge hall or open space without getting nasty over-brightening on the surfaces near the light.
Posted 13 years ago2010-06-10 07:03:03 UTC Post #281702
You could make some texlights. I know most people don't recommend using them, but valve's fluorescent light texture (forget what it's called, but it's the 'office' style fluorescent, not 2 tubes) works well.
Notewell NotewellGIASFELFEBREHBER
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