Advanced chamber lighting
Quote from ntune on May 27, 2011, 2:37 amShould I enlighten my chambers by using env_projectedtexture, light_spot, or both for the best result? I have tried many combinations and copied lights from original maps, but the lighting is always too "flat". What constant, and what intensity should I use for different light-types, to get blueish-bright chamber with sharp shadows?
And I never got, what is the difference between intensity and constant. And should I tweak them or the bright/fading angle, to make the light spread widely everywhere?
And finally, what are good values for env_tonemapcontroller? When I run in HDR, the lighting have too big contrast.
Should I enlighten my chambers by using env_projectedtexture, light_spot, or both for the best result? I have tried many combinations and copied lights from original maps, but the lighting is always too "flat". What constant, and what intensity should I use for different light-types, to get blueish-bright chamber with sharp shadows?
And I never got, what is the difference between intensity and constant. And should I tweak them or the bright/fading angle, to make the light spread widely everywhere?
And finally, what are good values for env_tonemapcontroller? When I run in HDR, the lighting have too big contrast.
Quote from Groxkiller585 on May 27, 2011, 6:55 amntune wrote:shut up, I found the answerwell that was polite.
well that was polite.

