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Advanced chamber lighting

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.

shut up, I found the answer

ntune wrote:
shut up, I found the answer

well that was polite.

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