Ok, that's fair. Your instructions didn't say anything about linear and quadratic, so I thought I'd point it out.
Draoc18s On Tue, Aug 10, 2010 at 3:43 PM, D <spekt...@gmail.com> wrote: > But not the same as setting your linear and quadratic to 1 and then > modifying the constant to something very high, which you always do if you're > modifying the constant anyways. At least, you do it if you know the > equation. > > > On 8/10/2010 1:41 PM, Major Johnson wrote: > >> You do realize that a constant of 9000000 with 0 linear and 0 >> quadratic is *exactly >> the same* as a constant of 1, right? >> >> Draco18s >> >> >> On Tue, Aug 10, 2010 at 2:37 PM, Benjamin J Dunbar< >> bdunb...@student.scad.edu> wrote: >> >> Hi, >>> >>> I think the best way to light a large indoor space (or just about any >>> indoor space) is a combination of the light and light_spot entities. If >>> I >>> were going to light up a large warehouse space, I would hang some >>> prop_statics to represent light sources. Then I would set up a >>> light_spot >>> as close to the prop as possible without going inside the prop. I would >>> set >>> up the light_spot as follows: >>> >>> Color: Use a light color, but not just white >>> Brightness: 700-1000 >>> Constant: Double the height of the room, typically >>> Inner cone: 1-10 (I prefer 1) >>> Outer cone: 50-80 (I prefer 50-75) >>> >>> Then I clone the light_spot, drag it down so that it is maybe 16 units >>> below the light_spot, then turn it into a generic light entity. Edit the >>> settings so that: >>> >>> Brightness: 7-30 (experiment with these) >>> Constant: 900000 (nine hundred thousand) (a very large number, that's >>> all) >>> Do not change the color or anything else. >>> >>> A generic light with low brightness and high constant will give the >>> impression that light from the ground (the light_spot) is glowing into >>> the >>> rest of the room. This generic light will also cast shadows onto the >>> roof, >>> so you might want to turn the brightness down even more, depending on >>> your >>> light colors and texturing choices. >>> >>> I hope this helps. >>> >>> Ben >>> >>> ----- Original Message ----- >>> From: Brenton Crouch<crouchs...@gmail.com> >>> Date: Monday, August 9, 2010 11:00 pm >>> Subject: [hlmappers] Realistic indoor lighting >>> To: "hlmappers@list.valvesoftware.com"<hlmappers@list.valvesoftware.com> >>> >>> Hi guys, >>>> >>>> I was just curious how people approach lighting large indoor >>>> areas >>>> (say 1024x1024 or larger). Generally using spot or downlights. >>>> I >>>> played with a mix of light_spots with some success but >>>> usually >>>> undesirable dark spots on the roof. On another note, does anyone >>>> know >>>> how to getting lighting similar to hallway lighting in Cs_office. >>>> >>>> Thanks >>>> >>>> _______________________________________________ >>>> To unsubscribe, edit your list preferences, or view the list >>>> archives, please visit: >>>> http://list.valvesoftware.com/mailman/listinfo/hlmappers >>>> >>>> >>>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlmappers >>> >>> >>> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlmappers >> >> > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers