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
>>>>
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>>
>
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