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Quake 3 global light
Posted: Tue Dec 07, 2010 8:20 pm
by j3st3r
What is the best way to add global light level to a map other than ambient (which tends to make things look washed out) or placing light entities everywhere (which is a pain in itself to get right)?
Re: Quake 3 global light
Posted: Tue Dec 07, 2010 8:46 pm
by obsidian
_minlight?
Re: Quake 3 global light
Posted: Tue Dec 07, 2010 8:49 pm
by VolumetricSteve
I guess then it comes down to what kinds of level art and detail you're working with....also how is it you have a map that's too hard to manually light?
Use....brighter textures I guess
or code your own shaders that emit a little bit of light?
Re: Quake 3 global light
Posted: Tue Dec 07, 2010 10:53 pm
by j3st3r
Still new to Q3 mapping so I was wondering what my options were as far as lighting up a level without dumping in a lot of lights or using ambient like you did in Q2 but thanks for answering.
Re: Quake 3 global light
Posted: Tue Dec 07, 2010 10:59 pm
by obsidian
My usual process is to use skylights and surfacelights first. Then add point lights. Then if needed, _minlight or compile switches to fine tune.
Re: Quake 3 global light
Posted: Wed Dec 08, 2010 4:27 am
by stevec
NetRadiant features floodlighting, this is somewhat similar to using the minimum ambient lighting key (but it looks somewhat nicer/less washed out).
http://dev.alientrap.org/projects/netra ... r_features
Re: Quake 3 global light
Posted: Wed Dec 08, 2010 1:20 pm
by dichtfux
I try to get as many places as possible lit with skylight (both in q2 and q3) because it looks cool and saves tons of work, then I place lights manually for the rest. I always use a bit of ambient/_minlight, too.