Botdra Posted August 16, 2013 Posted August 16, 2013 I've got these alcoves in my map that I'm trying to make pitch black, so that you can't see the back of them, just a few feet in. Is there an easy way to do this while still having the main room be quite bright? Here's a screenshot of the alcoves for reference:
ChalklYne Posted August 16, 2013 Posted August 16, 2013 Add a light in each alcove with a negative value
eezstreet Posted August 17, 2013 Posted August 17, 2013 Use a bunch of tiny lights on the bottom area.
Pande Posted August 17, 2013 Posted August 17, 2013 ^ noooooooooooot recommended! Go back to programming eez I keed. But seriously that will drag your compile down to the ground. Use negative lights, and use scale/x key/value to adjust their intensity so they aren't so obvious. I do wonder though, what is lighting the bottom part? Why is it not possible for you to just have those areas dark while lighting the bottom? Are you using a ambient or minlight over 20?
eezstreet Posted August 17, 2013 Posted August 17, 2013 ^ noooooooooooot recommended! Go back to programming eez I keed. But seriously that will drag your compile down to the ground. Use negative lights, and use scale/x key/value to adjust their intensity so they aren't so obvious. I do wonder though, what is lighting the bottom part? Why is it not possible for you to just have those areas dark while lighting the bottom? Are you using a ambient or minlight over 20?LOTS OF LIGHTSDISCO FEVER ChalklYne and Tempust85 like this
Pande Posted August 17, 2013 Posted August 17, 2013 Give ALL the lights different lightstyles! Futuza and therfiles like this
Pande Posted August 18, 2013 Posted August 18, 2013 The compile times, that is Also the bugs due to too many lightstyles on a single lightmap texture, but we'll ignore that.
Botdra Posted August 19, 2013 Author Posted August 19, 2013 negative strobe lights anyone? UNCE, UNCE, UNCE, UNCE http://www.youtube.com/watch?v=jhQXuNLcZa8
CaptainChar Posted August 19, 2013 Posted August 19, 2013 well Im using on my one map_minilight70 ambient100 this is only for testing purposes as I do have actual light sources and light emmiting shaders present, its usually trial and error till you find the sweetspot where everything works fine, of course if you were to use purely light soruces, eg lamps, lights, candles, etc, you'd get a more realistic light effect, however the draw back with that method is you'll have to plan out your lights alot more
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