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Map Lighting, Some essential things about light in map
Tatu Eugen
post Nov 9 2019, 10:53 PM
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Lights can be the success of the map. Dark maps is hated by everyone almost, hard to see the enemy and boring to die everytime from...nowhere.

I will show you some tricks and tips for better map light and better gameplay.

Improve lights from lights.rad
You can set every texture with custom light, change power of lights, and all about light textures.

Open lights.rad and set what you want
Attached Image


Let me explain:
indfff1 255 230 125 3000
Where:
indfff1 - texture name
255 230 125 - rgb color code
3000 - power of the light

Indoor lights for example i use this texture:
Attached Image

In my lights.rad i have this settings for this texture:
+0~FIFTIES_LGT2 204 242 253 15000

And results in:
Attached Image


15000 power is maybe too much but i wanted light walls, maybe 5000-10000 is enough. Just try and see the best results.

Improve dark corners/walls/spots
Changing texture is easy, change with more bright one.

or you can do some tricks, add a small details like a short wall wich is bright:
Attached Image


Attached Image


Light in vents is a must, always i do something like this:
Attached Image


General map light
Try to keep light_environment over 150 in general, bad lights is bad map.
Attached Image


Compile parameters
In most maps i use this settings for final compile:
CODE
-texreflectscale 0.5
-extra
-bounce 50

Attached Image


You can find more options for compiling here: click me


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Hi there :)
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