Light brightness?

Light brightness?

Hammer Mapping — Page [1]
LORDOFTHISWORLD

2013 Aug 1 • 10


Yeah so to me, the effects of lightning, fading and glow is going to be the new mission impossible.

I know these are some of the most real looking effects that makes a map feel alot better to play.

Question:
How much brightness is the "maximum"?
If there is one...

And is there any difference between the SKY-brightness and Entity-Lights?

Thank you!
/RN
 
 
2013 Aug 6 at 05:00 PDT — Ed. 2013 Aug 6 at 05:00 PDT
SuperJer
Websiteman

2005 Mar 20 • 6193
There isn't really a maximum. Or if there is, you don't want to get anywhere near it.

The brightness really depends most on how far the light is from any surfaces.

If you have two lights, @A and @B, and @A is twice the distance from a surface, then it will need to be FOUR times as bright to light the surface the same amount:

                          |\\
@A- - - - - - - - - - - - |\\ surface
            @B- - - - - - |\\
                          |\\


Sky brightness works more like a texture light, but it also doesn't fall off with distance. Every sky brush surface will provide some light, like a tex light. And the direct sky light is just as bright at any distance.


 
 
2013 Aug 6 at 18:37 PDT — Ed. 2013 Aug 6 at 18:37 PDT
LORDOFTHISWORLD

2013 Aug 1 • 10
SuperJer said:
There isn't really a maximum. Or if there is, you don't want to get anywhere near it.

The brightness really depends most on how far the light is from any surfaces.

If you have two lights, @A and @B, and @A is twice the distance from a surface, then it will need to be FOUR times as bright to light the surface the same amount:

                          |\\
@A- - - - - - - - - - - - |\\ surface
            @B- - - - - - |\\
                          |\\


Sky brightness works more like a texture light, but it also doesn't fall off with distance. Every sky brush surface will provide some light, like a tex light. And the direct sky light is just as bright at any distance.




Thanks for the answer :)
 
 
2013 Aug 7 at 14:21 PDT
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