Best method how to lighten big cave

Started by perd0 mapper
30/12/2009 22:48
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perd0 mapper30/12/2009 22:48

Hello, I want to ask you .. is the best method to lighten big cave (that is not opened/without sky) with putting lot of "light" entities somewhere in the air to the whole cave?

Or exist easier method, how to do it? Cuz light entities make spots on walls, when its too close.

Thank you.

remake30/12/2009 22:54(edited 30/12/2009 22:57)

Use solid lights + light entities (I suggest light_spot, gives the best effect). Even though it would be pretty annoying to add lights everywhere, it gives the most realistic effect, plain entities are just too unrealistic!
EDIT: oh.. how big is that cave anyways?

hm^ mapper VIP30/12/2009 23:04

Maybe u can use texturlightning.
When you want to use the texture more times, then safe the same texture on a other name with wally.
But its importent to know, how big the cave is...

perd0 mapper31/12/2009 01:25

Like this http://i37.tinypic.com/2dalg06.jpg :)
But it's no longer uncovered ..

remake31/12/2009 11:58

Looks like not very big. What about lighting the areas where you jump only?

dEMolite mapper31/12/2009 12:36

depending if you want to make it something like it was explored you can use stand lights like those on aztec.

Otherwise use something with fire

puppetz mapper31/12/2009 12:40(edited 31/12/2009 12:41)

I suggest using texture lighting, and lighting up darker areas with light entities. Maybe torches, even though that's a little overused. Alternatively, you could use invisible texture lights; radon and I used that in kz_kzdk_megablock at some places. You probably have the texture called {blue in some .wad file. Well, duplicate it, and call it something else, and put that name in your lights.rad file, and you can just create little func_illusionaries with that texture and render mode solid. The size of them has a big impact on the brightness of the light.
The important thing is that you make the light seem natural, so have some light sources, and don't lit it up too much.

hm^ mapper VIP31/12/2009 13:37

Or, other idea. Split the cave for example in blocks and make four func_walls (depends on the size).
And build a nullwalls around.
Then give the funcwalls the lightsettings.

perd0 mapper31/12/2009 18:39(edited 31/12/2009 18:49)

Guys I added some torches on the wals before - it looks like this: http://i49.tinypic.com/4id6xx.jpg ; it's okay, it makes nice light effect on the walls, but i need to make the whole cave more lighter, cause except of these torch-areas there is really bad visiblity ..

// Maybe I should make it uncovered with sky texture above :D It would be much easier :D

dEMolite mapper31/12/2009 19:07

you could make a hole in the roof and when the light_env isnt good for that you could use a light_spotlight or a normal light to make it smoother :)

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