Talk:Intermediate Lighting

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Revision as of 14:19, 13 September 2006 by Andreasen (talk | contribs) (Lightmap quality.)
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Added a little about the lightmaps. --RabidMonkey 11:06, 30 Jun 2005 (PDT)

Suggestion: Should this page be renamed to Intermediate lighting? I think it should, because:

  1. The title "Advanced" makes it sound like these things should be used only attempted by "advanced" mappers. But in my opinion, almost as soon as a mapper can manage to use normal light entities, they should be graduating to light_spots and light_environments, because the results are much better but they aren't really that much more complex.
  2. There is plenty that could be written about lighting that is at a genuinely an "advanced" level. For example, lighting for dramatic expression and mood setting purposes, techniques for correctly lighting characters, etc.

--Giles 00:37, 17 May 2006 (PDT)

Smoothing groups

I'll add some screenshots from Metastasis 2 when I reboot into Windows later - I managed to get some lovely lighting on some vaulted ceilings through using multiple, separate smoothing groups that way... —Cargo Cult (info, talk) 04:12, 13 Sep 2006 (PDT)

Excellent TY, I was tihnking about getting some images to demonstrate it. Any tiny possibility there could also be one that shows it without the groups to proove the point? NM I jsut spotted the article shange thats perfect. --Angry Beaver 13:59, 13 Sep 2006 (PDT)

Lightmaps

I'm wondering if a lower lightmap value actually means "better quality", or just sharper lighting. I mean if you have an area with mostly indirect, diffuse lighting, you don't want to but low lightmap values in those areas, because that would look worse, am I right? --Andreasen 14:19, 13 Sep 2006 (PDT)