Lighting

EmooEmoo Ibasa Join Date: 2002-12-20 Member: 11198Members
<div class="IPBDescription">What ways best for my situation</div> In my map iv got a generator room thing with blue pillers like on eclipse, the problem is what is the best way to light them, lots of point lights, set the piller to a tex light or set the scrolling elcectricty to a tex light.

Comments

  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    Making the core texture a texlight sounds reasonable to me...
  • EmooEmoo Ibasa Join Date: 2002-12-20 Member: 11198Members
    edited July 2004
    k ill try that and report back

    EDIT: K im compiling, but isn't 1559 facelights for one room a bit over the top cause thats what it says.
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    it shudnt matter, as its only when u go about 4 light styles shining on 1 face that causes a problem.

    the 1st light style is always static light (the lightmap)

    the 2nd 3th and 4th are for dynamic lighting (lights with names to switch on or off or lights that flicker)

    light styles can be grouped so u could have 2 lights with the name "light1", that would count as 1 style, then u cud have mebe another light that is set to flickerA and 3 more set to flickerB all shining on the same face. If u added another light style is wouldnt show

    I kno thats not the question you asked, but its just a little information relating to ur question that im sure a few people wouldn't already kno
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