Plz help me w/ lighting!!!

B

BoomTanger

Guest
I am making a new version of the popular cs make glassfloor. and I am almost done. however I have a few problems. The map conists of 2 floors of glass and pit below where you die if you fall. The only source of light for the map will come through the roof. I put in a sky box outside the roof and a semi-transpartent window texture. However the lighting is not bright enough for the map.. how can I produce more light from the sky? I put some dynamic light in the sky but they didn't work.. if I don't put any lights at all then it defaults to fullbright which is too bright!

my other problem is that the beams appear black with no texture on them until you get close enough it appears.. I think it has to do with the lighting???

so if some could please suggest how I should go about creating/fixing my current lighting sitsuation.. I would be very very grateful...

cheers, an aspiring mapper!

btw heres pics of what I have...

www3.telus.net/boomtanger/fy_glassfloor0034.jpg
www3.telus.net/boomtanger/fy_glassfloor0035.jpg
www3.telus.net/boomtanger/fy_glassfloor0036.jpg
 
I think you're going to have to put some lights inside. You can use a spot light so it looks like its comming in through the widows if you wanted to try for that effect, or just make a genaric light entity and put it near the windows, mabie just on the side of the sun. But you can't really make the outside light brighter. You can just use lights inside to make the room a bit brighter. As for the beams. What texture do you have on them? If the texture name starts with Model it will have funky light proporties. That and if you have NO lights within the enclosure it will make things well..not light up.
 
Did you go into the properties in your light_environment and adjust your brightness levels? I think the default is 200 when you first put the entity in, then change it to 800 or so...

Timech
 
Hah....don't listen to me, I guess you can make the light brigher :dozey:
 
I'd just like to say that there is already a glassfloor map out for cs: source. I'd also like to add that yours looks much better.
 
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