Light_environment entity help
Quote from radelite on February 10, 2015, 12:29 pmHey I have recently started working on an overgrown themed map.
I tried using the projected_texture entity but the lighting wasn't natural enough.
So I tried the light environment ent and the lighting now looks more like what I was looking for but now some of the vegetation just looks like it is way too bright or too dark.
Please help, here is a pic
http://cloud-4.steamusercontent.com/ugc ... 1EBE4FE40/
oh and the lighting is the same as what valve used for its overgrown maps in p2.Also I am starting to think it might have to do with the prop statics shading settings so if you guys have used the light environment entity with prop statics maybe your prop settings will work so please leave you shade setting variables.
Hey I have recently started working on an overgrown themed map.
I tried using the projected_texture entity but the lighting wasn't natural enough.
So I tried the light environment ent and the lighting now looks more like what I was looking for but now some of the vegetation just looks like it is way too bright or too dark.
Please help, here is a pic
http://cloud-4.steamusercontent.com/ugc ... 1EBE4FE40/
oh and the lighting is the same as what valve used for its overgrown maps in p2.
Also I am starting to think it might have to do with the prop statics shading settings so if you guys have used the light environment entity with prop statics maybe your prop settings will work so please leave you shade setting variables.
Quote from josepezdj on February 10, 2015, 3:04 pmIt would help if you post your settings for the light_environment entity.
I use this entity a lot. Every little value you change into its settings has a noticeable effect on the overall mood in your map. An example. For this picture, these are my settings:
- Pitch Yaw Roll: 0 280 0
- Pitch: -21
- Brightness : 140 108 66 450
- Ambient: 177 134 86 300The 'ambient' parameter is really powerful. In order to check out its effect, choose extreme tones (a dark green... or red) and check in-game. Modulate it upon your wish to find the desired atmosphere.
Don't forget to add fog to your map, in that screenshot you posted, one of the problems is that it looks too clear. Sometimes it also helps a simple light entity with low brightness value right there underneath the squarebeams...
It would help if you post your settings for the light_environment entity.
I use this entity a lot. Every little value you change into its settings has a noticeable effect on the overall mood in your map. An example. For this picture, these are my settings:
- Pitch Yaw Roll: 0 280 0
- Pitch: -21
- Brightness : 140 108 66 450
- Ambient: 177 134 86 300
The 'ambient' parameter is really powerful. In order to check out its effect, choose extreme tones (a dark green... or red) and check in-game. Modulate it upon your wish to find the desired atmosphere.
Don't forget to add fog to your map, in that screenshot you posted, one of the problems is that it looks too clear. Sometimes it also helps a simple light entity with low brightness value right there underneath the squarebeams...
Quote from HMW on February 12, 2015, 9:34 amYou might want to turn off the projected texture entity until you're done tweaking the light_environment. It looks like some of the bright lighting on the plants is still caused by the projected texture, which may make it difficult to see changes in the light_environment.
(In my experience, a projected texture works best if it's used as a slight accent rather than as the main light source in a room.)
You might want to turn off the projected texture entity until you're done tweaking the light_environment. It looks like some of the bright lighting on the plants is still caused by the projected texture, which may make it difficult to see changes in the light_environment.
(In my experience, a projected texture works best if it's used as a slight accent rather than as the main light source in a room.)
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic