Light_environment entity help
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.
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...
(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.)