light editing

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Xavious
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light editing

Post by Xavious »

for anyone who can help me here, im having a little trouble getting light to work im my maps....

im trying to make a long beam of light to stretch across the length of a room about 8000x2000x2000

i put 6 lights in a group, change thier brightness to 255 and thier radius to 255 (its suppose to look like sunlight)

but they only seem to shine down towards the ground and a little to the sides. even if i put all the lights in the exact middle they only cover about a 3rd of the length of the room.

please help me, its major important
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Xavious
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Post by Xavious »

aye in fact i should have put the topic here anyway. thnx

somebody help me
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}TCP{Wolf
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Post by }TCP{Wolf »

I've sent UnLeaded but I dunno if he ever reads this...
-=]I AM GETTING TOO OLD FOR SUBTLETY[=-

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Xavious
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Post by Xavious »

unleaded? that the guy who was in charge of crystal castles?
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}TCP{Wolf
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Post by }TCP{Wolf »

He still is...
-=]I AM GETTING TOO OLD FOR SUBTLETY[=-

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bozo
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Post by bozo »

I made a map at one time for Unreal 1 where I had to emulate sunlight for an outdoor castle. I ended up using lots of lights to make it look right. Unfortunately, there is no such effect for Unreal 1 and UT as the Sunlight effect they have in UT2003/UT2004.

I used some (about 10) LightEffect=LE_CloudCast lights with a LightRadius=255 for some general ambient lighting on rooftops. These were generally higher up in the air (but still near the roofs) and gave a relatively even lighting look for the rooftops.

I then placed a bunch of LightEffect=LE_Cylinder lights with a LightRadius=44 much closer to the ground for some more focused lights. These were placed to mimic lighting/shadowing effect that would be caused by the buildings not interfering/interfering with sunlight.

It took quite a bit of experimenting but I was able to mimic a pretty good sunlight look after awhile.
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Xavious
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Post by Xavious »

ok thnx mate!!!
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