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
light editing
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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.
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.