General Vivi Posted September 13, 2005 Report Share Posted September 13, 2005 this is for hl2 engine ok i wanted to light up my map a lil bit but since its a 3d sky box any light entity lights up a huge portion of the map. i have tried playing with just using very tiny light_spots that turned out ok but what i would really like to know is how to illuminate my street post models shown here. im sure there is a line of code to put in the vmt file. I put "$selfillum" 3 for my buildings vmt files to get the windo effect but i tried it on my model and it didnt' work. any suggestions? Quote Link to comment Share on other sites More sharing options...
Captain P Posted September 14, 2005 Report Share Posted September 14, 2005 I don't really think they should be lit, not from the side the screenshot was taken from. After all, it's night and the light comes from another side. They look weird bytheway. Too curvy compared to the clean and sharp style of the buildings. Quote Link to comment Share on other sites More sharing options...
DD Posted September 14, 2005 Report Share Posted September 14, 2005 This is the skybox correct? If everything is scaled down you can still use regular light entities. Just change the quadratic value to something much higher. Quote Link to comment Share on other sites More sharing options...
General Vivi Posted September 14, 2005 Author Report Share Posted September 14, 2005 can you show a picture of where the quadratic value is caus............you lost me with that word Quote Link to comment Share on other sites More sharing options...
BaRRaKID Posted September 15, 2005 Report Share Posted September 15, 2005 its on the light_spot properties if i'm not mistaken Quote Link to comment Share on other sites More sharing options...
Tequila Posted September 15, 2005 Report Share Posted September 15, 2005 What exactly does quadratic do? Valve are notoriously stingy with the definitions. Quote Link to comment Share on other sites More sharing options...
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